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Basic Information[]

Tasanto
Nysys
      Race: Half-elf
     Class: Synthesist 4 / Monk 2
         Monk of the Sacred Mountain
            Master of Many Styles
     Level: 6
Experience: 20,558 XP, (23,000 TNL)
 Alignment: LN
 Languages: Common, Elven,
            Orcish, Inner Sea
     Deity: The Ivy King 
Background: closed
First Seen: The Dunn Wright Inn
  Location: Through the Looking Gate


Abilities[]

           Half-elf                        Eidolon Fusion
        STR: 14 +2 (02 pts) +2 Belt         STR: 19 (15table + 2AbIncr +2Belt)
        DEX:  7 -2 (-4 pts)                 DEX: 15
        CON: 14 +2 (05 pts)                 CON: 13
        INT: 12 +1 (02 pts)                 INT: 12
        WIS: 18 +4 (10 pts) +2 Racial       WIS: 18
        CHA: 15 +2 (05 pts) +1 4th lvl      CHA: 15
         HP: 58 Body ~*~ 0 Skin              HP: 52 Body ~*~ 29 Skin
     Vision: Low-light                   Vision: Darkvision 60' and Low-light
 Perception: +15                     Perception: +23
      Speed: 30'                          Speed: 40'
       Type: Humanoid (human,elf)          Type: Humanoid (human,elf,outsider)

Half-elf Combat Statistics[]

    (Max-2)   HP:  58 = [4d8(26) + CON (2*4) + FC (0)] (Synthesist 2)
                        [2d8(12) + CON (2*2) + FC (2)] (Monk 2)
                        [        + Toughness (6)     ]
              AC:  13 = [10 + DEX (-2) + Armor (0) + Shield (0) + Natural (1$)
                            + Size (0) + WIS (4) + Misc (0)]
        AC Touch:  12 = [10 + DEX (-2) + Size (0) + WIS (4) + Misc (0)]
   AC Flatfooted:  15 = [10 + Armor (0) + Shield (0) + Natural (1$)
                            + Size (0) + WIS (4) + Misc (0)]
            INIT:  -2 = [DEX (-2) + Misc (0)]
             BAB:  +4 = [Synthesist (3) + Monk (1)]
             CMB:  +6 = [BAB (4) + STR (2) + Misc (0)]
             CMD:  18 = [10 + BAB (4) + STR (2) + DEX (-2) + WIS (4)]
       Fortitude:  +7#  = [Synthesist (1) + Monk (3) + CON  (2) + Cloak (1)]
          Reflex:  +3   = [Synthesist (1) + Monk (3) + DEX (-2) + Cloak (1)]
            Will:  +12#^= [Synthesist (4) + Monk (3) + WIS  (4) + Cloak (1)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

   ^ = Additional +2 vs Enchantment (half-elven racial)
   # = Additional +2 bonus on saving throws against sleep effects, paralysis
                     effects, and stunning effects (Dragon Style)
   $ = Iron Monk provides +1 Natural Armor

Beast Combat Statistics[]

    (Max-2)   HP:  52 real = [4d8(26)+2d8(12)+CON(1*6)+T(6)+FC(2)](Syn3&Monk2)
                   29 temp = [3d10(26)         + CON(1*3)]        (Eidolon 3)
              AC:  28 = [10 + DEX (2) + Mage Armor (4) + Shield (2) 
                            + Natural (6) + Size (0) + WIS (4) + Misc (0)]
        AC Touch:  16 = [10 + DEX (2) + Size (0) + WIS (4) + Misc (0)]
   AC Flatfooted:  26 = [10 + Mage Armor (4) + Shield (2)
                            + Natural (6) + Size (0) + WIS (4) + Misc (0)]
            INIT:  +2 = [DEX (2) + Misc (0)]
             BAB:  +4 = [Eidolon (3) + Monk (1)]
             CMB:  +8 = [BAB (4) + STR (4) + Misc (0)]
             CMD:  24 = [10 + BAB (4) + STR (4) + DEX (2) + WIS (4) + Misc (0)]
       Fortitude:  +8#  = [Synth(1) + Monk(3) + CON(1) + Meld(2) + Cloak (1)]
          Reflex:  +9   = [Synth(1) + Monk(3) + DEX(2) + Meld(2) + Cloak (1)]
            Will:  +14#^= [Synth(4) + Monk(3) + WIS(4) + Meld(2) + Cloak (1)]
           Speed:  40'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00
         Evasion:  Yes

   ^ = Additional +2 vs Enchantment (half-elven racial)
   # = Additional +2 bonus on saving throws against sleep effects, paralysis
                  effects, and stunning effects (Dragon Style)
   Shielded Meld: +2 AC as shield bonus and +2 saves as circumstance bonus

Half-elf Weapon Statistics[]

