Baron Hannis Drelev

Lord Penville's page

No posts. Organized Play character for Egrek.


Full Name

Penville (Dogborn - he doesn't know his real name so made it up)

Race

Halfling

Classes/Levels

Summoner (old) 5

Gender

Male

Size

Small

Age

28 - ish

Alignment

Chaotic Good

Languages

Common, Halfling

Occupation

Feral guide

Strength 13
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 7
Charisma 16

About Lord Penville

Faction: (Silver Crusade)

Appearance
An unfortunate looking specimen, raised by animals for the most part after being abandoned in the wild, scraggly and odd he makes his way in the world with his faithful friend Bigby (his large St Bernard). Most laugh at him and seemingly like a puppy, he is ignorant of the fact. Just getting to grips with the politics of the world, his wide open eyes see all, yet understand little. (And he doesn't know that Bigby is actually an Eidolon - his summoning ritual consists of calling for Bigby everywhere - he does wander off - until he arrives)

Why in the Pathfinders
Being a feral child raised by dogs and other animals, when a Pathfinder came across him they tried to help. Which began by abducting him after his stories (he has retained a lot of speech) about how the animals talk to him and his general way of life. As Penville explored the new world, he could see the benefits and flaws of such a world and so happily joined the Silver Crusade (as they found and helped him) including helping some of his troubled animal friends.

How he plays:
Penville is a wannabe bard. Except he's illiterate. Luckily Bigby isn't. Sometimes Penville can't find Bigby, but after calling for about a minute he usually finds Bigby comes back. He's a comedy character and not great in a fight or useful. Great fun to play with though.

Halfling Racial Traits:

* Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
* Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
* Base Speed 30ft due to Fleet footed below.
* Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
* Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
* Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
* Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
* Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
* Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Feats and Traits:

* Trait (faith): Fate's Favoured (Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1)
* Trait (Race): Helpful (Halfling) (Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2).
* Feat 1: Endurance (You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued).
* Feat 3: Diehard (When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die).

* Feat 5: Resilient Eidolon (If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally).

Summoner Class Abilities:

Summoner
Cantrips
Spells
Eidolon
Life link
Summon monster I
Bond senses

Spirit Summoner - NOT ALLOWED IN PFS!

Spirit (Su)
A spirit summoner forms a mystical bond with one spirit from the shaman class. He gains the spirit ability of that spirit and uses his summoner level as his shaman level for determining its effects. The spirit summoner can select spells granted by that spirit as summoner spells known, using the shaman level of the spell as the summoner spell level. The summoner cannot select spirit spells that are above 6th level.
At 9th level, the summoner gains the abilities listed in the greater version of his selected spirit.
At 17th level, the summoner gains the abilities listed for the true version of his selected spirit.
This ability replaces summon monster.

Eidolon
At 1st level, a spirit summoner begins play with a powerful outsider called an eidolon. The eidolon's form and abilities must be appropriate to his chosen spirit, at the GM's discretion—for example, a summoner with the flame spirit cannot have an eidolon with ice or water abilities, a summoner with a heavens spirit cannot have a fiend-like eidolon, and so on. The summoner can use temporary effects (such as evolution surge) to alter the eidolon into an inappropriate form, but cannot use permanent effects (such as transmogrify) to do so.
This ability alters the eidolon class feature.

Hex
At 6th level, a spirit summoner can select a shaman hex that is appropriate to his spirit, chosen from the general list of shaman hexes or the specific hexes allowed by his spirit. This otherwise functions as a shaman's hex, and uses his summoner level as his shaman level. Like a shaman, a spirit summoner uses his Wisdom modifier to determine hex DCs.
At 8th, 10th, and 16th levels, the summoner can select another hex.
This ability replaces aspect, maker's call, merge forms, and transposition.

Spirit Summoner NOT ALLOWED IN PFS!

Possible Class Abilities:

Bloodrager (Celestial)
* Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

* Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.

* Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

* Fast Movement (Ex): A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
* Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Progression:

Feat (5?) - Resilient Eidolon - Eidolon last longer when unconscious - class level rounds.

Feats‎ > ‎Racial Feats‎ > ‎
Tenacious Survivor (Orc/Half-Orc)
Your spirit lingers long after any other's would have passed on.
Prerequisites: Con 13, Diehard, Endurance, half-orc or orc.

Benefit: When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level.

Bigby the St Bernard
Bigby is a St Bernard. Depending on the requirement, he wears a cap (mainly to hide the fact he's a summoned creature). Othrwise he'd a dog, true he fights maybe better than a dog (pounce) but is slowly forming into a proper copy. When not within earshot of Penville, he speaks with a posh English accent, sounding much like a butler - Alfred from Batman if you like. But dogs don't talk, so shh, don't tell Penville. He'd not believe you anyways.

Bigby stats:

Size Medium
Speed 40 ft.
AC +2 natural armor
Saves Fort (good), Ref (good), Will (bad)
Starting ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11

Attack
* Bite +4 (D6+2)
* Claw +4 (D4+2)
* Claw +4 (D4+2)

Power Attack
* Bite +3 (D6+4)
* Claw +3 (D4+4)
* Claw +3 (D4+4)

Ability Scores Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11

Free Evolutions
bite, limbs (legs) (2).

Bought Evolutions
Claws, pounce, mount, scent.

HD 2 (2D10+2 = 13 hp)
BA 2
Fort +4, Ref +5, Will +0
8 Skills
1 Feat
NA 2+2
AC 16, FF 14, To 12, FFTo 10.

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