Being Iron Man! A Synthesist summoner approach.


Advice


Hi!

I'm trying an Iron Man build using a Synthesist Summoner (although I'd prefer to use a Wizard with a Mithral Mechanus Gear).

Is it viable to exchange the Summon Monster feature for the spellcasting of a Sorcerer (Spells known / Spells per day)?

I just don't like Summoning that much.

Thanks for reading!

EDIT: I'll be using this post so I can post the build and aks for suggestions.


Or just get the folding plate clasp and use overland flight :D

http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/foldin g-plate


Buri wrote:

Or just get the folding plate clasp and use overland flight :D

http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/foldin g-plate

The folding plate looks like Iron Man 2!

Seriously, the syhtesist gives everything I could possibly want:
-a replacement for physical stats
-interesting evolutions
-limited magical capabilities
-Temp HP

If I could build magic items to try to emulate what the class gives, I belive it would be too expensive and lvl prohibiting.


Dot


Depends on how tightly you want to be a bona fide Iron Man inside Pathfinder. You can get a powerful character with a synth but Tony Stark was made powerful through gear, not spells.

A synthesist with the spell progression of a sorcerer would be absolutely broken, though.

And just so you know, you can only edit a post up to an hour after you make it. Then, you need to make a new post.


Why would you want magic spells? Tony stark used Technology. Use the Eidolon like his suit, use his magic for small tech effects. Get Quiver of infinite holding (or whatever it is) and use javelins for his energy blast.

Done


I have never looked into the benefits of knowledge engineering. A Stark without it would not do.


hogosha wrote:
I have never looked into the benefits of knowledge engineering. A Stark without it would not do.

Planes and spellcraft are more analogous in this setting.


I've made a small 10 levels Eidolon progression, to emulate the Stark armor.

Spoiler:

Level 1 4
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor, Imp. Damage (Claw), Bite

Level 2 5
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor, Imp. Damage (Claw), Bite, Gill

Level 3 6
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor, Imp. Damage (Claw), Bite, +2 STR

Level 4 8
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor, Imp. Damage (Claw), Bite, +2 STR,

Minor Magic (Magic Missile)

Level 5 10
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor x2, Imp. Damage (Claw), +2 STR, Minor

Magic (Magic Missile), Flight

Level 6 11
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor x2, Bite, Imp. Damage (Claw), +2 STR,

Minor Magic (Magic Missile), Flight

Level 7 12
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor x2, Imp. Damage (Claw), +2 STR, Minor

Magic (Magic Missile), Flight (+2)

Level 8 13
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor x2, Imp. Damage (Claw), +2 STR, Minor

Magic (Magic Missile), Flight, Major Magic (Scorching Ray)

Level 9 15
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor x2, Imp. Damage (Claw), +2 STR, Minor

Magic (Magic Missile) +2, Flight, Major Magic (Scorching Ray)

Level 10 17
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor x3, +2 STR, Minor Magic (Magic

Missile) +2, Flight, Major Magic (Scorching Ray) +2

Magic Missile and Scorching Ray for repulsors, Flight for Flight capacity, and Improved Natural Armor to get sturdier.

Also, I'd like to stay clear that this is not for optmized play. I'm trying to get into the mood of Iron Man, not to do tons of damage.


Slacker2010 wrote:

Why would you want magic spells? Tony stark used Technology. Use the Eidolon like his suit, use his magic for small tech effects. Get Quiver of infinite holding (or whatever it is) and use javelins for his energy blast.

Done

I like the idea behind a Wizard using a full plate mail and firing repulsors....

It's a shame that the system does not support a steam punk technological aproach.


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Actually, I worked recently on a similar concept. Instead of focusing on technology, the character was very deeply involved in magical study, maxing out skills like Kn: Arcane, Kn: Planes, spellcraft, etc. The blasting abilities can be attained through a combination of the magic evolutions and Eldritch Heritage: Elemental Bloodline.(fire or air, your choice). The character that I had made was a gnome with the pyromaniac alternate racial trait and the Fire elemental bloodline that I had dubbed "Tiny Stark".


Venshad wrote:

I've made a small 10 levels Eidolon progression, to emulate the Stark armor.

** spoiler omitted **

Magic Missile and Scorching Ray for repulsors, Flight for Flight capacity, and Improved Natural Armor to get sturdier.

