Tin Golem

Gauntlet the Eidolon's page

612 posts. Alias of Jeremy Clements.


Full Name

Gauntlet

Race

1/2 Elf/Construct/Outsider (Synthesist)

Classes/Levels

Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)

Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Gender

Male

Alignment

LG

Deity

Erastil

Languages

Common, Elven, Draconic, Gnome, Kellid, Orc, Aklo, Androffan, Celestial, Infernal, Giant

Strength 19
Dexterity 15
Constitution 13
Intelligence 14
Wisdom 12
Charisma 16

About Gauntlet the Eidolon

Chainsaw!:

CHAINSAW: Source Technology Guide pg. 21
Type two-handed melee; Proficiency exotic; Weight 10 lbs.
Damage 1d12 (small), 3d6 (medium); Damage Type S; Critical 18-20/x2
Range —; Capacity 10; Usage 1 charge/hour; Special Deadly, distracting
Description:Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A Numerian chainsaw consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razorsharp cutting links spins at blinding speed when the weapon is activated. It’s a standard action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. The buzzing of a chainsaw’s blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a –10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks. NOTE: Chainsaw are considered to have the Deadly modifier! When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.

***+1 Chainsaw +12 (3d6+5) 18-20x2***
[dice=+1 Chainsaw]1d20 + 12[/dice]
[dice=2-Hand Damage (Magic/Slashing)]3d6 + 6 + 1[/dice]
+
[dice=+1 Chainsaw (Iterative)]1d20 + 7[/dice]
[dice=2-Hand Damage (Magic/Slashing)]3d6 + 6 + 1[/dice]

***Smite EVIL Chainsaw (vs. Standard Evil)!***
[dice=+1 Chainsaw]1d20 + 12 + 3[/dice]
[dice=2-Hand Damage (Magic/Slashing)-Ignores any DR]3d6 + 6 + 1 + 7[/dice]
+
[dice=+1 Chainsaw (Iterative)]1d20 + 7 + 3[/dice]
[dice=2-Hand Damage (Magic/Slashing)-Ignores any DR]3d6 + 6 + 1 + 7[/dice]

***Smite EVIL Chainsaw (vs. Evil Outsider, Dragon, or Undead)!***
[dice=+1 Chainsaw]1d20 + 12 + 3[/dice]
[dice=2-Hand Damage (Magic/Slashing)-Ignores any DR]3d6 + 6 + 1 + 7[/dice] [ooc]+7 damage on 1st successful strike![//ooc]
+
[dice=2-Hand Damage (Magic/Slashing)-Ignores any DR]3d6 + 6 + 1 + 7[/dice]

NOTE: Adding Divine Bond to +1 Chainsaw Possible bonuses:
*Keen (Primary) - Changes threat range to 15-20!
*Flaming (Secondary) - Adds 1d6 Fire damage to attacks!
*Merciful (Tertiary) - Changes all damage into Non-Lethal!

Shortcuts!:

[dice=Fly w/Good Maneuverability bonus]1d20 + 5 + 4[/dice]
[dice=Perception!]1d20 + 9[/dice]
[dice=Knowledge (Engineering)w/Technologist Feat+Trait bonus]1d20 + 15[/dice]

[dice=Slam Attack!]1d20 + 10[/dice]
[dice=Damage(Magic)]2d6+4[/dice]
[dice=Slam Attack!(Iterative)]1d20 + 10-5[/dice]
[dice=Damage(Magic)]2d6+4[/dice]

[dice=Acid Splash RTA]1d20 + 8[/dice]
[dice=Acid Damage]1d3[/dice]

[dice= MW Silversheen Elven Curve Blade]1d20 +12[/dice]
[dice=Damage Slashing/Silver]1d10 + 4[/dice]

[dice=Rejuvenate Eidolon (Lesser)]1d10+5[/dice]

[dice=Lay on Hands(Healing+Fatigue/Diseased Mercies)]3d6[/dice]
[dice=Channel Positive Energy(DC16)]4d6[/dice]

