Dumping Con as a synthesist is very dangerous; if you drop unconscious (from hp loss) whilst wearing your suit, the loss of Con will essentially guarantee instant death.
Dumping the other physical stats is perfectly fine, though ;-)
If you really want to, you can 'break' the game with almost any class; synthesists just make it ridiculously easy to create a pouncing, multiple-attack-based, high-AC skill monster.
Having said that, if you know what you are doing, you can make an alchemist/ranger that is just as bad, fantastic archers, or 'nova' magi, to list a few examples.
Sekhemre cleans-off his claws on the Gnolls hide, as best he can.
He then turns to the slaves.
"Shall we release them? I know slavery is legal here, but the Gnoll and his crew were not exactly operating legally... Still, I don't want to get in trouble with the authorities..."
Craft(Alchemy): 1d20 + 13 ⇒ (3) + 13 = 16.
That... was a shocking roll :-(
I just thought I should check, but I am fairly certain I have collected the four identities that I need for my faction mission, correct?
Ignoring the Gnoll-Captain's taunts, Sekhemre does his best to finish-off the beast...
Claw: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19, for 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 S/B damage.
Sekhemre moves around to the other side of the Gnoll (10' West of Fog), and takes a vicious swing, attemting to disembowel the beast...
Claw: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29, for 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8 S/B damage.
Crit Confirmation: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29, for 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 additional S/B damage.
So, 15 total :-)
Sekhemre carefully uncorks the vial, and sniffs it, trying to identify the contents...
Craft(Alchemy): 1d20 + 13 ⇒ (8) + 13 = 21.
Hearing Wadi's comments, he shrugs.
"I dare say we have garnered a fair chunk of attention; I doubt hiding the bodies will improve matters that much..."
Sekhemre then turns to the remaining sailor, grinning threateningly.
"Now, you can either provide information, or a light snack. How many more crew members are there below deck? Where is the Lady Salhar?"
16/18 hp, AC 26/16/20, CMD 19, Mutagen(Dexterity), Shield.
Snorting contemptuously at the sailors, Sekhemre 5' steps, and unleashes his fury upon the Gnoll!
"Why don't we have lunch to discuss it? You can provide the buffet..."
Claw: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28, for 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 S/B damage.
I would be willing to take a shot at it, if we can nut-out a scenario that works for everyone.
I would love to run Mists of Mwangi, or Among the Living, if either of those work for everyone.
The only caveat is that I have no idea how to do maps, so I would probably be restricted to using a rather schematic Google Docs map...
Sekhemre goes to town on the two conscious halflings...
16/18 hp, AC 23/16/17, CMD 19, Mutagen(Dexterity).
Claw: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25, for 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 S/B damage.
Claw: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16, for 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3 S/B damage.
Bite: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23, for 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 S/B damage.
I think that Sekhemre goes before them?
16/18 hp, AC 23/16/17, CMD 19, Mutagen(Dexterity).
Sekhemre snarls, and unleashes a flurry of blows on the Halflings around him!
Claw: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12, for 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3 S/B damage.
Sense Motive: 1d20 - 2 ⇒ (16) - 2 = 14.
Sekhemre casts a careful eye over both slaves, before adding conversationally, "Now now, she may be from the East, but I dare say you got her at a bargain price - she has the look of a peasant used to hard work in the fields; just look at those calluses! She would be worth barely a tenth of your asking price."
In case it is unclear, I am working on the assumption that haggling *will* occur - I realise I made a 'low' counter-offer ;-)
Sekhemre arches an eyebrow as he takes in the room's decorations, but refrains from commenting.
"Very well. I won't blame a businessman for a... poor... decision. Does this Renmil have a last name?"
He then sighs.
"From what you have said, I take it that she is no longer in your possession? To whom has she been transferred, and where can we find her?"
"Well, would you like it to be unlocked? I can arrange it... Failing that, we can see whether there is a more secluded back door that I could try to open..."
Whichever plan of attack is decided upon...
Disable Device(Open Lock): 1d20 + 12 ⇒ (19) + 12 = 31.
Sekhemre arches an eyebrow.
"Indeed. Who hired you to kidnap Lady Salhar, and whom did you sell her to? I would rather we settled this amicably, but it might be difficult to hold Kayluss here back... If you tell us what you know, it should be easier to do that..."
Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19.
@Mothman: No, you are remembering correctly; back in the first year of PFS, they did have faction-specific lists of magical items that you could access at certain 'prestige point' levels. However, at the commencement of the second year of PFS, they scrapped that it favor of a 'simplified' PP = magic item GP cap system.
Sekhemre spends his time quietly relaxing, enjoying the opportunity to finally rest his feet comfortably after so long, in a location that does not stink of sweat, or the sea.
When the duo come up to the table, he eyes them speculatively, but when it becomes clear that they are known to Wadi, he relaxes once again, politely listening, when he is not going to the bar for a refill...
This is a little embarrassing, but because there was a significant hiatus in this group, I thought it might be defunct... so I went and played another game ('We Be Goblins'), the cert for which I applied to Sekhemre, which means that he is now 3rd level.
Is this going to pose a problem?
Sorry for the delay; I did not notice that I had missed a large number of posts; it had been so long, I had lost dots to tell me how many 'new' posts there were :-/
Heal: 1d20 + 5 ⇒ (4) + 5 = 9.
Day Job Roll - Craft(Alchemy): 1d20 + 11 ⇒ (17) + 11 = 28.
Ithuriel, I have played 'The Infernal Vault' :-/
If you have your heart set on running a module set in Absalom, may I suggest:
The Frozen Fingers of Midnight.