Unarmed Strike: Attack: +6 = [BAB (4) + Str (2) + Misc (0) + Magic (0)] 
                Damage: 1d6+2+1d6 shock, Crit: 20/x2, Special: B/P, monk

Lucerne Hammer: Attack: +7 = [BAB (4) + Str (2) + MW (1) + Magic (0)] 
 MW Cold Iron   Damage: 1d12+3, Crit: 20/x2, Special: B/P, brace, reach

         Hanbo: Attack: +6 = [BAB (4) + Str (2) + Misc (0) + Magic (0)]
                Damage: 1d6+2, Crit: 20/x2, Special: bludgeoning, monk, trip

        Dagger: Attack: +6 = [BAB (4) + Str (2) + Misc (00) + Magic (00)]
                Damage: 1d4+2, Crit:  19-20/x2, Special: P/S

 Thrown Dagger: Attack: +2 = [BAB (4) + Dex (-2) + Misc (00) + Magic (00)]
                Damage: 1d4+2, Crit:  19-20/x2, Special: P/S; Range 10'

         Sling: Attack: +2 = [BAB (4) + Dex (-2) + Misc (0) + Magic (0)]
                Damage: 1d4+2, Crit: 20/x2, Special:  Range Increment 50'

 Stunning Fist: 3/day, DC 16, declare before attack
 
   Swift/Immed actions: Enter Snake Stance 
                        AC or touch AC = d20+14 against one strike
                        miss provokes AoO with 2 retributive unarmed attacks

Beast Weapon Statistics[]

Claw/Claw: Attack: +8 = [BAB (4) + Str (4) + Misc (0) + Magic (0)]
           Damage: 1d4+4+1d6 shock, Crit: 20/x2, 
          Special: B/S/P Primary, 10' Reach
  and
     Bite: Attack: +8 = [BAB (4) + Str (4) + Misc (0) + Magic (0)]
           Damage: 1d6+4+1d6 shock, Crit: 20/x2, Special: B/S Primary
  Pounce
Unarmed Strike: Attack: +8 = [BAB (4) + Str (4) + Misc (0) + Magic (0)]
                Damage: 1d6+4+1d6 shock, Crit: 20/x2, Special: B/P, monk
                Damage: 1d6+6+1d6 shock, Special: 1st unarmed strike in a round

Lucerne Hammer: Attack: +9 = [BAB (4) + Str (4) + MW (1) + Magic (0)]
(MW Cold Iron)  Damage: 1d12+6, Crit: 20/x2, Special: B/P, brace, 10' reach

         Hanbo: Attack: +8 = [BAB (4) + Str (4) + Misc (0) + Magic (0)]
                Damage: 1d6+4, Crit: 20/x2, Special: bludgeoning, monk, trip
 
        Dagger: Attack: +8 = [BAB (4) + Str (4) + Misc (0) + Magic (0)]
                Damage: 1d4+4, Crit: 19-20/x2, Special: slashing or piercing
 
 Thrown Dagger: Attack: +6 = [BAB (4) + Dex (2) + Misc (0) + Magic (0)]
                Damage: 1d4+4, Crit: 19-20/x2, Special: Range Increment 10'
 
         Sling: Attack: +6 = [BAB (4) + Dex (2) + Misc (0) + Magic (0)]
                Damage: 1d4+4, Crit: 20/x2, Special: Range Increment 50'

 Stunning Fist: 3/day, DC 16, declare before attack
  
   Swift/Immed actions: Enter Snake Stance 
                        AC or touch AC = d20+14 against one strike
                        miss provokes AoO with 2 retributive unarmed attacks

Half-elf Racial Features[]

Ability Adjustments: +2 (WIS)
               Size: medium
              Speed: 30'
      Favored Class: Synthesist (+1/4 Evolution Point, taken 4x)
                     and Monk (+1 HP, taken twice)
             Vision: Low-light
          Elf Blood: Half-elves count as both elves and humans for any effect
                     related to race.
   Elven Immunities: Half-elves are immune to magic sleep effects and get a
                     +2 racial saving throw bonus against enchantment spells
                     and effects.
        Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
          Languages: Half-elves begin play speaking Common and Elven.
                     Orcish taken from bonus intelligence.
     Ancestral Arms: Some half-elves receive training in an unusual weapon.
                     Half-elves with this racial trait receive Exotic Weapon 
                     Proficiency or Martial Weapon Proficiency with one weapon
                     as a bonus feat at 1st level. This racial trait replaces
                     the adaptability racial trait. (Lucerne Hammer)

Class Features[]

Summoner (Synthesist Archetype)

  Armor/Weapons ~ Light Armor Proficiency, Simple Weapons, 
                  Can cast in light armor without ASF
  Spell Casting ~ Spontaneous, arcane, charisma based caster
   
