
| Morgrym of Clan Dorethain | 
 
	
 
                
                
              
            
            ShagGrenade on Flikr. Took some hunting to find my username, but there it is. :)
If I can help anyone with their characters or wealth I'm happy to do so. I'm more familiar with the Core rules than anything else, but I can presumably be of some help! What's more, if we feel like we need to shift our roles around a little, I'd be happy to play a different class. Morgrym is built to be a strong frontliner that can protect the squishies. He's a fairly barebones fighter with the ARG's foehammer archetype, meaning I can crack skulls with the best of them, create difficult terrain with sunder checks, and most importantly take a good deal of hurt. He can fly and has a nice stack of consumables, and should be an asset to the party. I'm excited to see what a fighter with this much to work with can accomplish!
That said, I'm keen to play a Cleric, Rogue, or Wizard if the need arises or Morgrym fails one too many saving throws. Whatever it takes to make us the toughest party on the PbP forums.

| Twigs | 
 
	
 
                
                
              
            
            AC 51 = 10 (+6 dex mod) (+12 Eidolon level) (+10 Eidolon NA) (+4 Greater Shielded Meld) (+1feat)(+7 Braces of Armor) (+1 Item) Touch AC 41 FF AC44
(HP 216)
Okay I'm trying to keep an open mind here... But really? Come on, REALLY? I knew I was justified cringing at that archetype, that is just ridiculous.

| Immortal Titan Monk | 
 
	
 
                
                
              
            
            Yeah, I was going to not accept Sol Alar but it was too interesting. This frees you up to off-tank or dps and all it means for me as GM is Sol Alar is going to be heavily assailed by hard hitting foes. You want to test Archetype? then i am surely going to test it. I have yet to look over Sol Alar with a fine tooth comb looking for nits. I am sure I will find some. If it proves to be a disruption then I will force a change.

| Twigs | 
 
	
 
                
                
              
            
            Fair enough. I've voiced my displeasure, and you're the boss-man. I know that "stop liking what I don't like" isn't a fair criticism of anybody, and I'll try not to let it ruin my fun and try not to ruin anyone elses.
The fact that she can get one and a half times the AC of my AC focused fighter with 15CL and more HP is a little groan inducing to be sure, but I'm playing a fighter to prove I can one-up those pesky casters even at the higher levels. I won't let a little setback like this stop me! I don't necessarily think casters operate on a whole other level than lowly martials, but perhaps its time I reconsider that viewpoint.
Oh, and tell Summoners to continue to "go play on someone elses level" in my home game. :P
Edit: Oh, and Gibz, I'll do what I can. I'm not very familiar with the Alchemist though. What I CAN tell you now is the majority of those extracts you could stock up as potions anyway (1st and 2nd level spells are dirt cheap for a 15th level character), but I assume you've taken those Alchemist levels for more than just the buffs. What else do you get from them? And I never thought I'd see anybody take a Cloak of the Manta Ray. It's actually a bit of a running joke at my table...

| Gibz | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            I'm in alchemist Mindchemist/vivisectionist. That gets me 2x int to knowledge skills. I guess I don't need 5 levels but It just seemed like a good number. Also it gets me some more class skills and I can use Know(nature) as my heal check. You know the Cloak is Ballin. +3 nat armor, swim speed, breath underwater that's whats up.

| Sol-Alar De Xin Min | 
 
	
 
                
                
              
            
            EDIT- Happy to change any thing, GM let me know how broken it is and ill fix.
I was using this for the EPs
Favored Class Alternatives
Instead of receiving an additional skill rank or hit point whenever she gains a level in a Favored Class, half-elves have the option of choosing from a number of other bonuses, depending upon their Favored Class. The following options are available to all half-elves who have the listed Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Summoner: Add + 1/4 to the eidolon’s evolution pool.
So at level 15 that's 20 points + 1/4 (see above) = 25 Point evolution pool.
What I was after with my PC was speed and a good AC, :)

| Twigs | 
 
	
 
                
                
              
            
            Ah! That'd do it. Yow, that's scary, Sol. How is your offensive output?
The vivisectionist rounds out that build pretty nicely, I think. Though you could stand to take more ninja levels than alchemist to get some of your master tricks (death attack! Woo!). Also I guess I'll concede the cloak is pretty ballin', but I've yet to make a character that it'd fit, ever. I suppose if we run into any collosal-sized steve irwins or anything...

| Immortal Titan Monk | 
 
	
 
                
                
              
            
