Sanvil Trett

Deregar Rogarvia's page

161 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Deregar Rogarvia

Race

HP 56/56 | AC 19 | F +9 R +7 W +8 (+1 vs sleep/paralysis)| Perc +8 | Resist Fire 5

Classes/Levels

speed 25 ft | focus 1/1| Hero 0 | Active Conditions: Stupefied 2

Gender

LN male skilled human summoner 4

About Deregar Rogarvia

Deregar Rogarvia
LN Medium Male Skilled Human Summoner 4
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Backstory:
Deregar grew up with his "Auntie" Grace, a gray-haired woman who spoiled the boy a bit. Though they lived out in the hinterlands of Brevoy, Grace filled Deregar's ears with tales of the court in New Stetven--tales from when she worked as a housemaid there before the disappearance of House Rogarvia.

It was mostly a pleasant, if simple, existence. Auntie Grace hinted that they would not stay in obscurity forever, but when Deregar pressed her on the details, she always said, "When you are older, my little eager one."

When the boy was just past his 17th birthday, he and Grace suddenly fell violently ill. Both weak with astonishingly high fevers, the little family was soon desperate--effectively trapped in their small cabin with little hope of rescue. Grace's last words to him informed him that he was not "her little Egar," but was Deregar Rogarvie, stolen out of the palace in the dead of night by a lonely maid who was eager for a shild of her own.

Staggering into the night in his fever-ridden grief, the boy ran face-first into a serpentine creature, as large as a man with scales of red and gold. He could hear it's hissing voice explain that his name was Tyrkaxian, and that he had come to act as guardian. When the confused Deregar looked back at the cabin, the dragon coughed up a gout of flame, setting the place to quickly burn, and said--not unkindly--"A fitting pyre. It honors one who did so much for you to be sent off like an ancient king. Come, let's seek your fortune."

Since then, Deregar has wandered. He seems alone, but Tyrkaxian is a mere thought away, advising the boy. He knows better than to press his outrageous claim of royal blood, but the allure of the court has drawn him to Restov with its flamboyant swordlords.

Perception +8;
Languages Common, Draconic
Skills Acrobatics +7, Arcana +6, Athletics +9, Deception +4, Diplomacy +10, Intimidation +12, Lore: Politics +6, Society +6
Str +3, Dex +1, Con +1, Int +0, Wis +0, Cha +4
Items Chain Shirt, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healing Potion (Minor), Crowbar, Compass

AC 19, Fort +9, Ref +7, Will +8 (+1 vs sleep, paralysis)
HP 56; Resist fire 5
Speed 25 feet

Melee
+1 striking cold iron longsword +10 (versatile P), Damage 2d8+3 (S)
+1 Longspear +10 (Reach), Damage 1d8+3 (P)
Dagger +9 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+3 (P)
Mace +9 (Shove), Damage 1d6+3 (B)

Ranged
Sling +6 (Propulsive), Damage 1d6+1 (B)
+1 composite longbow +8, 1d8+1 (P)

Share Senses (Concentrate, Divination, Scrying, Summoner) Requirements Your eidolon is manifested. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose
all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.

◆--◆◆◆ Act Together (Summoner, Tandem) Frequency once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).

◆◆◆ Manifest Eidolon (Concentrate, Conjuration, Manipulate, Summoner, Teleportation) Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can’t willingly go beyond
that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon’s physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal).

Arcane Known Spells DC 20, attack +10 2nd ash cloud, invisibility 1st illusory object, jump (2 slots); Cantrips Daze, Electric Arc, Gouging Claw, ray of frost, shield

Focus Spells (1 points)
Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.

◆◆Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute. You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:
--Your eidolon gains low-light vision and darkvision.
--Your eidolon gains scent as an imprecise sense up to 30 feet. .
--Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. (Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait.)
--Your eidolon gains a +20-foot status bonus to its Speed.

Heightened (3rd) Add the following options to the list of effects you can choose:
--Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature
each regain only 2 actions at the start of your turns each round, as normal. .
--Your eidolon gains a climb Speed equal to its land Speed.

Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:
--Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet.
--Your eidolon gains a fly Speed equal to its Speed.

Ancestry Feat
Haughty Obstinacy
General Training: Armor Proficiency

Class Feats
Expanded Senses (Evolution)
Ranged Combatant
Dragon Disciple Dedication (Red)
Glider Form
Scales of the Dragon

General Feats
Armor Proficiency
Toughness

Skill Feat
Intimidating Glare
Underwater Marauder

Additional Specials Eidolon (Dragon Eidolon), Link Spells

Tyrkaxian
Medium Dragon
Perception +8; darkvision, low-light vision, scent
Languages Common
Skills Acrobatics +8, Arcana +6, Athletics +10, Deception +0, Diplomacy +6, Intimidation +8, Society +6
Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0

AC 20, Fort +11, Ref +8, Will +8
Speed 25 feet

Melee
Jaws +11 (Trip), Damage 2d8+4 (P)
Claws +11 (Agile, Finesse), Damage 2d6+4 (S)

Ranged
Flame Jet +9, Damage 1d4+2 fire (range 30 ft.)

◆◆ Breath Weapon (Arcane, Eidolon, Evocation) Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against your spell DC. The area and damage type of the Breath Weapon are chosen when the eidolon gains this ability. Your eidolon then can't use their Breath Weapon again for the next 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d6. (2d6)