  Fused Eidolon ~ Essentially overlaid battle skin ~ A synthesist summons the 
                  essence of a powerful outsider to meld with her own being.  
                  The eidolon appears around the synthesist so that the 
                  synthesist seems to be inside a [barely] translucent image
                  of her eidolon. 
                  The synthesist directs all of the eidolon’s actions while 
                  fused, perceives through its senses, and speaks through its 
                  voice, as the two are now one creature.  While fused, the 
                  synthesist uses the eidolon’s physical ability scores 
                  (Strength, Dexterity, and Constitution), but retains her own 
                  mental ability scores. The synthesist gains the eidolon’s 
                  hit points as temporary hit points.  When these hit points 
                  reach 0, the eidolon is sent back to its home plane.  
                  The synthesist uses the eidolon’s BAB, and gains the 
                  eidolon’s armor and natural armor bonuses and modifiers to 
                  ability scores.  The synthesist also gains access to the 
                  eidolon’s special abilities and the eidolon’s evolutions.
                  The synthesist is still limited to the eidolon’s maximum 
                  number of natural attacks.  The eidolon has no skills or 
                  feats of its own.
                  While fused, the synthesist counts as both her original type
                  and as an outsider for any effect related to type, whichever
                  is worse for the synthesist.  Spells such as banishment or 
                  dismissal work normally on the eidolon, but the synthesist
                  is unaffected.  Neither the synthesist nor her eidolon can
                  be targeted separately, as they are fused into one creature.
                  The synthesist and eidolon cannot take separate actions. 
                  While fused with her eidolon, the synthesist can use all of
                  her own abilities and gear. In all other cases, this ability
                  functions as the summoner’s normal eidolon ability 
                  (for example, the synthesist cannot use her summon monster
                  ability while the eidolon is present). This ability replaces
                  (*but still acts "as" such for feat qualification
                  [interpretation and judge vote])the class’s eidolon ability,
                  bond senses, and life bond.

     Fused Link ~ If the eidolon takes enough damage that brings it to zero,
                  which would return it to it's plane, the summoner can, as a 
                  free action, sacrifice hit points to prevent an equal amount
                  of damage to the eidolon.

Eidolon Healing ~ The temporary HP of the eidolon can only be healed with
                  spells that specifically heal eidolons such as Rejuvenate 
                  Eidolon. (FAQ clarification)

     Worn Armor ~ Worn armor does not function while fused, but does not need
                  to be removed before fusion. (FAQ clarification)

    Skilled Evo ~ The Skilled evolution does affect the synthesist, giving him
                  the bonus.  The Ability Increase evolution does not affect
                  the synthesist's mental stats, it affects the eidolon's 
                  suppressed mental stats. (FAQ clarification)

     Sufficient ~ The eidolon must have sufficient limbs to accomplish tasks.
     Limbs        "Remember also that the summoner is wearing the eidolon like
                  a biological, all-encompassing "suit," and the eidolon's 
                  shape limits what the summoner can do.  If the eidolon 
                  doesn't have arms, the summoner can't use his own arms to 
                  manipulate objects, make attacks, cast somatic spells, or 
                  anything else requiring arms--while fused, the summoner's 
                  limbs are trapped within the armless eidolon-suit, and he 
                  isn't able to use them to manipulate things.  The summoner
                  isn't able to extend his own body parts outside of the 
                  eidolon-suit; if he wants to be able to manipulate things
                  with arms, the eidolon needs arms (though tentacles are
                  sufficient for simple tasks)." (FAQ clarification)

   Share Spells ~ The summoner may cast a spell with a target of “you” on her 
                  eidolon (as a spell with a range of touch) instead of on 
                  herself.  A summoner may cast spells on her eidolon even if
                  the spells normally do not affect creatures of the eidolon’s
                  type (outsider).  Spells cast in this way must come from the
                  summoner spell list.

     Darkvision ~ The eidolon has darkvision out to a range of 60 feet. (Only 
                  available in the Fusion form.)

           Link ~ A summoner and his eidolon share a mental link allows for 
                  communication ...  This communication is a free action, 
                  allowing the summoner to give orders to her eidolon at any
                  time.  ...  The eidolon must possess the appropriate 
                  appendages to utilize a magic item.
     
        Evasion ~ If the eidolon is subjected to an attack that normally
                  allows a Reflex save for half damage, it takes no damage
                  if it makes a successful saving throw.

  Shielded Meld ~ At 4th level, whenever the synthesist is fused with
                  his eidolon, he gains a +2 shield bonus to his Armor Class
                  and a +2 circumstance bonus on his saving throws. This
                  ability replaces shield ally.

       Summon   ~ Cast Summon Monster II 5 times per day as a standard action
     Monster II   SLA for a 6 minute duration.

Monk ~ Master of Many Styles ~ Monk of the Sacred Mountain

  Armor/Weapons ~ Over simple weapons, a monk gains handaxe, javelin, kama,
                  nunchaku, sai, short sword, shuriken, siangham.

