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Aezion's page

Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Scarab Sages

Skerek wrote:
Aezion wrote:
all I've gotten was some posts about how I should not play a Synthesist and how my table etiquette will suck because I will flaunt my amazing character and gimp any of the other player just from the get go because I have a tendency to optimize.

Aezion, a word of warning, everyone here as advised to be careful with the synthesist. Some might accuse you of over optimizing (or MinMaxing), but I won't. I'll just point out that I have GMed a local player with a synthesist that he tried to gimp(it has 12 cha and i don't think it has any dump stats) and it's still above the power curve.

My advice? Play a character that is good, capable of performing, don't MinMax the crap out of your character, just make sure they're not horrible and can contribute. The most fun I've had in PFS is when the table just manages to pull through by the skin of their teeth, the players and GM sitting at the edge of their seats as some one makes that all important roll. You remember those scenarios. As for the scenarios where everyone plays MinMaxed characters and the combat is over in 2 rounds, you finish the scenario thinking "Yeah! We spanked that scenario" and then later struggle to remember what happened in the scenario. Soon you find PFS becomes a blur, missions all the same, because you don't remember anything unique from the scenarios.

Jiggy wrote:
Grick wrote:

Generally, you should probably choose all your archetypes when you create the character.

Alternate Class Features: "When a character selects a class, he must choose to use the standard class features found in the Core Rulebook or those listed in one of the archetypes presented here."

PFS actually has a special rule that you can pick an archetype any time before reaching the first level where something actually changes.
I don't think this is quite correct, I'm pretty sure when you create a character you...

well here is what I'm thinking, I'm going to role play my character very heavily and play a support caster role with the early haste and what not, and only when there is a real threat of death I will go into action mode, making sure that all my other tablemates have a good time while, having a "get out of jail" free card for when it really calls for it.

like adding the personal handy cap that my eidolon only comes out in stressful situations. I just want to have a way to make the really harsh plays when a level 11 wizard is about to get wasted I can save them and allow them to keep all that play time.

I know I hate it when I loose progress in something, so if I can spare some one else that feeling then I'm doing my job I guess.

Scarab Sages

Jiggy wrote:
Aezion wrote:
Also the line "With all due respect," is basically a nice way of saying eat S#@$.

I know you don't have much reason to believe this, but I'll say it anyway: I really, honestly meant you no disrespect. I want you to have fun playing in PFS. Synthesists take a lot of research to run smoothly. I just want you to have a good time.

sorry, used to the internet is all...

and I'm talking with the GM I will be playing with to work out all that needs to be done like if it's alright if I even bring it to the table.

Scarab Sages

Jiggy wrote:

In the future, when you want to know how a concept central to the game (such as attacking with a weapon) works, you might consider investigating likely sections of the Core Rulebook (in this case, the combat chapter).

With all due respect, if you're not comfortable enough with the rules that you can recognize a question as being universal enough that you can assume it's in the CRB and make a reasonable guess as to where to look to find your answer, then you are not ready to play a complicated class like the summoner, especially the synthesist. I suggest playing a Core class like a cleric (still one of the best classes in the game, BTW) until you're a little more fluent in the basics, then maybe try something more tricky like a magus or a monk, and maybe THEN try the synthesist.

But right now? You're just asking for trouble. For your own sake, I strongly advise shelving this idea for now. You're only going to frustrate yourself.

the reason I asked was in the tables for the eidolon it does not say multiple attacks, but has a BAB equal to it's HD. In classes like fighter it goes +11/+6/+1 in the BAB section. And I read the base rule book for what you said looking at BAB, Attacks, full round actions, more then one attack and so forth. The reason why I asked is it is confusing because usually there is no rule oversights.

Also the line "With all due respect," is basically a nice way of saying eat S#@$.

The reason I asked in the first place all of these questions is that there is no straight answer for them in the rules. I've never been to a Pathfinder society game, but I have played quite a few characters in private play.

LazarX wrote:
Evan Whitefield wrote:
I didn't see anyone mention this yet but if you really want to get a chronicle sheet for a different character after playing the scenario you can always GM the scenario / mod. This is the only other way to get a chronicle sheet twice for a non-1st level adventure.
Quite frankly though from your responses here, Aezion, I'd have to say that you have a good deal of learning to get under your belt before you GM a PFS table. While the Synthesist is one of the bigger corner cases of judging PFS, it's far from the only one you'll have to deal with.,

I asked one rule question, how does that equate to me not being a GM? I don't have the experience and probably won't, but I find one question for clarification hardly excludes me from the running >.>

in fact the reason why I asked was the line

"This is the eidolon’s base attack bonus. An eidolon’s base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus."

which is confusing when dealing with weapons on a eidolon in my opinion.

