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I found this before: http://paizo.com/threads/rzs2kqan&page=2?Adventurers-Armory-Questions#5 1

Basically Emei Piercers were the only weapons that MIGHT squeeze by.


I was afraid of that. I want to use pummeling style and an amulet of natural armor...but I have to use the slot on an amulet of mighty fists, bah!


I've tried searching, but my results always end up being conjecture (usually pre-faq) or entirely outside the realm of my question:

Can I use Pummeling Style with Emei Piercers (or anything else)?

"Benefit: The ring prevents the wielder from being disarmed and turns unarmed strikes into piercing attacks."


I never implied moving after the teleport, I implied ending the charge adjacent but on higher ground.

So I surmise your point is, my origin point is what matters? I guess even leap attack wouldn't qualify for this feat to take effect then, eh?


Dimensional Assault:
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.

Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.

Death from Above:
Benefit: Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.

I was wondering if you end your Dimensional Assault movement on higher ground adjacent to your target, you could gain the benefits of Death from Above, right?


A crud, didn't notice, sorry. Really appreciate you pointing it out tho. I'll try harder next time.


If you check the abundant step entry in the SRD, it shows that monks perform it "as if using the spell Dimension Door". They don't actually cast the spell Dimension Door, which is why it was included. If the actual spell dimension door is cast by the SLA, then I say it qualifies for the feat.


Writer wrote:
Calypsopoxta wrote:
Hey Ravingdork (been a while), did they ever figure out (on an official level) if you could rend more than once a round as an Eidolon?
Sorry, im not Ravingdork. Regardless, there is nothing saying you can't make more then one rend in a single round. The rules state you must land two claw attacks in the same round to score a rend. Therefore, if i land 4 claw attacks and have the rend special rule, i get an additional 2 'rends' The trick is landing the attacks to begin with.

Sweet, thanks!


1 person marked this as a favorite.

I know it's been just above a month since the last post on this thread, but I just recently found an opportunity to play the game again and wanted to see if there's any new FAQs to help with synthesist issues and simply HAD to contribute to this one.

One pretty awesome thing a Synthesist can do is take the Dimensional Agility feat line to eventually become a very well rounded party tank.
Here's a quick level 20 run down I made a while back:

Stats at 1
Str 7>14(Fused)
Dex 7>14(Fused)
Con 7>13(Fused)
Int 16
Wis 20
Cha 16

Feats
[LVL]
[1]Skill Focus: Perception (half-elf)
[1]Improved Initiative
[3]Combat Reflexes
[5]Improved Natural Attack
[7]Dimensional Agility
[9]Dimensional Assault
[11]Lunge
[13]Dimensional Dervish
[15]Quicken Spell
[17]Vigilant Eidolon
[19]Power Attack

Evolutions: 26 +5 Half elf
31-3(+6 Aspect)

(1)Pounce
(1)Improved Damage: Claws
(2)Trip
(2)Rend
(3)Claws x3
(4)Limbs (Arms) x2
(5)Improved Natural Armor x5
(10)Huge

Aspect:
(1)Scent
(1)Skilled: Survival
(1)Skilled: Perception
(3)Blindsense

Teleport twice your move distance giving everyone else flanks and full attacking everything you can and then show up next to whoever you need to defend with lunging threat range trips. This guy also happens to be a good tracker/spotter.

Hey Ravingdork (been a while), did they ever figure out (on an official level) if you could rend more than once a round as an Eidolon?


I'm actually on obsidian portal, so I'll scope that out!


Ah, I found that one before. I didn't realize it was Warhorn. It had to be the one Saturday I can't make it. Oh well, next time.


There doesn't seem to be anything for events in Austin on Warhorn.net


Dragnmoon wrote:
Calypsopoxta wrote:
Thanks for the info! Anyone else know of any groups?
That is it for Pathfinder Society, you may want to post in this section, Gamer Connection, for a Non pathfinder Society game.

Ah! Thanks, I was looking for that earlier!


Thanks for the info! Anyone else know of any groups?


I'm looking for a stable Pathfinder Society or even a regular Pathfinder group in the Austin area. I haven't had much opportunity to play Pathfinder, but I have plenty of experience with 3.5 and have spent a great deal of time pouring over the books itching to play.