    Bonus Feats ~ At 1st level, 2nd level, and every four levels thereafter,
                  a master of many styles may select a bonus style feat or
                  the Elemental Fist feat (Advanced Player’s Guide 158).
                  He does not have to meet the prerequisites of that feat,
                  except the Elemental Fist feat. Alternatively, a master of
                  many styles may choose a feat in that style’s feat path
                  as one of these bonus feats if he already has the 
                  appropriate style feat. The master of many styles does
                  not need to meet any other prerequisite of the feat in
                  the style’s feat path.
                  This ability replaces a monk’s standard bonus feats.
 
Fuse Style (Ex) ~ At 1st level, a master of many styles can fuse two of
                  the styles he knows into a more perfect style. The master
                  of many styles can have two style feat stances active
                  at once.  Starting a stance provided by a style feat is
                  still a swift action, but when the master of many styles
                  switches to another style feat, he can choose one style
                  whose stance is already active to persist.  He may only
                  have two style feat stances active at a time.
                  This ability replaces flurry of blows.

  AC Bonus (Ex) ~ When unarmored and unencumbered, the monk adds his Wisdom
       +4         bonus (if any) to his AC and his CMD.  These bonuses to AC
                  apply even against touch attacks or when the monk is 
                  flat-footed.  He loses these bonuses when he is immobilized
                  or helpless, when he wears any armor, when he carries a 
                  shield, or when he carries a medium or heavy load.

 Unarmed Strike ~ At 1st level, a monk gains Improved Unarmed Strike as a
      d6+STR      bonus feat.  A monk’s attacks may be with fist, elbows,
                  knees, and feet.  This means that a monk may make unarmed
                  strikes with his hands full.  There is no such thing as
                  an off-hand attack for a monk striking unarmed. A monk may
                  thus apply his full Strength bonus on damage rolls for all
                  his unarmed strikes.
                  Usually a monk’s unarmed strikes deal lethal damage, but he
                  can choose to deal nonlethal damage instead with no penalty
                  on his attack roll.  He has the same choice to deal lethal
                  or nonlethal damage while grappling.
                  A monk’s unarmed strike is treated as both a manufactured
                  weapon and a natural weapon for the purpose of spells and
                  effects that enhance or improve either manufactured weapons
                  or natural weapons.

  Stunning Fist ~ At 1st level, the monk gains Stunning Fist as a bonus feat,
    (3/day)       even if he does not meet the prerequisites.  You must 
   DC 16 Fort     declare that you are using this feat before you make your
                  attack roll (thus, a failed attack roll ruins the attempt).
                  Stunning Fist forces a foe damaged by your unarmed attack
                  to make a Fort saving throw (DC 10 + 1/2 your character
                  level + your Wis modifier) DC 16, in addition to dealing
                  damage normally.  A defender who fails this saving throw is
                  stunned for 1 round (until just before your next turn).
                  A stunned character drops everything held, can’t take
                  actions, loses any Dexterity bonus to AC, and takes a 
                  –2 penalty to AC.   
                  Constructs, oozes, plants, undead, incorporeal creatures,
                  and creatures immune to critical hits cannot be stunned.
                  A monk may attempt a stunning attack a number of times
                  per day equal to his monk level, plus one more time per
                  day for every four levels he has in classes other than monk.

 Iron Monk (Ex) ~ At 2nd level, a monk of the sacred mountain gains Toughness
                  as a bonus feat.  In addition, the monk gains a +1 natural
                  armor bonus. (+1 NA only applies on non-fused form.) 
                  This ability replaces evasion. (Already had it anyways.)

Feats[]

      Extra Evolution (1st lvl) Add 1 Evolution Point to your eidolon.
     Stunning Fist (monk bonus) 2/day, declare first, Fort DC 16 stuns target.
 Imp Unarmed Strike(monk bonus) Unarmed strikes do d6 damage, not provoke AoO.

          Snake Style (3rd lvl) You gain a +2 bonus on Sense Motive checks,
                                and you can deal piercing damage with your
                                unarmed strikes.  While using the Snake Style
                                feat, when an opponent targets you with a
                                melee or ranged attack, you can spend an
                                immediate action to make a Sense Motive check.
                                You can use the result as your AC or touch AC
                                against that attack.  You must be aware of the
                                attack and not flat-footed. Check d20+14

            Snake Fang (Monk 1) While using the Snake Style feat, when an
             (ignore prereqs)   opponent’s attack misses you, you can make
                                an unarmed strike against that opponent as
                                an attack of opportunity. 
                                If this attack of opportunity hits, you can
                                spend an immediate action to make another
                                unarmed strike against the same opponent.