[dice=Slam Attack! w/Smite Evil!]1d20 + 11 + 3[/dice]
[dice=Damage - Ignores any DR!]2d6 + 4 + 7[/dice]
[dice=Slam Attack! w/Smite Evil!(iterative)]1d20 + 11 + 3-5[/dice]
[dice=Damage - Ignores any DR!]2d6 + 4 + 7[/dice]
[spoiler=Smite Evil (Notes)]If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. [//spoiler]

[dice= MW Silversheen Elven Curve Blade w/Smite Evil!]1d20 +12 + 3[/dice]
[dice=Silver Slashing Damage w/Smite Evil!]1d10 + 4 + 3[/dice]

[spoiler=Smite Evil (Notes)]If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. [//spoiler]

[spoiler=Divine Bond (Notes)]Upon reaching 5th level, a paladin forms a divine bond with her god. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. [//spoiler]

[dice=Pellet Blast: Piercing Damage(Ref1/2)]3d8[/dice]
[spoiler=Pellet Blast! Conjuration (Creation)]
Pellet Blast: Conjuration (Creation)
Casting-Time: 1 standard action; Components V, S, M (a handful of metal pellets or handful of cold iron, silver, or adamantine pellets; see descriptions for cost)
Effect: Range 30 ft.; Area cone-shaped burst; Duration instantaneous; Saving Throw Reflex half; Spell Resistance:(NO!)
Description: This spell creates an explosion of conjured metal pellets, striking everything within its area and dealing 1d8 points of piercing damage per two caster levels, maximum 5d8. This damage is subject to damage reduction. If the material component is made of cold iron (costing 50 gp), silver (costing 20 gp), or adamantine (costing 100 gp), the resulting blast can overcome damage reduction of the appropriate type. The pellets disappear after the spell is cast and the damage is dealt. [//spoiler]

[dice=Ring of the Ram Attack]1d20 + 9[/dice]
[dice=Ram (Force Damage)-1 Charge]1d6[/dice]
[dice=Ram (Force Damage)-2 Charge]2d6[/dice]
[dice=Ram (Force Damage)-3 Charge]3d6[/dice]

[dice=CMB Ram (vs. CMD Bull Rush)@1 Charge]1d20 + 17[/dice]
[dice=CMB Ram (vs. CMD Bull Rush)@2 Charge]1d20 + 18[/dice]
[dice=CMB Ram (vs. CMD Bull Rush)@3 Charge]1d20 + 19[/dice]

[spoiler=Ring of the Ram!]
Source Ultimate Equipment pg. 176, PRPG Core Rulebook pg. 479
Aura moderate transmutation CL 9th; Description: A ring of the ram has a setting crafted to resemble a ram’s head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance. The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring’s caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended. In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a non-magical item.
[//spoiler]

Pellet Blast Ammo:

Current Pellet Blast spell Ammo:
5x Adamantine (100 gp ea)
2x Cold Iron (50gp ea)
?x Silver (20gp ea)

Expanded Summon Monster:

1st Level
Baboon* (primate)
Vulture*
2nd Level
Giant weasel*
Ram* (herd animal)
3rd Level
Arbiter (inevitable)
Velociraptor (dinosaur)
4th Level
Crysmal
Foo lion
5th Level
Emperor cobra* (snake)
Styracosaurus (dinosaur)
6th Level
Allosaurus* (dinosaur)
Axiomite
7th Level
Avoral (agathion)
Movanic deva (angel)
8th Level
Kolyarut (inevitable)
Leonal (agathion)
9th Level
Couatl
Storm giant

Desc:
Keldor is a good looking young man with blond-brown hair, fair skin, and freckles. He has both a stern gaze and a gentle smile. His Eidolon looks like a steampunk golem or suit of full armor made of mithril and with elven features. His summoner's symbol is the Whisthawk family symbol which glows a light green on his "helmet's" forehead. The whisthawk family symbol is two crossed arrows over a compass rose.

New GAME TREASURE CARRYING:

(w/Whisthawk Family Eidolon- "Gauntlet" Inevitable Subtype)
LG 1/2 Elf Unchained Summoner (Synthesist)/Paladin (Gestalt 7)
Init +2; Senses: Low-Light Vision, Dark Vision

Implacable and ceaseless in their fight against chaos and those who break natural laws, inevitables make loyal, if literal-minded, companions for lawful summoners. Summoners of inevitables generally get along well with axiomites, who share their understanding of the process of forging and modifying an inevitable. Inevitable eidolons appear as a mixture between clockwork constructs and idealized humanoid statues.