            Sol, can you explain your Ability build for me. They just seem unattainably high for me starting with a 20point buy and activating your Fused Eidolon ability. I understand you use the STR, DEX, CON of your Eidolon, but I'm not sure you can get all those scores.
Eidolon Feats; Evasion, Improved Evasion are not available to the Eidolon.
I have no idea how your stats are that high.
Twigs, what Sol has done with his HP is added his Eidolon hitpoints to her total which is technically incorrect. These are gained as temporary hit points and are removed before his own.
Unless, it is a death blow which is going to put the Eidolon at or below 0hp, at that point, Sol can choose to instead take the damage to prevent his Eidolon being dismissed.

| Immortal Titan Monk | 
 
	
 
                
                
              
            
            Sol.
Your Eidolon has 6 feats to select.
Flyby Attack, Hover & Wingover. What were the other 3 remembering that Evasion & Improved Evasion are not available as feats for it.
That means, your Synthesist has 3 more feats to select as Wingover, Hover, Flyby are not available to it. They are available to the Eidolon.
I am assuming you are not taking the 2 optional Aspect buys?
Also, you need to list your Synthesist's un-linked Ability Score values in your page.

| Sol-Alar De Xin Min | 
 
	
 
                
                
              
            
            @Ok GM as a Synthesist the Eidolon gets no feats but it sates. they are all my PCs.
With points for EP I has 20 point pool x 0.25 = 5 
I think that it should be as you stat looking at it again.
3.75 rounding up to closes whole number being 4, unless you want rounding down then is 3 .
Yes HP is wrong as stats (and correct me if I am wrong by all means)
Stats
Points spend + Race
Str 9  (-1p=-1)
Dex 10 (0p=+0)
Con 10 (0p=+0)
Int 15 (7p=+5)
Wis 15 (7p=+5)
Cha 17 (7p=+5) (+2 Race)
Then with level spend
Str 9  (-1p=-1)
Dex 10 (0p=+0)
Con 10 (0p=+0)
Int 16 (7p=+5) (+1 Level spend)
Wis 16 (7p=+5) (+1 Level spend)
Cha 18 (7p=+5) (+2 Race) (+1 Level spend)
Then with 
Headband of mental superiority +2 16k GP 
Belt of physical perfection +2 16k GP 
Str 11 (-1p=-1) (+2 Item)
Dex 12 (0p=+0) (+2 Item)
Con 12 (0p=+0) (+2 Item)
Int 18 (7p=+5) (+1 Level spend) (+2 Item)
Wis 18 (7p=+5) (+1 Level spend) (+2 Item)
Cha 20 (7p=+5) (+2 Race) (+1 Level spend) (+2 Item)
Then with Synthesist - eidolon
Strength	24 (+2 Item)	
Dexterity	22 (+2 Item)	
Constitution	22 (+2 Item)	
Intelligence	18 (+1 Level spend) (+2 Item)	
Wisdom	        18 (+1 Level spend) (+2 Item)	
Charisma	20 (+2 Race) (+1 Level spend) (+2 Item)
I think Im right in the fact I get 7 feats, now here is where is get sticky. I just did not know where to go with this, lets take winger over
its listed as both a feat some one who can "faly every day" can take and also a (Monster) feat. I'm I a monster?? yet I can fly ??
Wingover (Monster)
This creature can make turns with ease while flying.
Prerequisite: Fly speed.
Benefits: Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.
Normal: A flying creature can turn up to 90 degrees by making a DC 15 Fly skill check and expending 5 feet of movement. A flying creature can turn up to 180 degrees by making a DC 20 Fly skill check and expending 10 feet of movement.
What about Spring attack, says nothing about on land, sea or Air just says.
Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.
But what of the DEX, my eidolon has the dex and if im in my eidolon siut all be 1 hour a day, then seems not not to take it. But if need be I will change my base Dex to get this feat, as with the speed it makes my PC what I want.
Same with
Hover (Monster)
This creature can hover in place with ease and can kick up clouds of dust and debris.
Prerequisite: Fly speed.
Benefit: A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
and
Flyby Attack (Monster)
This creature can make an attack before and after it moves while flying.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
If I Change my Dex and take spring do I need any of the flying feats??
Rather than summon an eidolon to serve by his side, the synthesist fuses his eidolon’s essence to his own. Instead of two creatures, the synthesist is a fusion of the summoner and eidolon into a single being.
Eidolon
A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Fused Eidolon
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma).
The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane.
The synthesist uses the eidolon’s base attack bonus, 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 *Special See below* 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. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his 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 his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Summon Monster I (Sp)
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Fused Link (Su)
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.
Shielded Meld(Ex)
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.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Aspect (Su)
At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.
Life Bond (Su)
At 14th level, a summoner’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to fewer than 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner.
Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. 
This includes a number of abilities gained by all eidolons as they increase in power. Each of these bonuses is described below.
Darkvision (Ex)
The eidolon has darkvision out to a range of 60 feet.
Link (Ex)
A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Share Spells (Ex)
The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his 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.
This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Evasion[b] (Ex)
If an 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.
Ability Score Increase (Ex)
The eidolon adds +1 to one of its ability scores.
Devotion (Ex)
An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack
An eidolon gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eidolon later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.
[b]Improved Evasion (Ex)
When subjected to an attack that allows a Reflex saving throw for half damage, an eidolon takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
@Arkwright O yes I need help big time :)

