Tasanto Nysys (Satin Knights)

__NOTOC__
===Basic Information===
 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===
  	 	 	
  	
{| style="float:right;" border=0 width="100%" cellspacing=3 cellpadding=2 class="collapsible"	Expected build tree	Expected build tree
Level 	Feats 	 	
First 	Extra Evolution 	 	
Thirdmonk 	Stunning Fist, Improved Unarmed Strike, Snake Style, Snake Fang	 	
Fourthmonk	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===
80x80px|link=Cavernous_Hode_(Systole)Cavernous Hode and Mister Dickens
Rid
Thiera
Sana Sahar
80x80px|link=Sylla_the_Grim_(Systole)Boots
Dolgrin
Menik
Lem
Tyrion
Damaris Beiryn
Thuvian Darklight
Galandra Beiryn
Vincenzo
Maui
 
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
Category:Approved Characters