Eidolon Base Form: Medium Biped (limbs [arms], limbs [legs], slam).
Eidolons Unchained

Statistics (w/Eidolon)
Str (19) Dex (15) Con (13) Int 14 Wis 12 Cha 16
Base Attack: +7; CMB: +11; CMD: + 23(CMD 27 w/Smite Evil Target)
Ground Speed: 30ft.
Fly Speed: 30ft. (Good)

Defense
AC 28 ; Touch 13; Flat Footed 24 (+13 Nat Armor, + 2 Dex, +1 Deflection +2 Shield)
Hit Points: 77 (+42 Temp HP)

Saving Throws:
Fort +6(+11); Ref +4(+9); Will +6(+11)
*Divine Grace: +Cha to all Saves
*Shielded Meld: +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws
*+4 Eidolon type bonus on saving throws against against death effects, disease, necromancy effects, paralysis, poison, sleep, and stun.
*Special: Evasion (Eidolon bonus)
*Divine Health: immune to all diseases, including supernatural and magical disease(mummy rot)
*Aura of Courage: Immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Offense
Melee :
*+1 Chainsaw +12 (3d6+5) 18-20x2
*Silversheen (MW) Elven Curve Blade +12 (1d10+4) 18–20/×2
*Slam +11 (2d6+4) 20/x2

Ranged :
*Dagger + 9 (1d4+4) 19-20/x2
*Acid Splash + 9 RTA (1d3 Acid)
*Comp. Longbow(+2 Str) +9 (1d8+2) 20/x3 (Range 110)

Special Attacks:
~Summon Eidolon: A summoner can summon his eidolon in a ritual that takes 1 minute to perform.
~Summon Monster IV (Sp): 6/ Day
~Detect Evil(Sp): At Will (60ft.)
~Smite Evil (Su): 3/Day (+3 to Hit and +7 Dam, +3 Deflection AC vs. Evil Target)
~Lay On Hands (Su): 6/Day (3d6)
~Channel Energy (Su): Costs 2 Lay on Hands for 4d6 [Will DC16 (30ft. Range)]
~Maker's Jump (Sp): Dimension Door 1/Day (2/Day@12th, 3/Day @18th)

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Chosen Mercies: Fatigued, Diseased

Divine Bond (Sp):Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Bond Senses (Su): At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

[Synthesist]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.

[Synthesist]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.

SQ:
EVOLUTIONS (Pool = 7pts, 7 spent)
*Base Evolutions: At 1st level, inevitable eidolons count as both constructs and outsiders for the purpose of effects such as the bane weapon special ability and the favored enemy class feature. They gain a +4 bonus on saving throws against death effects, disease, necromancy effects, paralysis, poison, sleep, and stun.

*Improved Natural Armor. +2 Natural Armor (Cost 1pt @ 1st level)
*Improved Damage (Ex): Select one natural attack form (Slam) and increase the damage die by one step.(Cost 1pt)
*Magic Attacks (Su): The eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s natural attacks are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.(Cost 1pt)
*Resistance (Electricity) 10
*Improved Natural Armor. +2 Natural Armor(Cost 1pt @ 5th level)
*Flight: 30ft. (Good) – Metallic Angel-like wings

Summoner Spellcasting (Spontaneous):
Level 0 (Infinite/day) Acid Splash, Detect Magic, Mage Hand, Mending, Message, Read Magic
Level 1 (5/day) Rejuvenate Eidolon (Lesser), Protection from Evil, Grease, Mount. Jury-Rig
Level 2 (4/day) Evolution Surge (Lesser), Summon Eidolon, Cat's Grace, Create Pit
Level 3 (2/day) Pellet Blast, Summon Monster IV