Also, I'd like to stay clear that this is not for optmized play. I'm trying to get into the mood of Iron Man, not to do tons of damage.

I'm not sure why you're getting the bite evolution. Its clear you're only using it for a placeholder, but IMO there are more thematically appropriate placeholders. Skilled (anything) for starters. You should probably fit in Skilled (UMD for tech/spells you can't access, Perception for the tracking systems, and maybe Fly as well for obvious reasons). At level 10+ you can start using Aspect for Skilled (Diplomacy/Bluff) if you're basing off of RDJ's Stark.

I like the approach of using the X Magic evolutions for blasty spell effects, but if you're willing to re-flavor some things there are other ways to do it that might be more efficient, or at least worth supplementing what you've got for sustainable ranged capability.

For example, you could purchase extra sets of limbs(arms), and load them up with bows (for better damage, though you'll need proficiency via a trait or feat) or crossbows (for more attacks, as they can potentially be fired 1 handed). Ideally, you'd get the bows (or ammunition) enchanted with some kind of energy damage. Then just flavor the limbs/bow attacks as missiles/gunfire/energy beams. Think of it as adding capabilities to your existing limbs (or adding gun bays, missile compartments to the armor, etc) rather than actually adding additional sets of physical limbs. Mechanically it'll amount to the same thing.

Maybe Magic attacks --> energy attacks (fire or electricity?) if you want a little more melee ability. I also kind of like the visuals of the Push evolution to simulate using the repulsors as well...repulsors rather than direct fire weapons. Maybe even add Pull if you want a tractor beam, although using it outside of melee will require increased reach.

Regardless, wingless flight is going to be big. Probably also several extra points to boost flight speed as well. Certainly Biped base is the only real option. And stay medium sized; stick to Str/Dex ability increases rather than going for Large/Huge.

I'd also aim for DR later on, and perhaps SR as well (can use evo surge for that for a long time though), to simulate the resiliency of the armor. No Breath could be situationally useful (read: use evo surge to obtain) for simulating the suit's life support capabilities.

Some form of enhanced senses is also going to be critical for simulating the tracking systems/computer. You can progressively upgrade the senses as you level. Start off with just skilled (perception). I'd keep that indefinitely, but as you get more points, layer on Scent (flavored as computer controlled chemoreceptors), then upgrade to Blindsense, then upgrade to Blindsight. Stay away from Tremorsense since you'll be flying all the time.

Happy Hunting!


Rhumdeas wrote:
Actually, I worked recently on a similar concept. Instead of focusing on technology, the character was very deeply involved in magical study, maxing out skills like Kn: Arcane, Kn: Planes, spellcraft, etc. The blasting abilities can be attained through a combination of the magic evolutions and Eldritch Heritage: Elemental Bloodline.(fire or air, your choice). The character that I had made was a gnome with the pyromaniac alternate racial trait and the Fire elemental bloodline that I had dubbed "Tiny Stark".

Eldritch Heritage for minor blasty effects is a really good idea IMO.


claws and bites don't sound very iron man at all.
I'd have replaced the default claws with a slam, and went from there.

Also, the minor/major magic stuff seems a total waste of evolution points... once per day use does not really 'mimic' anything. (nor does the thrice per day you get later).
Be more apt to just picture the summoner's spellcasting as techy effects and use those. Be easy to stick to spells that can be explained from a technology standpoint.

(ps imp natural armor can only be taken twice at level 10)


Don't worry about the Summoning SLA. You can't use it while you are 'in the suit', and that's pretty much where you'll always be.

On those rare times you are without Eidolon, summon Lantern Archons and call them combat drones.


I used the synthesist with a Samsaran. The bonus spells were all blasting as the summoner lacks them.

The only problem I ran into was keeping it interesting. I had more hit points then anyone. The AC was incredible. Versatility was amazing. I could sit back, flying and shooting. I could stroll into hand to hand with confidence no one could damage me. And if there was an enemy age, I was on top of it with flight and evolution points in speed.
In my group the combat is secondary to the role playing, so it classes are never a problem. But for once, the arrogance the character had was actually backed up.


It is feasible to play a wizard if you start at higher lvl but not unless you are playing 15+ or so


Also, keep refering to your Eidolon as <<Jarvis<<.


Guys, thanks A LOT for your insights!

MTCityHunter, thanks for your input!

The DR question is answered in the PC's race: Aasimar. As it is, I can have DR X/ Evil, where X equals Level/2. So at 10th level, it has DR 5/Evil.