| Sol-Alar De Xin Min | 
 
	
 
                
                
              
            
            Elf Summoner (Synthesist L15)
AC 22 = 10 (+3dex) (+1feat) (+7Item) (+1Item)
Touch AC 22 FF AC19
Speed 30'
Base Attacks 
BAB = +11/+6/+1 
M = +11/+6/+1 (All +0 Str)
R = +11/+6/+1 (All +1 Dex)
Half Elf               
Str 08/10 -1/+0             
Dex 14/16 +2/+3            
Con 10/12 +0/+1             
Int 14/16 +2/+3            
Wis 16/18 +3/+4             
Cha 18/20 +5/+5 
Ref  +5	(+2 Dex) (+4 Item) = 11    
Will +9 (+3 Wis) (+4 Item) = 16
Fort +5 (+0 Con) (+4 Item) = 9
Eidolon Synthesist 
AC 51 = 10 (+6 dex mod) (+12 Eidolon level) (+10 Eidolon NA) (+4 Greater Shielded Meld) (+1feat)(+7 Braces of Armor) (+1 Item)
Touch AC 41 FF AC44
Speed 30' Flight 160'
Base Attacks 
BAB = +11/+6/+1 
M = +11/+6/+1 (All +7 Str)
R = +11/+6/+1 (All +6 Dex)
Eidolon Synthesist 
Str 22/24 +6/+7
Dex 20/22 +5/+6
Con 20/22 +5/+6
Int 14/16 +2/+3
Wis 16/18 +3/+4
Cha 18/20 +4/+5         
Ref  +5 (+6 dex) (+4 Item) (+4*) = 19
Will +9 (+4 Wis) (+4 Item) (+4*) = 21
Fort +5 (+6 Con) (+4 Item) (+4*) = 19
*+4 circumstance bonus on his saving throws.

|  Arkwright | 
 
	
 
                
                
              
            
            I'll just go into a few things, not sure which of these you need-
HP. When you enter Fused mode, you recalculate your own HP using your new fused Constitution modifier. You then gain the Eidolon's HP as temporary HP which cannot be healed except by the Rejuvenate Eidolon spell line. The eidolon gains 5hp per level + con modifier.
AC. I made up an excel spreadsheet to see exactly what AC progression was like, so here's what you get at level 15. Note, this assumes you are a Biped.
10-Standard AC boost, everyone has this
02-Bipeds get this, not sure if you're quad or biped
12-The eidolon's Natural Armor boost for this level.
08-Boost from getting max number of Imp Nat Armor evolutions
04-The dex modifier boost to AC, assuming you aren't Large or anything
04-Greater Shielded Meld boost
This comes to an AC of 40. If you've got any more i'm not sure where its coming from.
Just for interest's sake i'll go through the table i built for Strength progression and what you should have at level 15, assuming a Biped eidolon
16-Biped base strength
06-Getting the Ability Increase (Str) evolution max number of times
06-Eidolon str/dex bonus for that level
16-Bonus for choosing the 'Large' evolution
This brings you to a Strength of 44.

| Immortal Titan Monk | 
 
	
 
                
                
              
            
            Sol, the EP bonus is definitely 0.25 per Summoner Level.
So it is 15*0.25 = 3.75 and it is always round down for me.
The three fly type feats you had selected really aren't applicable to you.
As you don't inherently have a fly speed. You only have that ability when linked with the Eidolon.
If your Eidolon was allowed feats, then it could take those and be useable when linked. However, knowing now that your Eidolon is not allowed feats, I don't believe you can take them as your Fly speed is situation bonus.
You may be able to overcome that by using the Optional Aspect buy, to gain the fly ability.

|  Arkwright | 
 
	
 
