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Dendrick Deepbriar, Gnome Summoner


VennDygrem

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"You may be surprised just where a sapling's roots will take hold!"

 


Dendrick Deepbriar
Gnome (Fey-touched) • Plant WhispererPlant Whisperer

You’ve always had a green thumb, allowing you to care for plants that others found too difficult to grow and tend with a skill that borders on the magical. As you travel, you encounter all sorts of new plants and plant creatures, allowing you to expand your horizons and deepen your understanding of flora.

Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. You’re trained in Nature and Plant Lore.

You gain the Natural Medicine skill feat.
• Summoner 1

Small • Gnome, Humanoid, Fey


Abilities
Str -1 • Dex +3 • Con +2 • Int 0 • Wis +1 • Cha +4

Boosts
• Ancestry: -2 Strength, +2 Constitution, +2 Charisma, +2 Dexterity
• Background: +2 Charisma, +2 Dexterity
• Class: +2 Charisma
• Free: +2 Dexterity, +2 Constitution, +2 Wisdom, +2 Charisma


Adventuring & Combat
HP 20/20
Perception +4 • Trained 3 • Wis 1 • Item 0 • Senses low-light vision
Speed 25
Class/Spell DC 17 • Trained 4 • Base 10 • Cha 4• Item 0


Armor and Shields
AC 16 • Trained 3 • Base 10 • Dex 3 • Item 0
Trained: Unarmored defense
Explorer's Clothing • Bulk L • +0 Item Bonus, Dex Cap 5
Glass Shield (Cantrip) +1 circumstance to AC

Saving Throws 

 Fortitude +7 • Expert 5 • Con 2 • Item 0
 Reflex +6 • Trained 3 • Dex 3 • Item 0
 Will +6 • Expert 5 • Wis 1 • Item 0

Weapon Proficiencies
• Trained: Simple weapons, unarmed attacks


 

Skills

Acrobatics +3 • Untrained 0 • Dex 3 • Item 0
Arcana +0 • Untrained 0 • Int 0 • Item 0
Athletics +2 • Trained 3 • Str -1 • Item 0 • Armor -0
Crafting +0 • Untrained 0 • Int 0 • Item 0
Deception +7 • Trained 3 • Cha 4 • Item 0
Diplomacy +7 • Trained 3 • Cha 4 • Item 0
Intimidation +7 • Trained 3 • Cha 4 • Item 0
Lore: Plant +3 • Trained 3 • Int 0 • Item 0
Medicine +1 • Untrained 0 • Wis 1 • Item 0
Nature +4 • Trained 3 • Wis 1 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance +4 • Untrained 0 • Cha 4 • Item 0
Religion +0 • Untrained 0 • Wis 0 • Item 0
Society +0 • Untrained 0 • Int 0 • Item 0
Stealth +3 • Untrained 0 • Dex 3 • Item 0
Survival +4 • Trained 3 • Wis 1 • Item 0
Thievery +3 • Untrained 0 • Dex 3 • Item 0


Languages
Common, Gnomish, Fey, Elven, Dwarven, Jotun

Ancestry & Heritage

Ancestry: Gnome

  • Hit Points 8
  • Size Small
  • Speed 25 feet
  • Languages Common, Gnomish, Sylvan, Additional languages equal to your Intelligence modifier
  • Low-Light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Heritage: Fey-touched Gnome

  • The blood of the fey is so strong within you that you’re truly one of them. You gain the fey trait, in addition to the gnome and humanoid traits. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. You can change this cantrip to a different one from the same list once per day by meditating to realign yourself with the First World; this is a 10-minute activity that has the concentrate trait.

 Abilities & Feats

Level 1

Feats

Gnome Polyglot  • Ancestry 1 • [Gnome]
Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the Multilingual feat, you learn three new languages instead of two.

Animal Elocutionist  • Ancestry 1 • [Gnome]
You hear animal sounds as conversations instead of unintelligent noise, and you can respond in turn. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case. You gain a +1 circumstance bonus to Make an Impression on animals.

Natural Medicine  • Skill 1 • [Skill] [General]
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Advanced Weaponry  • Class 1 • [Evolution] [Summoner]
Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: disarm, grapple, nonlethal, shove, trip, or versatile bludgeoning, piercing, or slashing. (Vine Whip: grapple)

Meld into Eidolon :ThreeActions:  • (Bonus) Class 1 • [Summoner]
Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities. You Manifest your Eidolon, but instead of summoning it into an adjacent open space, you become it. While Manifested in this way, you use its statistics, and you can't act except to direct it to use Manifest an Eidolon to unmanifest it. Since you can't act, you can't Cast Spells, activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the tandem trait, or use other abilities that require you, and not the eidolon, to act. Your can't be separately targeted while you are melded into it. When you reach 0 HP, your eidolon unmanifests, leaving your body behind, unconscious and dying.
 

Abilities
Manifest Eidolon :ThreeActions: [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 (arcanedivineoccult, or primal)


Act Together :OneAction:- :ThreeActions: [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.


Share Senses :OneAction:[Concentrate] [Divination] [Scrying] [Summoner]
Prerequisites 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 (arcanedivineoccult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.