Scarab Sages

Jiggy wrote:
Aezion wrote:
Artanthos wrote:
Use standard iterative attack rules with weapons. Secondary attacks have no impact on this.
now I'm confused X.X

If you have +6/+1 BAB and a sword in your hand, you can swing said sword twice in a full-attack: once at +6 BAB and once at +1 BAB. Just like anyone else with +6 BAB and a sword can do.

That's why no one is showing you rules on how synthesists work with weapons; because they use the same rules as every other weapon-wielding creature in the entire game.

THANK YOU, ok thats exactly what I wanted, sorry that took so long. I don't normally play fighters is all. I'm a caster kinda guy.

Thanks every one!

Scarab Sages

Artanthos wrote:
Aezion wrote:
Jiggy wrote:
Grick already gave you some links in this post, but perhaps you missed it. It's possible people were focusing on advice because they figured you'd already had the technical questions answered due to that post.
yes which explains natural attacks, but I'm going for a Synthesist that wields a greatsword using his eidolon for physical stats and I wondering how a full round attack would work, would I only get the +6 to hit and deal 2d6+3 or would I get +6/+1 and deal 2d6+3/2d6+3. It's more about a question of a full round attack rather then the eidolon at all.
Use standard iterative attack rules with weapons. Secondary attacks have no impact on this.

now I'm confused X.X

Scarab Sages

Mike Mistele wrote:
Aezion wrote:
all I've gotten was some posts about how I should not play a Synthesist and how my table etiquette will suck because I will flaunt my amazing character and gimp any of the other player just from the get go because I have a tendency to optimize.

Well, to be fair, you did ask:

Aezion wrote:


3: Stuff to expect at the table.
4: Is optimization frowned at?
The responses you've gotten undoubtedly reflect the negative experiences that the writers have had with the archetype.

yes I did ask, but there are other questions as well...

Scarab Sages

Jiggy wrote:
Grick already gave you some links in this post, but perhaps you missed it. It's possible people were focusing on advice because they figured you'd already had the technical questions answered due to that post.

yes which explains natural attacks, but I'm going for a Synthesist that wields a greatsword using his eidolon for physical stats and I wondering how a full round attack would work, would I only get the +6 to hit and deal 2d6+3 or would I get +6/+1 and deal 2d6+3/2d6+3. It's more about a question of a full round attack rather then the eidolon at all.

CRobledo wrote:

Jiggy said it above, but Magus is pretty much the definition of melee caster.

(although some will also argue that they are also OP) :P You can't win.

everything is OP we should all play peasants...

Scarab Sages

T.T I'm just trying to figure out how a Synthesist wielding a weapon would work that's all, that's all I need to know right now. Can just some one point me in the right direction, I've looked all over and can find mounds of material on natural attacks, but little as scraps for Weapons. I came to the rules section in order to make sure my idea can actually work, all I've gotten was some posts about how I should not play a Synthesist and how my table etiquette will suck because I will flaunt my amazing character and gimp any of the other player just from the get go because I have a tendency to optimize. I just want to rules or something so I can figure this out please?

Scarab Sages

MisterSlanky wrote:

As a PFS player (and VC) with a synthesist all I can say is "please don't".

Synthesists are a huge rules gray area. Both you and your GM need to be up on things like Armor stacking, equipment dual use, how healing and conditions work, and a lot of minor rules that players normally don't deal with. As a first character its an awful choice.

Now add these problems to the other half. Synthesist characters (and usually by extension their players) become the pariah of the table. I've watched two tables now where the synthesist, by extension of its power have completely ruined the game experience for the other five players and the table's GM. When the errata came out I used it as a chance to deliberately underpower myself and I still feel like a complete jerk when I run her.

If you like summoner you should play one, but stay far away from the synthesist.

well I'm just really going for a melee caster, which cleric was changed quite a bit from 3.5 to pathfinder so it's not the same niche I wanted. So I've played summoner, and the big thing is that I have no idea how the rules work for Weapon attacks, such as if I'm wielding a great sword would I only get the 1 attack and so forth if I'm fused with my eidolon, because I use it's BAB and it's physical attributes so it would make sense to say that I would use it's stats.

Armor stacking is not hard, your armor does not apply if you are "fused" you only get the natural armor bonus from you beastie.

Healing, how I would think it works is that you can only heal yourself as a summoner unless a spell specifically for your eidolon.