Regarding Bite, your right. I'll be updating the info, so I can get Skilled in Perception.

Thanks again


Depending on what books are available you might want to look into the Aegis class from Dreamscarred Press. It is basically a class devoted to customizing a suit (which can be of the light/medium/heavy type) from a list of modifications. And while it is a 'psionic' class it really has little to nothing to do with psionics, basically you can refluff it and your GM doesn't have to worry about dealing with any of the psionic by avoiding a couple of the mods.

It's actually a heck of a lot closer to what you want to do than the synth, and probably significantly more balanced.


I've made a 10 level progression, and would like to hear about it from the fellow players.

The character

Spoiler:
Aasimar (Peri-Blooded) Summoner (Synthesist)

+2 INT | +2 CHA

Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Aasimar have darkvision 60 ft.

Emberkin gain pyrotechnics as a spell-like ability.

STR 10 00
DEX 10 00
CON 10 00
INT 14 02
WIS 14 02
CHR 19 04

FORT 0 + 0 = 0
REF 0 + 0 = 0
WILL 2 + 2 = 4

AC 10
HP 8

Skills

+2 Knowledge (Planes) and +2 Spellcraft

Knowledge (Planes)(INT) 1 + 2 + 3 + 2 = 8
Perception (WIS) 1 + 2 = 3
Spellcraft (INT) 1 + 2 + 3 + 2 = 8
Use Magic Device (CHA) 1 + 4 + 3 = 8

Traits

Latent Psion (+2 vs Mind Affecting Effects)

FEATS and Habilities

1- Cantrips, Fused Link, Summon Monster I, FEAT (Extra Evolution)
2-
3- Summon Monster II, FEAT (Toughness)
4- Shielded Meld
5- Summon Monster III, FEAT (Extra Evolution)
6- Maker's Jump
7- Summon Monster IV, FEAT (?)
8-
9- Summon Monster V, FEAT (Extra Evolution <10th lvl>)
10- Aspect

The Eidolon

Spoiler:
EIDOLON (Biped)

Level 1

STR 16
DEX 12
CON 13
INT 07
WIS 10
CHA 11

Fort 2 + 1 = 3
REF 0 + 1 = 1
WILL 2 + 0 = 2

AC 10 + 2 + 2 + 1 = 15
HP 6
DR 1/Evil

Evolution

Level 1 4
Limbs (Arms)*, Limbs (Legs)*, Claws*, Imp. Natural Armor, Imp. Damage (Claw), Bite, Skilled (Perception)

Level 2 5
Limbs (Arms)*, Limbs (Legs)*, Claws*, Imp. Natural Armor, Imp. Damage (Claw), Bite, Skilled (Perception), Resistance (Fire)

Level 3 6
Limbs (Arms)*, Limbs (Legs)*, Claws*, Imp. Natural Armor, Skilled (Perception), Resistance (Fire), Bite, +2 STR

Level 4 8
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor, Skilled (Perception), Bite, +2 STR, Minor Magic (Magic Missiles)

Level 5 10
Limbs (Arms)*, Limbs (Legs)*, Claws*, Imp. Natural Armor, Skilled (Perception), Resistance (Fire), Bite, +2 STR, Energy Attacks (Fire), Gore

Level 6 11
Limbs (Arms)*, Limbs (Legs)*, Claws*, Imp. Natural Armor x2, Skilled (Perception), Resistance (Fire), Bite, +2 STR, Energy Attacks (Fire), Gore

Level 7 12
Limbs (Arms)*, Limbs (Legs)*, Claws*, Imp. Natural Armor x2, Skilled (Perception), Bite, +2 STR x2, Energy Attacks (Fire), Gore

Level 8 13
Limbs (Arms)*, Limbs (Legs)*, Claws*, Imp. Natural Armor x2, Skilled (Perception), Resistance (Fire), Bite, +2 STR x2, Energy Attacks (Fire), Gore

Level 9 15
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor x2, Skilled (Perception), Minor Magic (Magic Missile), Major Magic (Scorching Ray), Breath Weapon (Fire) x2

Level 10 17
Limbs (Arms)*, Limbs (Legs)*, Claws*, Basic Magic (Light), Imp. Natural Armor x3, Minor Magic (Magic Missile), Major Magic (Scorching Ray) x2, Breath Weapon (Fire) x2

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