Paladin Spellcasting (Memorized) Effective Caster Level = '-3'
Level 1 (1+1/day) Liberating Command, Hero's Defiance
~Other Possible Spell Choices: Linebreaker, Protection from Chaos, Restoration (Lesser), Ghostbane Dirge, Endure Elements, Detect Poison, Deadeye’s Arrow, Cure Light Wounds, Compel Hostility, Grace

Skills:4/lvl
(x)Knowledge (Arcana) +9
(x)Spellcraft +9
(x)Use Magic Device +11
Perception +9
(x)Diplomacy +9
(x)Sense Motive +6
(x)Ride +6
(x)Fly +5

Background Skills: (+2/lvl)
(x)Knowledge (Engineering) +15
(x)Linguistics +12

Languages: Common, Elven, Draconic, Gnome, Kellid, Orc, Aklo, Androffan, Celestial, Infernal, Giant

Feats:
~1st level Feat (Racial Bonus): Exotic Weapon Prof. (Elven Curve Blade)
~1st level Feat: Weapon Finesse
~3rd level Feat: Expanded Summon Monster
~5th Level Feat: Technologist ('Local Ties' Trait Bonus increases to +3)
~7th Level Feat: Exotic Weapon Prof. (Chainsaw)
~@9th Level Feat: Improved Critical (Slam)

Fused Eidolon (Synthesist)
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 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.

SQ:
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.

Bond Senses (Su) At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
[/spoiler]

Ion Tape (2 rolls)
Zipstick (10 Charges)
Timeworn Nanogun (Brown) w/6 Charges(-2 Ch)

Ring of Protection +1 (wearing)
flashlight
1x spare 'battery'
amulet of natural armor +1 (wearing)
2x Potion of CLW (1d8+1)
Wand of Magic Missiles (3rd) 44 Charges (-1 Ch)
5 extra Sunrods!

Cloak of the Hedge Wizard
Aura faint, school based on cloak type; CL 1st; Slot shoulders; Weight 1 lb. It also grants the wearer the ability to use prestidigitation on command and at will.
Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat

+1 composite Longbow (+2 Str)
15 std arrows
5x +1 human Bane Arrows

+1 Chainsaw (10 Charges Max)

Potion of cure moderate wounds x2
Wand of Scorching Ray (16 charges)
+Batteries x3
2x Alchemist's fire
2x Acid flask
Ring of the Ram (17 charges remain)

Lesser Evolution Surge (Possible Evolutions):

1-Point Evolutions
Gills (Ex): The eidolon has gills and can breathe underwater indefinitely.
Improved Damage (Ex): One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack.
Improved Natural Armor (Ex): The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.
Push (Ex): The eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This ability works only on creatures of a size category equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.
Reach (Ex): One of the eidolon's attacks is capable of striking foes at a distance. Select one attack. The eidolon's reach with that attack increases by 5 feet.
Resistance (Ex): The eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.
Swim (Ex): The eidolon gains webbed hands, webbed feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's swim speed by 20 feet.

2-Point Evolutions
Ability Increase (Ex): The eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's ability scores by 2. This evolution can be selected more than once. It can be applied only once to an individual ability score, plus one additional time for every 6 levels the summoner possesses.
Energy Attacks (Su): The eidolon's attacks become charged with energy. Select one energy type: acid, cold, electricity, or fire. All of the eidolon's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. Requirements: Summoner level 5th.
Flight (Ex or Su): The eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon's maneuverability depends on its size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. If the eidolon f lies by magic, this is a supernatural ability. The eidolon can increase its fly speed by spending additional evolution points, gaining a 20-foot increase to its fly speed for each additional point spent. Requirements: Summoner level 5th.
Immunity (Su): The eidolon's body becomes extremely resilient to one energy type. Select one energy type: acid, cold, electricity, fire, or sonic. The eidolon gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. Requirements: Summoner level 7th.
Trample (Ex): The eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size category smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to attempt a check; it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes this attack of opportunity, it can attempt a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon's Hit Dice + the eidolon's Strength modifier. A trampling eidolon can deal trampling damage to a specific creature only once per round. Requirements: Biped or quadruped base form.
Tremorsense (Ex): The eidolon becomes attuned to vibrations in the ground, gaining tremorsense with a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. Requirements: Summoner level 7th.