                
                
              
            
            Eh? No no no-
If you need a buff to meet the prerequisites for a feat, you are allowed to take that feat IF you can get the buff to last for at least 24 hours. The synthesist's ability to fuse into an Eidolon counts for this. However, you can only USE those feats when you have that buff active- IE, Sol can only use her flyby attack feats when fused with the eidolon.
I have a ruling on this by Sean K Reynolds.

| Sol-Alar De Xin Min | 
 
	
 
                
                
              
            
            I had a Big rethink last night and here's what I'm going to do with Sol, so as NOT to make what she is a inter planes Hunter, I'm going to say she seeks to take her targets "Alive" so she will seek to disarm, incapacitate, subdue or entrap. She is not into "killing" her targets. If it looks like she can not take the target Alive she will back off. She happy to be a target and distract for others. But she hunts as an solemn act of faith. To her pray she offers the utmost respect and relevance.
I'm going to give her things to take subjects alive like, a net and other such.
She is NOT an critter assassin or just plain killer of things, her whole life is about raising the hunt to an act of worship. She fully expects to die in the act so that she may face her god Erastil and say she did his bidding to the highest levels, to find the perfect hunt.
In this what I hope to make her a paragon of the huntress, and also more 3D as a PC with aims and goals beyond glory or wealth. It also means she may not do as asked if its counter to her beliefs.
Her high AC is so she can get close to capturing, where other seek to just hit and harm, she will tacitly think how to disarm. Her speed as well is to help her move after and act fast, seeking to take down a target once it has been marked.
Before and after a hunt she performs a ritualized spirit blessing of any party she is with.
GCV

| Gibz | 
 
	
 
                
                
              
            
            just testting my Knowledge gauntlet as Tiny Coffie Golem calls it I prefer to call it
Know(arc):1d20 + 29 ⇒ (14) + 29 = 43
Know(dung):1d20 + 26 ⇒ (9) + 26 = 35
Know(eng):1d20 + 17 ⇒ (19) + 17 = 36
Know(geo):1d20 + 17 ⇒ (16) + 17 = 33
Know(hist):1d20 + 17 ⇒ (9) + 17 = 26
Know(loc):1d20 + 24 ⇒ (12) + 24 = 36
Know(nat):1d20 + 29 ⇒ (8) + 29 = 37
Know(nob):1d20 + 20 ⇒ (5) + 20 = 25
Know(plane):1d20 + 29 ⇒ (8) + 29 = 37
Know(rel):1d20 + 29 ⇒ (14) + 29 = 43

| Sol-Alar De Xin Min | 
 
	
 
                
                
              
            
            You know if you tuck the
Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
On another note,
Elf Summoner (Synthesist L15)
AC 22 = 10 (+3dex) (+1feat) (+7Item) (+1Item)
with Eidolon Synthesist
AC 51 = 10 (+6 dex mod) (+12 Eidolon Armor for level) (+10 Eidolon Natural armor 2 free the other 8 paid of 4EP) (+4 Greater Shielded Meld) (+1 feat Dodge)(+7 Braces of Armor) (+1 Item Ion Stone) 
Touch AC 41 FF AC44 
Speed 30' Flight 160'(109MPH)
Please tell me if I am wrong
Still need to fix skills and some item changes, I have an idea for a very cool magic net.

| Sol-Alar De Xin Min | 
 
	
 
                
                
              
            
            this is so much fun, no one has done any thing on magic Nets, so im making some. She has Claws ok, and moves fast and is hard to hit, but for nets you have to get close, 10'. some some simple ones and one MAd one -Lets see if the GM lets me have it, I think it may just cost to much. But a net to catch a goust \ :)

| Immortal Titan Monk | 
 
	
 
                
                
              
            
            I'm never going to get time to run a game with all this mechanic work your making me do.
I still need to assess your Claw weapon and any nets your make up.
But for now it's occupying you which is good cause time is skint at the moment.
I have been praying to Desna for a good solid quiet 4-5hrs so I can put some time into this but she hasn't heard me yet.

| Sol-Alar De Xin Min | 
 
	
 
                
                
              
            
            Sorry GM Im know in the real world for making mad PCs and Games. Ill I'm the GM doing PlaneScape on here at the moment and thats looking nots all ready hehe. (have all the players guys not nicking players.)
Ok shes just about done. I made the Claw weapon a lot simpler and the nets have one magic +1 thing.
Skill points are wrong Ill fix that.
rest is done, but for bits and bobs like stat wands CW etc.
 
	
 
     
     
     
	
 