        Toughness (MotSM bonus) +1 HP per level

          Dragon Style (monk 2) While using this style, you gain a +2 bonus
             (ignore prereqs)   on saving throws against sleep effects,
                                paralysis effects, and stunning effects. You
                                ignore difficult terrain when you charge, run,
                                or withdraw. You can also charge through 
                                squares that contain allies. Further, you can
                                add 1-1/2 times your Strength bonus on the
                                damage roll for your first unarmed strike on a
                                given round.

      Combat Reflexes (level 5) You may make a number of additional attacks
                                of opportunity per round equal to your
                                Dexterity bonus. With this feat, you may
                                also make attacks of opportunity while
                                flat-footed.

Traits[]

Dirty Fighter (Combat): When you hit a foe you are flanking, you deal an
                        additional 1 point of damage (this damage is added to
                        your base damage, and is multiplied on a critical hit.)
                        This additional damage is a trait bonus.
 Magical Knack (Magic): Your caster level in that class gains a +2 trait bonus
  [Synthesist]          as long as this bonus doesn’t raise your caster level
                        above your current Hit Dice.

Skills[]

Skill Points: 22 =12 = [(Base (2) + INT (1))*Level; FC (0)] (Synthesist 4)
                 +10 = [(Base (4) + INT (1))*Level; FC (0)] (Monk       2)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              4/8    3       3     -2/2    -0   +0
Appraise                 1     0       0       1          +0
Bluff                    2     0       0       2          +0
Climb                   2/4    0       *      2/4    -0   +0
Craft (       )          1     0       *       1          +0
Diplomacy                2     0       0       2          +0
Disable Device                 0       0     -2/2    -0   +0
Disguise                 2     0       0       2          +0
Escape Artist          -2/2    0       *     -2/2    -0   +0
Fly                    -2/2    0       *     -2/2    -0   +0
Handle Animal                  0       *       2          +0
Heal                     4     0       0       4          +0
Intimidate               2     0       *       2          +0
Knowledge (Arcana)       5     1       3       1          +0
Knowledge (Dngnrng)      5     1       3       1          +0
Knowledge (Engnrng)            0       *       1          +0
Knowledge (Geography)          0       *       1          +0
Knowledge (History)            0       *       1          +0
Knowledge (Local)        5     1       3       1          +0
Knowledge (Nature)             0       *       1          +0
Knowledge (Nobility)           0       *       1          +0
Knowledge (Planes)       5     1       3       1          +0
Knowledge (Religion)     5     1       3       1          +0
Linguistics                    0       *       1          +0
Perception              23     6       3       4          +2 racial,+8 Skilled
Perform    (       )     2     0       *       2          +0
Profession (       )           0       *       4          +0
Ride                   -2/2    0       *     -2/2    -0   +0
Sense Motive            14     5       3       4          +2 Snake Style
Sleight of Hand                0       0     -2/2    -0   +0
Spellcraft               5     1       3       1          +0
Stealth                 2/6    1       3     -2/2    -0   +0
Survival                 4     0       0       4          +0
Swim                    2/4    0       *      2/4    -0   +0
Use Magic Device         6     1       3       2          +0

* Class skills

Summoner Spells[]

Concentration checks +8 = [Caster level (6) + CHA (2)]

 At Will, DC 12           4 per day, DC 13    
  Level 0                  Level 1                    
* Detect Magic          * Rejuvenate Eidolon (lesser)
* Read Magic            * Mage Armor          (6 hr)
* Jolt                  * Shield              (6 min)
* Mage Hand             * Expeditious Retreat (6 min)
* Guidance
* Umbrella                2 per day
                           Level 2                   
                        * Haste               (6 rds)
                        * See Invisibility    (60 min)

Equipment[]

   Equipment                                Cost       Weight
 Monk's Outfit                              --         --   lb
 Shocking +0 Amulet of Mighty Fists      4,000    gp   --   lb
 Masterwork Cold Iron Lucerne Hammer       335    gp   12   lb
   Hollowed pommel base 
     a potion of Cure Light Wounds          50    gp   --   lb
 Cloak of Fangs                        2,800    gp    1   lb
 +2 Belt of Giant Strength               4,000    gp    1   lb 
 Ring of Sustenence                      2,000    gp   --   lb
 Belt pouch                                  1    gp     .5 lb
   Sling                                     -    gp    -   lb
   9 Sling bullets (9/10)                     .1  gp    4.5 lb
   1 Dagger                                  2    gp    1   lb
 Spring loaded wrist sheath right            5    gp     .5 lb
   1 potion of Enlarge Person               50    gp   --   lb
 Spring loaded wrist sheath left             5    gp     .5 lb
   1 potion of Cure Light Wounds            50    gp   --   lb
 Pocketed Scarf                              8    gp     .5 lb
   1 vial of Antitoxin                      50    gp   --   lb
   1 potion of Cure Light Wounds            50    gp   --   lb
 Wooden holy symbol of an Oak Leaf           1    gp   --   lb
  
