Suit of Keys

Penka "Prebleached" Bashment's page

131 posts. Alias of cartmanbeck (RPG Superstar 2014 Top 16).


Full Name

Penka "Prebleached" Bashment

Race

Tree:
Plant companion (tree) | AC/T/FF 17/11/16 | hp 19/19 | Fort/Ref/Will +4/+4/+1 (-8 Ref when planted) | CMB +5, CMD 16 | Immune paralysis, poison, sleep, stun | Percept +6

Classes/Levels

Female gnome Unchained Summoner 3 | AC/T/FF 16/13/14 | hp 21/21 | Fort/Ref/Will +2/+3/+3 (+2 vs. illusions) | Hero Points: 1 | CMB +0, CMD 12 | summon nature's ally SLA 7/7 | Perception +8, Diplom +11

About Penka "Prebleached" Bashment

Background:

Penka was born in the slums of Absalom to two poor gnomish parents who were both partially bleached with the stress of their meager lives. The white streak in her hair was evidence of this (Think of X-men's Rogue) and she was made fun of and shunned constantly by the other gnomes in her community for being "pre-bleached". Despite this, Penka was a vibrant and happy child. That is, until her parents were ousted from Absalom in an effort to "clean the streets". Her family was unceremoniously dumped outside the city by a rich man who had bought up the slums they lived in and planned to rip them down and create a new magic academy (a plan which ultimately failed, as his funds ran out due to some unforseen thefts). In any case, unlike her parents, Penka quickly took to living off the land, and helped them forage for food and build shelter. One day while walking through the forest, Penka came upon a strange-looking tree, one which did not seem to belong. As she stared at it in wonder, eyes opened in its bark and it stared at her, then took a step toward her. Though terrified, Penka stood her ground, knowing that creatures of the forest are less likely to attack if you do not run from them. The strage tree scooped her up and held her near its eye, then placed her on one of its branches and began walking. Plenka found that she could sense the tree's feelings, and directed it toward her family's home in the wild. Her parents were absolutely terrified of the tree-creature, but she showed them that she was in control of it, and showly they found that this creature was a strong asset for their life in the wild.
After several years, the bleaching process finally caught up to Plenka's parents, and they both died within a few months. Plenka decided to set out on her own to learn more about her strange, otherworldly tree friend, and to study her own growing arcane powers. She met a man whose magic was similar to her own, though the creature that found him was a strange chicken-snake thing. He taught her how to harness her magic to help her tree friend, to change his form to match different environments, and he gifted her with a wand that would heal him in emergencies.

Link on Wiki

Penka "Prebleached" Bashment
Female gnome Unchained Summoner (Wild Caller) 3 / Variant Multiclass Sorcerer (Verdant)
N Small humanoid (gnome)
Init +2; Senses low-light vision, Perception +8 (+10 in natural settings)
DEFENSE
AC 16 Touch 13 FF 14 (+3 armor, +2 Dex, +1 size); +4 Dodge vs. giants
hp 21 (3d8+3)
Fort +2 Ref +3 Will +3; +2 vs. illusions

OFFENSE
Melee morningstar +1 (1d6-1)
Ranged sling +4 (1d3-1)
Speed 20 ft.

Summoner spells known (CL 3rdt, Concentration +7)
1st (4/day) - enlarge person, mage armor, shield, long arm <- 4/4 left
0 (at will) - acid splash, detect magic, light, read magic, message

Summoner spell-like abilities (CL 3rdt, Concentration +7)
7/day - summon nature's ally I (duration 1 min/level)

Gnome spell-like abilities (CL 3rdt, Concentration +7)
1/day - dancing lights, ghost sound, prestidigitation, speak with animals

Feytouched spell-like abilities (CL 3rdt, Concentration +7)
1/day (when in forest) - flare (DC 14), enhanced diplomacy, virtue, entangle (DC 15)

Bloodline powers (CL 3rd, Concentration +7)
7/day - tanglevine (+7)

STATISTICS
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +2; CMB +0; CMD 12
Feats Summon Plant Ally
Skills Bluff +7, Diplomacy +11, Kn (arcana) +8, Kn(nature) +9, Perception +8 (+10 in natural settings), Spellcraft +8, Survival +0 (+1 to get along in the wild)
Background skills Craft (alchemy) +8, Handle Animal +10
Languages Common, Gnome, Sylvan, Treant, Aklo
Faction Green Faith
Traits Savage (+1 Kn. nature and Survival to get along in the wild), Eyes of the Wild (+2 Perception in natural settings)
Alternate gnome racial traits Fey magic, Fey thoughts (Diplomacy and Perception), Gift of tongues
SQ Illusion resistance, keen senses, cantrips, plant eidolon (tree), life link, summon nature's ally II, bond senses, bloodline powers (tanglevine 7/day)
Combat gear Sling + 20 bullets, scrolls (enlarge person, grease (DC 11), long arm, magic fang)
Other gear backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torch (10), trail rations (5 days), waterskin, wand (lesser rejuvenate eidolon, 25 charges), 434 gp

