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I am starting a campaign with a level 5 shield champion and 10k gold to spend. I am thinking of doing a mithral heavy throwing shield with a master worked reinforcing boss an spikes. However, I was wondering if maybe spending 2k extra gold for adamantine is a better option and just give up my Necklace of natural armor. Or, should I just get two shields? This is my first shield character, so any advice I can get would be much appreciated.


So I am looking to make a lvl 5 soldier like character. I want him to be tactical ( preferably with ano assault launcher and the ability to launch grenades). What would you all suggest for class and gear? ( we are starting with 10k gold)


ranmyaku262 wrote:

Synthesist is super wonky for a first-summoner. Alot of rules of what stays and what doesn't upon the merger gear-wise.

Manufactured weapon is probably the better option because you're maximizing total attacks as well as going with a shield to maximize defense. Remember not to be holding/carrying the weapons upon merging/summoning because they'll just meld into that form and you won't be able to access them.

Either way you have 4 max natural weapon attacks at 5th level.

Get limbs(arms) evolution. Chose serpentise base so you'll have a bite attack(with an additional 5ft reach) And a tail slap for free. Then get flight + wing buffet evolutions (as you'll qualify for those at 5th level).

You'll have 2 wing attacks 1 bite and one tail attack.

The wings are secondary as well as the tail. So the bite is your only primary. So all the secondary will be at -5.

If you get a manufactured weapon you'll have 1 attack (that'll eventually become iterative.) And then 4 attacks considered now secondary.

If you want defense on top of that grab a shield. Otherwise make the manufactured weapon a 2h weapon.

If you want to annoy your DM dip 1 level into barbarian just so you can rage because the extra morale bonuses are fun and work with this. Either way its a incredibly powerful archetype, and you might want to do some research on it to make sure you got all the rules in order as there's alot of stuff that people overlook when making them. (like extra evolution is disallowed for this because the eidolon class feature is replaced and you instead get something called "fused eidolon").

Edit: Eidolon gets no skills/feats of its own so i believe this means you're stuck at -5 for the secondary natural attacks, so you'll need to get the multiattack feat yourself.

Thank you for your reply. I was thinking of going with the manufactured weapon on a bipedal character with extra arms to hold a shield while still utilizing the great sword.

Also, after some reading, I found evidence that suggests that Extra Evolution is allowed for Synthesists due to the "In all other cases, this ability functions as the summoner's normal eidolon ability" portion of the archetype. You still have eidolon class feature, it is just slightly modified.

where I found said evidence: http://paizo.com/threads/rzs2m8o8&page=7?Ultimate-Magic-Errata#334


So I am making my very first summoner and wanted to make a synthesist. I am starting at level 5 and am going full summoner levels as a half-elf. I was wondering if anyone had build suggestions, but more importantly I was wondering if natural weapons or manufactured weapons would be the way to go for my Eidolon if heverything is going for a tanky/damage based build.