For the sake of conditions you are one person, so I would say you get the physical attributes of your eidolon, but you have to add them to your saves, then success or fail it hurts you.

but I see what your getting at I just want to go after a certain kind of thing, if Favored Soul was available, I would play that and what not. It's just I don't want to play a normal summoner as I've played one 3 times now.

wraithstrike wrote:

If you know the rules the class would be ok, but if you don't know the rules well then the GM will not be happy as he will have to be watching everything you do in addition to running running the game. I am not a PFS GM, but what I do for home games is require a player to know whatever he is playing. If I have to keep correcting the player he will be "asked" to play something else.

With that aside hi level optimisation is not really good in PFS unless the entire table is doing it.

That first paragraph applies to regular summoners also.

that's why I'm asking to avoid hangups and try to make this work >.>

Scarab Sages

well I'm just a huge fan of Summoner, and archetypes seem easy enough, you pick it when the earliest level you can replace a skill is and you stick to it, my big thing is that I have a idea for what I want this character to feel like and I want to avoid annoying a GM with the the whole multiple attacks. Because that is one confusing thing, because it goes into great depth with natural attacks and how many you can make at what level and how the first one is a primary and the rest are like "off-handed" natural attacks with half strength. If any on can link me to a resource, or forum post related to this?

So I guess there is a "finite" amount of adventures, got it, but then lets say if I get a chronicle sheet on one guy and it has like this amazing staff that I want for a wizard, is there any way for me to grab this item for my wizard or all the items "locked" to my first character.

If that is the case maybe when you role up new characters you can choose to have them be a "apprentice" of your first to have partial access to loot and goods that your other has attained (with proper respect to level, fame, and Prestige. Just a idea for long time players is all)

"all the FAQ entries relating to your PC" -Don Walker, where might I find this? The resources should be easy enough, just have the books on hand then keep tabs in all important pages for quick reference to keep the game going.

thanks for all the feedback :D

on a unrelated note, what is your favorite god/demi god/false god/pseudo god, and why ^^

Scarab Sages

Derwalt wrote:

# 6 is partially wrong. You can re-run the same scenario (if the GM allows - you have to tell him that you've run it before). But you will only get credit for it the first time you run through it.

The only way to get credit for a scenario twice is if you also GM it.

...there are also some special rules about Tier 1 scenarios, which can be re-run indefinitely (at least as GM, I'm not sure about it if you're a player).

ok then how does it work, so I only get credit once, so that means if I get a "maxed" character and decide to roll up a new on, if I just get rotten luck and get all the same modules my new character gets nothing?

Scarab Sages

wraithstrike wrote:

They follow the same rules as in a home game, not including house rules.

1. There is a website listed in the PF Society Handbook that list all things that are banned. The book is availible for download.

2. That information is in the class. I point that out because many people don't read the summoner class, and make a lot of mistakes. This makes them more powerful than they should be.

3. what do you mean?

4. That varies by table, and the extent of optimisation.

5. All PF official books are allowed, unless specifically banned.

6. You can only run one character during one session, but you can run different characters thought the same adventure at different sessions, IIRC.

1: ok well I guess I will assume it works then

2: it says in great detail "natural" attacks, I'm looking for the rules for if it wields lets say a longsword. Which I don't see any explicit rules for.

3: what are common differences from a normal kind of home brew game. Besides the obvious...

4: thanks

5: Just double checking

6: so I can have a level 7 barbarian do the same module that my level 11 wizard already complete, got it.

Scarab Sages

Ok so I would really like to join in on Pathfinder Society after talking to my friends for a bit. I've played a good deal of 3.5 and enough of pathfinder to know a bit about summoner. I would like to go for the archetype, Synthesist. I had a idea for what I wanted to do, but I'm unsure how a few things would work.

First off, is a Synthesist legal for Pathfinder Society? I read in the rules that only 1 archetype is banned from ultimate magic, brood master.

Second, how would it work for it/me to wield weapons? Proficiencies, bonuses, multiple attacks, all that good stuff.

Third, anything at a table I should be worried about? I've played before but it was always with a tight knit group of guys and girls, I don't know what to exactly expect from a standardized GM.

Fourth, I'm a number cruncher at heart and even when I try to role play something I always find myself optimizing, I hate it some times, but how much is it frowned upon?

Fifth, how many of the rules books can I assume that the GM has access to? I read that the core rule book and the bestiary are assumed, but any others?

Sixth, I read that you get a chronicle after every session/module, but cannot attain any more on subsequent plays. Lets say for all intensive purposes that I have complete all the modules in all the world with 1 of my characters, can I have another character who runs one of those modules still get rewards or am I SOL?

TL;DR
1: Is Synthesist banned for Society?
2: How do weapon wielding Eidolons work?
3: Stuff to expect at the table.
4: Is optimization frowned at?
5: what rule books do GMs have?
6: can I get rewards on multiple characters on the same module?

Thanks for your time, I know it's a long one.