 2 Hanbos 1 on each side of haversack        2    gp    2   lb
 Handy Haversack                         2,000    gp    5   lb  Haversack
   Wand of Lesser Rejuv Eidolon(44/50 ch)  750    gp              --   lb
   Scroll of Summon Eidolon                200    gp              --   lb
   Scroll of Lesser Evolution Surge        200    gp              --   lb
   Fork                                       .1  gp              --   lb 
   1 Dagger                                  2    gp               1   lb
   Wood bowls (2)                             .2  gp               1   lb 
   Wood tankard                               .1  gp                .5 lb
   Cooking kit                               1    gp               2   lb 
   Waterskin                                 1    gp               4   lb
   Trail Rations (8 days paid +4 days NT)    4    gp              12   lb
   Whetstone                                  .02 gp               1   lb 
   Flint and Steel                           1    gp              --   lb 
   2 Sunrods                                 2    gp               2   lb
   Scroll Case                               1    gp                .5 lb 
     Parchment (10 sheets)                   2    gp              --   lb 
     Ink pens (3)                             .3  gp              --   lb 
   Ink (1 vial)                              8    gp              --   lb 
   Soap (1 lb)                                .5  gp               1   lb 
   Sewing Needle                              .5  gp              --   lb 
   Black thread                               .01 gp              --   lb 
   Twine (200 ft)                             .04 gp               2   lb 
   Silk Rope (50 ft)                        10    gp               5   lb 
   Silk Rope (200 ft)                       40    gp              20   lb 
   Grappling hook                            1    gp               4   lb
   Pitons (5)                                 .5  gp               2.5 lb
   Hammer                                     .5  gp               2   lb 
   Drill                                      .5  gp               1   lb
   Saddlebag                                 4    gp               8   lb
   Small Tent                               10    gp              20   lb
   Compass                                  10    gp               0.5 lb
   Skeleton Key                             85    gp              --   lb
   Book - Tactics of Forest Creatures       NT    gp               1   lb
   Ear plugs                                  .03 gp              --   lb
   Large water proof bags (2)                4    gp               4   lb 
     Bedroll                                  .2  gp               5   lb
     Hammock                                  .1  gp               3   lb 
     Spare shirts (2)                        1    gp               1   lb
     Monk's outfit                           5    gp               2   lb
                                          ===========   =====    =====
                  Total Inventory Cost: 16,754.70 gp    28.5 lb  106 lb

                                Total carried Weight:  28.5 lb
                           Haversack contents Weight: 106.0 lb
 
                                          Light  Medium   Heavy    
                  Light ~ Elf Max Weight: 0-43   44-86    87-131
              Light ~ Cattaur Max Weight: 0-87   88-174  175-263


 Living Quarters ~ small apartment          100    gp
   mundane lucerne hammer                    15    gp
                                          =======
                                            115    gp

 Consumed or Destroyed Items
  Food and Wine at DWI                        0.2  gp
  1 Potion Cure Light Wounds (GD:247)      50    gp
  2 Potions of Cure Light Wounds (WD:72}  100    gp
  1 vial of Antiplague (WD:152)            50    gp
  4 castings of Cure Light Wounds (WD:152) 40    gp
  fine carved wooden box (coffin Malcom)   10    gp
  10 days of rations while traveling          5    gp
  1 Alchemist's Fire  (TLG:165)            20    gp
                                          =======
                                            275.2  gp

Finances[]

PP: 560                                     Character Creation:    150    gp
GP:  35                             final payout of Guard Duty:  1,840    gp
SP:  16                                            Spent 6 DMC:  1,980    gp
CP:   0                                        Waking the Dead:  3,514.5  gp
                                               The Inheritance:  7,668    gp
                                      Through the Looking Gate:  7,628    gp
                                                               ==========
                                                Total Earnings: 22,780.50 gp
                                             Current Inventory:-16,754.70 gp   
                                         Consumed or Destroyed:   -275.20 gp
                                             at the appartment:   -115.00 gp
                                                               ==========
                                                       Coinage:  5,636.60 gp

Eidolon[]

