Tonpan Pathfinder Hahmo


Saran Historia,
Saran Päiväkirjat
C Good Medium humanoid (human)
Init + 3; Perception + 2
AC 13/15, touch 13/15, flat-footed 10/12 (+ 3 Dex, +2 Eidolon in Reach)
HP 36 (5d8 + 10)
Fortitude + 3/+5, Reflex + 4/+6, Willpower + 6/+8 (+2 Eidolon in Reach)
Speed 30 ft
Melee Slap + 2 (???), Ranged Touch Spell + 6
Space 5 ft.; Reach 5 ft.
Strength 8 (-1), Dexterity 16 (+ 3), Constitution 14 (+ 2), Intelligence 14 (+ 2), Wisdom 14 (+ 2), Charisma 21 [19] (+ 5 /+ 4)
Base Attack + 3;
Feats Evolved Summoned monster, Spell Focus (Conjuration), Augment Summoning, Summon Good Monster
Skills Bluff + 13, Fly + 10, Knowledge (Arcane) + 10, Perform (Dance) + 13, Spellcraft + 9, Use Magical Device + 12, Knowledge (Local) "streetwise" +6, Craft (Alchemy) +6, Knowledge (Planes) +6, Handle Animal +10, Profession (Aide) +6
SQ Spells, Cantrips, Summon Monster, Eidolon, Life Link, Bond Senses, Shield Ally
Traits: Talented (+1 Perform, all Perform), Keeper of the Veil (+1 Bluff & Disquise, Bluff), Shrouded Casting (Eschew Materials - Conjuration).
Drawback: Sentimental (You take a –2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards)

0-Level Spells: Detect Magic, Light, Mage Hand, Mending, Message, Read Magic
1st-Level Spells: Enlarge Person, Mage Armor, Rejuvenate Eidelon, Lesser Shield,
2nd-Level Spells: Haste, Summon Eidolon

Summon Monster III (8/day):

Example Summons for Sara (Augment Summoning +4 STR, +4 CON, Diehard)

Future Feats

7th : Superior Summoning
9th : Evolved Summoned monster

Future Spells

5th (2nd) ; Evolution Surge, Lesser
6th (2nd) ; Eagle's Splendor
7th (1st), (3rd) & (3rd); Feather Fall, Charm Monster, Summon Monster IV
8th (3rd); Invisibility, Greater
9th (3rd); Evolution surge

Main Summons

Summon Monster III (Future): Lantern Archon Diehard Feat from Summon Good Monster
Tramble: Celestial Auroch
Cure Light Wounds/remove fatique: Celestial Azata

Tonpan Eidolon

Magical Item : Headband of Alluring Charisma

Aura moderate transmutation; CL 8th
Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.
This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Requirements Craft Wondrous Item, eagle's splendor; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Summoners Kit

Price 8 gp; Weight 19 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin, Spell Componennt Pouch

Survival Kit masterwork

Price 50 gp, Weight 5 lbs
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Pathfinders Kit

Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.

Chroniclers Kit

Price 40 gp; Weight 4-1/2 lbs.
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration.

Chroniclers Kit II

Price 40 gp; Weight 4-1/2 lbs.
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration.

Chroniclers Kit III

Price 40 gp; Weight 4-1/2 lbs.
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration.

Seanse Kit

Price 290 gp; Weight 12 lbs.
This stained mahogany box contains tools that aid in contacting supernatural beings either as part of an act or a genuine ritual. This kit includes a non-magical spirit planchette set (treat as a board game worth 25 gp), 10 candles, 10 candlesticks, one entertainer's outfit, one harrow deck, one magnet, 10 sticks of incense, one scroll of augury, and two scrolls of prestidigitation.


8+6+5+3+(2*4) = 30

Class Stuff

Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 2–7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Summoner Spells Known
4th LEvel 6 ; 4* 1st; 2 * 2nd;

Spells per Day
5 * 1st, 2 * 2nd

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

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 summoned. 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).

Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

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.

Bond Senses (Su): Starting 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 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.

Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon's reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

1st Level goodies
1st Summoned Monster: Eagle - Flying harassment
1st Summoned Monster: Dolphin - Underwater
2nd Level Elementals :
2nd Summoned Monster: Air Elemental - Flying Elemental
2nd Summoned Monster: Lightning Elemental - Flying Elemental, Disarm & Trip
2nd Summoned Monster: Earth Elemental - Hard Hitter
2nd Summoned Monster: Mud Elemental - Entrapper
2nd Summoned Monster: Ice Elemental - Underwater
2nd Summoned Monster: Water Elemental - Underwater
2nd Level Goodies:
2nd Summoned Monster: Wolf - Because wolfs
2nd Summoned Monster: Faun - SP abilities. Sleep, Hideous laughter…
2nd Summoned Monster: Grig
3rd Level Goodies:
3rd Summoned Monster: Aurochs - Tramble
3rd Summoned Monster: Foo Dog - Muscle
3rd Summoned Monster: Lantern Archon - Aid
3rd Summoned Monster: Leopard - Big Cat
3rd Summoned Monster: Leopard - Fast Cat
3rd Summoned Monster: Dire Bat - Flying Mount?
3rd Summoned Monster: Azata Lyrakien - Cure Light Wounds

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