Summoner Spellcasting (See Below)

Spontaneous casting / Spell Repertoire


Link Spells [Focus Pool: 1 FP]
Evolution Surge :TwoActions:[Uncommon] [Morph] [Summoner] [Transmutation]

Link Cantrips [Cost 0 FP]
Boost Eidolon :OneAction:[Uncommon] [Cantrip] [Summoner] [Evocation]


Spellcasting
Spell Attack: +7 | Spell DC: 17 | Proficiency: Trained (2 + Level)

Cantrips (5 Known +1 from Heritage)

Spells (2 known, 1 slot)


Eidolon

Skog
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Medium Guardian Plant Eidolon

Perception +4; Low-Light Vision
Languages Sylvan, Summoner's Languages
Skills Athletics +7, Deception +3, Diplomacy +3, Intimidate +3, Nature +4, Survival +4
Items Unarmored


AC 17; Fort +8, Ref +5, Will +6
HP Shared with Summoner
STR +4 DEX +2 CON +3 INT -1 WIS +1 CHA +0

Attacks Vine Whip +7 Damage 1d8+4 B •  Trip, Grapple; Thorny Claws +7 Damage 1d6+4 S  Agile, Finesse


Speed 25 feet

Tendril Strike Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.

Inventory

Money: 9 GP 5 SP
Bulk 0 • Enc 4 (5 + Str -1) • Max 9 (10 + Str -1)


Weapons
H. Xbow +6 • Trained 3 • Dex +3 • Item 0 • Damage 1d6 •  Range 60 ft. Reload 1

Arms and Armor
Explorer's Clothing  Bulk L • +0 Item Bonus, Dex Cap 5; Check Penalty 0; Speed -0; Str -5
Glass Shield
(cantrip)  Bulk - • Raised AC +1 • Hardness 2 HP 4

Misc. Gear
Explorer's Clothes (1 SP) [L]
Backpack (1 SP)

  • Bedroll (2 CP)
  • Chalk x10 (1 SP)
  • Flint and Steel (5 CP)
  • Rope 50 ft. (5 SP)
  • Torches x5 (5 CP)
  • Rations x2 wks (8 SP)
  • Soap (2 CP)
  • Caltrops x2 (6 SP)

 

Archived

 

 

Maca Ramadzi, Who Will Climb the Heavens to Seize His Destiny

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Stats

Ancestry: Vanara
Heritage: Sylph (Versatile Heritage)
Class: Swashbuckler
Background: Gambler
Alignment: Chaotic Good

HP: 18Ancestry: 6
Class: 1 x (10 Base + 2 Con)

AC: 1810 Base
+4 Dex
+3 Trained Proficiency (Light)
+1 Armor (Leather)

Perception: +61 Wis
+5 Expert Proficiency

Perception DC: 16

Speed: 25

Saving Throws
Fort +5+2 Con
+3 Trained Proficiency
 Ref +9+4 Dex
+5 Expert Proficiency
 Will +6+1 Wis
+5 Expert Proficiency


Ability Scores
Strength      10 (+0)
Dexterity     18 (+4)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom      12 (+1)
Charisma    14 (+2)
 

 Class DC: 1710 Base
+4 Key Ability (Dexterity)
+3 Trained Proficiency

 

"How can someone wake up in the morning and just decide to keep being a baker when there's all this to explore?!
Ooh, that reminds me
, I need to stop at the bakery for pastry or three..."

 

 

Appearance
Maca always does his best to present himself with an air of polished gentility... until his attention wanders and he dirties his outfit climbing trees or rooftops, which happens with frequent regularity. The young vanara typically has a jovial grin set upon his face, and his bright eyes shine with fierce bravado and curiosity. Those same eyes are paler than most, showcasing a light blue almost mistakable as silver or white. His hair, covering much of his body a a soft, wily fur coat, is a light, golden tan color, though streaks of sky blue run through it and across his body in swirling streaks -- a sign of his ancestral sylph heritage.

Besides the brown of his simple leather booting and jerkin, Maca favors shirts and other accessories of crimson and golden hues, figuring that if he's going to be labeled a firebrand he may as well dress the part. Contrary to the rest of his typical palette, however, he carries a rapier with a sky blue pommel, guard, and quillions in subtly varying shades, with the sheath matching this color scheme.

 

Personality
Preeminently curious and somewhat brash, some find no difficulty in describing Maca as foolhardy. He's willing to investigate trouble without regard for his safety, though his deep loyalty to his friends ensures he won't jeopardize the lives of others unless the payoff is really, really good. Maca enjoys playing pranks and generally living life to the fullest, and therefore bristles under rigid authority. Rather than act out directly, however, Maca would rather retaliate subtly, allowing him maximum capacity to enjoy the look on someone's face when they discover they've been made to play the fool.

That said, Maca is a good-natured soul and despises cruelty for its own sake. Furthermore, perhaps due to his own past, Maca hates leaving anyone behind for fear of having abandoned them.

 

Background


 

 

Edited by VennDygrem (see edit history)
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  • 9 months later...

Posting Template

spacer.pngDendrick | HP 20/20 | AC 16 | Fort +7 Ref +6 Will +6 | Speed: 25 | Perception: +4
Hero Points: 1/3 | Focus Points: 1/1
| Conditions: None | Effects: N/A


Dendrick does the thing!
 

"I'm saying this!"

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'These are my thoughts!'

 


Skog | AC 17 | Fort +8 Ref +5 Will +6 | Speed: 25 | Perception: +4

OOC & Actions

Combat/Social/Exploration/Downtime Actions and other OOC notes go here!

Edited by VennDygrem (see edit history)
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