Nysys
Character: Tasanto
LN medium quadruped (Synthesist) Outsider Summoner Level 4
Initiative +2; Senses Low-light and 60' Darkvision; Perception +23
Tasanto Nysys
Languages Common, Elven, Orcish, Inner Sea
DEFENSE
AC 24, touch 16, flat-footed 22 (2 Dex, 4 Wis, 6 Natural, 2 Shielded Meld ~ 28 with Mage Armor)
HP 52 Real, 29 Temporary (3d10+3)
Fortitude +8, Reflex +9, Will +14
Immune sleep spells; 
Saving Throws +2 enchantment spells,
    +2 against sleep, paralysis and stunning effects
OFFENSE
Speed 40'
Melee Two Claws +8, d4+4+1d6 shock (10' reach)
            and Bite +8, d6+4+1d6 shock
     or   Hanbo +8, d6+4
     or   MW Lucerne Hammer +9, d12+6 with 10' reach
     or   Unarmed Strike +8, d6+4+1d6 shock
Ranged Sling +6, d4+4, 50' range increment
Space 5 ft.; Reach 10 ft.
STATISTICS
Str 15+2+2 Belt (+4) Dex 15 (+2) Con 13 (+1)
Int 12 (+1) Wis 18 (+4) Cha 15 (+2)
Base Atk +4; CMB +8; CMD 24
Feats (none) Uses summoner's
Evolutions (7 table + 1 feat + 1.00 FC = 9.00))
bite*, limbs(legs)*, limbs(legs)*, Limbs(arms)(2), Claws(1), Pounce(1), Reach(Claws)(1), Improved Natural Armor(1), Ability Increase(STR)(2), Skilled(Perception)(1)
Special
Evasion,
Pounce allows full attack at the end of a charge.
Charge over difficult terrain and through allies.
+1 damage on first unarmed strike of the round.
SKILLS
Class Skills (none) Uses summoner's
PHYSICAL DESCRIPTION
A silky, charcoal grey panther cattaur with a few tiger stripes.


 
 
Tasanto Nysys
Expected build tree
Level Feats
First Extra Evolution
Third
monk
Stunning Fist, Improved Unarmed Strike, Snake Style, Snake Fang
Fourth
monk
Dragon Style, Toughness
Fifth Combat Reflexes
Seventh Power Attack
Ninth Dimensional Agility
Eleventh Dimensional Assault
Thirteenth Dimensional Dervish
Fifteenth Dimensional Savant
 

Details[]

      Size: medium/medium
    Gender: male/male
       Age: 24
    Height: 5'6"/6'6"
    Weight: 120#/280#
Hair Color: black/midnight gray
 Eye Color: green/green
Skin Color: pale/black
Appearance: A wimpy kid. / A massively 
            muscled, panther/tiger mix 
            cattaur.
  Demeanor: Tasanto was always picked on as
            a kid, due to his clumsiness.
            It wasn't until he learned how
            to summon Nysys that he could
            hold his balance with poise and
            grace.  Now that Tasanto has an
            advantage in a fight, he uses 
            it swiftly, unless the opponent
            desires to withdraw.

Background[]


Tasanto was weak and clumsy while growing up. But now that he has a more graceful set up muscles to work with, he has become a champion of the picked on and the underdogs. As a quiet member of the Thorn, he is a protector of those with elven blood.

Acquaintances[]

 

Desired Toys: +4 Belt of Strength

Adventure Log[]

Guard Duty GM: SunShadow21; 4/19/2012 - 6/27/2012
      XP Received: 1,530 XP (1,040 EXP + 70 days * 7/day TXP)
Treasure Received: 1,840 GP (1,420 EGP + 70 days * 6/day TGP)
                            Taken as (50 gp) Potion of Enlarge Person
                            and the rest in gold pieces
                            We leveled after the last fight.
Mystic Pearl shopping trip  #1    -1,531.53 gp including a small apartment
Spend 6 DMC (July 26th, 2012)
      XP Received: 1,980 XP (6 * 30 days * 11/day TXP)
Treasure Received: 1,980 XP (6 * 30 days * 11/day TGP)
Mystic Pearl shopping trip #2    -2,185 gp


Waking the Dead GM: DrJest replace by GlassEye, 8/7/2012 - 12/29/2012
 XP Received: 2,665 XP ( 700 EXP + 131 days * 15/day TXP) 4th 12/16 6,175 XP 
 XP Received:   286 XP (   0 EXP +  13 days * 22/day TXP) 4th
             ==========
       Total: 2,951 XP

    Treasure: 3,189.5 GP (962.5 EGP + 131 days * 17/day TGP) to 4th 12/16
    Treasure:   325   GP (    0 EGP +  13 days * 25/day TGP) at 4th
             ==========
       Total: 3,514.5 GP
Mystic Pearl shopping trip #3    -3,400 gp


The Inheritance GM: GlassEye ~ March 14th - October 7th, 2013
 XP Received: 3,540 XP (  240 EXP + 150 days * 22/day TXP) 5th 8/10 10,001 XP
 XP Received: 2,944 XP (1,320 EXP +  58 days * 28/day TXP)
             ==========
       Total: 6,484 XP          (12,945 XP for the career)

    Treasure: 4,050 GP (  300 EGP + 150 days * 25/day TGP)
    Treasure: 3,638 GP (1,840 EGP +  58 days * 31/day TGP)
             ==========
       Total: 7,688 GP

       spent in game shopping and taking the Cloak of Fangs
Mystic Pearl shopping trip #4    -4,750 gp