Current Active Spells
mage armor on tree (2 hours)

Tree
Plant eidolon (tree) (fungus)
N Medium plant (extraplanar)
Init +1; Senses Darkvision 60 ft., Perception +6
DEFENSE
AC 17 15 Touch 11 FF 16 (+1 Dex, +6 +4 natural)
hp 22 (3d10+6)
Fort +4 Ref +4 +5 Will +1; -8 Reflex when planted
Immune paralysis, poison, sleep effects, stunning

OFFENSE
Speed 20 ft.
Melee 2 slams +7 (1d10+4)
bite +3 (1d8+2) plus poison
Eidolon Poison: Injury; save DC 13 Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. This poison can be used no more than once per round.

STATISTICS
Str 19, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Str 17, Dex 15
Base Atk +3; CMB +7; CMD 18
Feats Power Attack, X
SQ link, share spells, plant (1d8+1 and 1 ability damage per hour)
Evolutions (3 points) Improved damage (slam) [1], ability score increase (Str) [2]
Skills Acrobatics +3, Climb +6, Perception +6, Stealth +5, Survival +3, Swim +4

Current spell research project:

Entangling roots
School transmutation; Level druid 1, ranger 1, summoner (Wild Caller only) 1
Casting time 1 Standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one plant creature
Duration 1 round/level
Area 10 ft. radius around targeted creature
Saving throw Reflex partial; see text; Spell resistance no
Description
This spell functions as entangle, except that it affects an area 10 feet around the targeted plant creature's space (note that a creature of Large size or larger creates additional squares of affected area), and it does not hinder the targeted plant creature (though it may affect other allies within its area).

Time required: 7 days
Cost: 100 gp
Research DC: 12
Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11
Spellcraft: 1d20 + 6 ⇒ (13) + 6 = 19
Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11
Spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9
Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21
So far, 2 days of progress out of 7.

Plant Eidolon Unchained Conversion:

(from Heroes of the Wild - Wild Caller archetype)
Alignment: Any Neutral
Base Form: by plant type (see archetype)
Base evolutions:
Plant eidolons have the plant type and are immune to paralysis, poison, sleep effects, and stunning. Unlike other plants, they are not immune to mind-affecting or polymorph effects.
At 1st level, plant eidolons gain the ability to plant themselves to rejuvenate. As a full-round action, a plant eidolon can plant itself in appropriate soil and begin sucking nutrients and water. After each hour spent planted, the plant eidolon gains 1d8+1 hit point and heals 1 ability damage. While planted, the eidolon cannot move and takes a -8 penalty to Reflex saves, and extricating itself takes a full-round action. The soil must be appropriate for a plant of its type, at the GM's discretion (a tree eidolon could not plant itself in sand, though a cactus eidolon could. A mushroom eidolon can plant itself on solid rock as easily as soil.)
At 4th level, plant eidolons gain resistance to a type of energy determined by their plant type. Cactus eidolons gain fire resistance 10, conifer eidolons gain cold resistance 10, mushroom eidolons gain acid resistance 10, and tree eidolons gain sonic resistance 10. In addition, they gain a +4 bonus to saves against mind-affecting effects.
At 8th level, plant eidolons can plant and unplant themselves faster, and gain bonuses while planted. A plant eidolon can plant itself in appropriate soil as a Standard action, and while planted gains a +2 bonus to attack rolls, damage rolls, saving throws, and skill checks not involving movement. Its penalty to Reflex saves while planted is reduced to -4. It also regains 2d8+3 hit points and 2 ability damage at the end of each hour spent planted. The plant eidolon can now extricate itself from being planted using a Move action.
At 12th level, plant eidolons gain immunity to the energy type which they gained resistance to at 4th level, as well as DR 5/cold iron. They also gain speak with plants as a spell-like ability usable three times per day.
At 16th level, plant eidolons gain the ability increase evolution, applied to Strength, Dexterity, or Consitution (the summoner's choice). They may also use thir speak with plants spell-like ability at will.
At 20th level, plant eidolons become immune to all mind-affecting effects and polymorph effects not cast by the summoner. In addition, their damage reduction increases to DR 15/cold iron.

Variant Multiclassing abilities:

Level 3 - Bloodline Power 1 - Tanglevine
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.