Venom Inspiried Character, Synthesist questions


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Looking for assistance making a venom inspired Synthesist Summoner. Not for PFS play but its my first time trying the class, with GM approval. No third party books. Running a 20 point buy, level 5, whats the best way to build a front liner or physical range damage summoner (Bows, guns, crossbows).

Does a Synthesist Summoner who is fused with his Eidolon have the summoners weapon pros? If I spent a feat on Greatsword would my Fused form be able to use said weapon?

In the idea of weapon pros, would it be better to take a Character feat to get a martial weapon, or burn 2 Evolution points to get the same weapon?

If you're wearing a belt of strength +2 on your character and you merge does the merged form Eidolon have the +2 to its strength, or does it remain only effecting your "caster" self?

If your "caster" self is wounded and unable to walk, and you then summon and fused with your Eidolon, can you now walk? Do any physical ailments effect you while fused as you use your Eidolons physical scores.

While fused, do you use the classes base save scores, or your Eidolons physical saves, and your casters mental saves?

The character throughout the comics is either a raging nut job, or a member of a military group using guns, and rifles. While it would be nice to be a switch hitter I'm unsure if its possible given the class doesn't really give any feats.


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This is what it says in Ultimate magic:

Quote:

While fused with his eidolon, the synthesist uses the eidolon's Strength, Dexterity, and Constitution, but retains his own 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 both as 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.

I have highlighted the relevant parts, that answers most of your questions. Regarding Saves, we are not told that the Summoner gets the Eidolons saves, so it is generally assumed you don't (iirc there are faqs that back this up).

In other words;

Yes the fused form uses Summoners Feats (including weapon proficiencies}

Burning 2 Evo points to get a feat would be a waste as the Eidolon would get it, not the summoner and therefore it could not be used in Fused form

When wearing a belt of STR+2 the merged form benefits (only armor is lost - but you don't care with your Eidolons Armor added).

If you are wounded and unable to walk, fusing will enable you to walk.

You use the classes saves, not the Eidolons.

Yes, you will be feat starved for a switch hitter build. Against that you will have more hp than the fighter and Armor to match, as well as a number of useful Evolutions. You will also have good saves (thanks to shielded meld). You can make yourself a skill Monkey with the skilled evolution, can fly all the time at 5th level with the fly evolution (better than a wizard, who can only fly while the spell lasts) and can cast some fairly decent spells. Flying alone is a game changer - No bad terrain preventing charging, get up to sniper posts with ease, escape from ground attackers who have surrounded you, etc.

If you don't want fly, however, and do want guns, consider adding a level of Gunsmith. You will not have a well optimized character (multiclassing as a summoner is a bad idea, it stalls the development of your Eidolon) but for RP purposes it will be closer to what you want I think.


So ultimately I'm best off building towards a frontline melee with Natural attacks build, or I could do a range build with a level dip which hurts my Eidolon progression but would get the feel of a range weapon based "venom".

So I need to figure out which would be the better build, and go from there. Feats, traits, etc to make it solid, and a race to help, most likely human to make up for lack of feats.


There is a guide to Synthesist summoners here. It even has a picture of venom as its opener (and several others throughout). That will give you some ideas of how best to build it.

Regarding Natural vs. Weapon, it is six of one and half a dozen of the other. Natural gives you a lot of attacks - more than a fighter - and with your strength being boosted when you get large they do a fair bit of damage and hit quite easily. The problem is that when you meet creatures with DR, you will have no way to bypass it and your damage will plummet.
Using Weapons will reduce the amount of damage you could do, but getting damage bypasses (silver, cold iron, etc.) is relatively easy and getting magical enhancements is quite straightforward (e.g. Ghost Touch, Holy, etc.). It will also cost you an extra feat if you want a decent martial weapon. If you pick Half-Elf, they can take the Alternate racial heritage Ancestral Arms which gives a weapon feat for free in 1 martial or exotic weapon. Half Elves are also the best race for Summoners because they can get extra evolution points for their Eidolons.


Gavmania wrote:
The problem is that when you meet creatures with DR, you will have no way to bypass it and your damage will plummet.

Wouldn't an amulet of mighty fists with a high enhancement bonus on it help with this?


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Which Venom are you trying to emulate? Brock or Flash? I love the Brock version myself. I believe there was someone who attempted to build this in Conversions.


@xDemoquinx

I love the Brock venom story, but I'm aiming for a more Agent Venom Flash build. Usesa ton of guns and rifles, but also later gets along well, and gets the claws, and the famous tongue/jaws look while maintain his military look.


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So after some consideration I've decided to go with the following 25 pt buy build.

Half-Elf

Str: 10
Dex: 10
Con: 14
Int: 12
Wis: 14
Cha: 17 (20 = +2 Racial, +1 lvl 4)

AC: 10 + 0 (+2)+ (+6) + 5 (Cha) = 23 Total
Numbers in brackets based on Eidolon fused

Took Drow heritage for some free weapon pros, and went Scaled Fist Unchanged Monk lvl 1, Synthesist Summoner lvl 4.

Feats
1st Weapon Focus: Claw
2nd IUS, Stunning Fist, Dragon Style
3rd Feral Combat Training: Claw
5th Dragon Ferocity

Reactionary (Trait, Combat)

Eidolon Evolutions

Ability Increase (2pt) x2 Str, Dex
Improved Nat Armor (1pt)
Climb (1pt)
Skilled (Stealth, 1pt)

Now the issues I have are gear to wear, and how exactly do saves work while fused. Which "CON" score do i use for my Fort Saves, the Eidolons bonus, or my own?

By having the weapon pros from my racial Ill be able to carry around Cold Iron, and Silver swords, until I can afford to pay for either Amulet of mighty fists, or something to make my claws bypass DR. Otherwise hows this look for a natural attack build "Drow spider assassin" front line fighter.


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So how did this character build work for you?
Would you do anything different?
Suggestions for mods or level ups?

I’m looking for a villain “hunter” that will have his own large island.

Liberty's Edge

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I like the character build idea as well, but i was thinking of trying to build around natural melee attack build venom.
Maybe after taking 4 lvls in synthesist, take the rest of the levels in barbarian, not sure what archetype though. There is a lot of rage powers that would boost your nat attacks and dmg, along with survivability.


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I heartily recommend anyone looking into a Venom/symbiote concept check out N.Jolly's Symbiotic Slayer in Legenday Games' Villains: Vigilantes book.

Short summary: Vigilante archetype, the symbiote is a familiar with the [symbiote] archetype that functions similar to a synthesist eidolon, gaining extra powers (and Ego!) from taking symbiote vigilante talents to improve its abilities.

One of the best executions of the concept, and even if vigilante isn't your thing, its still worth it for the sheer concept. I'm using it as an independant creature divorced from the class, that gains power based on its hosts (aka level). Just use the familiar and vigilante talent slots like a sort of quasi-gestalt. Works great!

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