Through the Looking Gate GM: jackslate45 ~ Oct 8th, 2013 - Jan 2nd, 2014
 XP Received: 2,565 XP (1,333 EXP +  44 days * 28/day TXP) Total: 15,510 XP
    Treasure: 3,047 GP (1,683 EGP +  44 days * 31/day TGP) as of Nov 20th

 XP Received: 5,048 XP (3,200 EXP +  42 days * 44/day TXP) Total: 20,558 XP
    Treasure: 4,581 GP (2,817 EGP +  42 days * 42/day TGP) as of Jan 2nd

      Taken in treasure: Ring of Sustenence (2,000 gp) + gold

Level Ups[]

   Level 2: June 27th, 2012
     Class: Synthesist
       BAB: +0 to +1 / +1 to +2
      Fort: +2 to +2 / +1 to +1
       Ref: -2 to -2 / +2 to +2
      Will: +6 to +7 / +6 to +7
      Feat: (none)
  Features: Eidolon gains Evasion
   Favored: +0.25 evolution points
Evolutions: Reach
    Spells: Guidance and Shield
        HP: 10 -> 18 unfused, 9 -> 16 real, 11 -> 20 temp
 Skill Pts: +3 = +2 (Class) +1 (Int) +3 (Old Total) = 6 (New Total)
            Taken in Acrobatics, Sense Motive, Spellcraft
   Level 3: July 27th, 2012
     Class: Monk ~ Master of Many Styles & Monk of the Sacred Mountain
       BAB: (no change)
      Fort: +2 to +4 / +1 to +3
       Ref: -2 to  0 / +2 to +4
      Will: +7 to +9 / +7 to +9
      Feat: Imp Unarmed Strike, Stunning Fist, Snake Style, Snake Fang
  Features: monk weapons, WIS to AC and CMD 
   Favored: +1 HP
Evolutions: (no change)
    Spells: (no change)
        HP: 18 -> 27 unfused, 16 -> 24 real, 20 -> 20 temp
 Skill Pts: +5 = +4 (Class) +1 (Int) +6 (Old Total) = 11 (New Total)
            Taken in Perception, Sense Motive, Kn Arcana, Stealth, UMD
   Level 4: December 16th, 2012
     Class: Monk ~ Master of Many Styles & Monk of the Sacred Mountain
   Ability: +1 Charisma (14 -> 15)
       BAB: +1 to +2 / +2 to +3
      Fort: +4 to +5 / +3 to +4
       Ref:  0 to +1 / +4 to +5
      Will: +9 to +10/ +9 to +10
      Feat: Toughness and Dragon Stance
  Features: Iron Monk: +1 natural armor to half-elf 
   Favored: +1 HP
Evolutions: (no change)
    Spells: (no change)
        HP: 27 -> 40 unfused, 24 -> 36 real, 20 -> 20 temp
 Skill Pts: +5 = +4 (Class) +1 (Int) +11 (Old Total) = 16 (New Total)
            Taken in +2 Perception, Sense Motive, Kn Religion, Acrobatics
   Level 5: August 11th, 2013
     Class: Synthesist ~ 
       BAB: +2 to +3 / +3 to +4
      Fort: +5 to +6 / +4 to +5
       Ref: +1 to +2 / +5 to +6
      Will: unchanged
      Feat: Combat Reflexes (level 5)
  Features: Summon Monster II as SLA 
   Favored: +0.25 evolution points
Evolutions: added Improved Natural Armor
    Spells: added Umbrella and Expeditious Retreat
        HP: 40 -> 49 unfused, 36 -> 44 real, 20 -> 29 temp
 Skill Pts: +3 = +2 (Class) +1 (Int) +16 (Old Total) = 19 (New Total)
            Taken as +1 Perception, Sense Motive, Kn Local
   Level 6: November 20th, 2013
     Class: Synthesist ~ 
       BAB: +3 to +4   / +4 to +4
      Fort: unchanged  / +5 to +7
       Ref: unchanged  / +6 to +8
      Will: +10 to +11 / +10 to +13
      Feat: none
  Features: Shielded Meld
   Favored: +0.25 evolution points, making a full extra point
Evolutions: added Increased Ability(STR), Skilled(Perception)
    Spells: added Haste and See Invisibility
        HP: 49 -> 58 unfused, 44 -> 52 real, 29 -> 29 temp
 Skill Pts: +3 = +2 (Class) +1 (Int) +19 (Old Total) = 22 (New Total)
            Taken as +1 Perception, Kn Dungeoneering, Kn Planes

Approvals[]

  • Approval (5 March 2012) (Systole) level 1
  • Approval (22 March 2012) (GlassEye) level 1
  • Approval (29 June 2012) (Mowgli) Level 2
  • Approval (6 Aug 2012) (perrinmiller) Level 3
  • Approval (22 Jan 2013) (GlassEye) level 4
  • Approval (23 Aug 2013) (perrinmiller) Level 5
  • Approval (02 Jan 2014) (perrinmiller) Level 6
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