I have a flexible schedule and hope to find a weekly group, but I'm not picky about it. As long as it's Pathfinder I'll be happy.


Throwing in my two cents on the original post. Didn't read through the entire topic, sorry.

Smite evil is specifically design to murderface single big bads. Swarms, Neutrals, and my personal favorite, Illusions are all excellent ways to make it much less OP. Ultimately, if a paladin didn't have it, you have a lot less of a reason to play one over a fighter or monk(zen archers are pretty kew).


Scent is just an awareness that someone else is within 15-60 ft (depending on wind), more/less for strong/weak scents. You are correct that it takes a move action to get the right direction, and then another to approach.

Scent's pinpoint just gives you accurate knowledge of the exact location of any being he can smell adjacent to him. It does NOTHING for any current benefits of concealment a target has, period.

Scent was never meant to completely cancel out hidden attackers in the first place, though it certainly isn't useless. If you use two moves to come adjacent to a hidden enemy, you still get an attack of opportunity when they move away from you, unless it's a 5 foot step, which you can easily counter and full attack with by simply stepping to the spot they attacked you from. Mounted characters are especially useful with scent as they can ready an action to strike while the mount does the moving.

Scent's primary usefulness has always been in that you are immediately aware of enemies within range without any checks, so they get no surprise round.

Because uncanny dodge specifically works against enemies that are even invisible, he's right that they can't sneak attack him, even if he didn't have scent in fact. That's what makes it so uncanny.

In short, he can't be sneak attacked unless he's flanked, bound, or the attack states "as if they were flanked/denied their dex bonus". He can't move and attack someone he had to use scent to find if it's more than 5' away. He can full attack if he 5' steps and pinpoints them without using a move to smell for them. They keep all of their concealment.


SunsetPsychosis wrote:

I can see the telekinesis + arrows being an amusingly effective strategy. Note that arrows deal damage as daggers of their size. So, could you use colossal arrows? I'd imagine them to be about the size of ballista bolts.

If not, doing 15d4 at 15th level for a 5th level spell slot is hardly overpowered.

Of course, adding Flame Arrow to the mix does pretty much double the damage. 15d4+15d6 is none too shabby. But really, why would that line even be in the Telekinesis spell description if it was never intended?

You can't thrust 15 objects any heavier than 25 lbs apiece so the size thing can't go to far. Also Arcane Strike pretty much adds 75 damage to the volley if it's being cast by a lvl 20 wizzy. Granted, a lvl 20 wizzy will have about +28 to hit with them all(10 BAB+5 Enhance+13 or so int), which is kindof meh at 20.


Someone in another post about arcane tricksters mentioned a rogue with UMD being capable of this with sneak attack (seperate rolls by RAW). But you can't use wands for spells higher than 4, so where might I find the rules for making say, a 3x a day clvl 15th telekinesis item?


I was really only trying to get some extra hit chance for using telekinesis without having to buy a whole mess of enchanted weapons. Back to the drawing board.

Edit: Just occured to me...greater magic weapon on a stack I plan to use beforehand...?


So RAW, can I put +1 and returning on a stack of 50 arrows...?


-title-


Ravennus wrote:

But doesn't the feats description trump this?

"You deal rend damage if you hit with half the
normal natural attacks your rend requires. For example, a
troll that has this feat can rend when it hits with one claw
attack, while a girallon that has this feat must hit one target
with two claw attacks to rend. You can only make this rend
attack once per round.
"

No idea how I missed that last sentence, hah.


Ravingdork wrote:

Does the SUMMON EIDOLON spell allow me to wear the eidolon as a suit after it has been dismissed? Or does it actually bring about the eidolon as a separate creature?

If it is the latter, is it possible to summon the eidolon while fused with it?

You re fuze when you cast the spell, though you can no longer touch creatures with protection spells up and it is susceptable to dispel magic. It also lasts clvl mins, ofcourse.


Lab_Rat wrote:
Its very simple. They will never allow the synthesis to take evolutions to bump Cha or any spell casting ability. It makes the synthesis too close to the old 3.5 druid. Paizo went out of their way to separate the druids ability to melee and spell cast effectively. It can not be done to great effect any more. They are not going to reverse course and bring that back no matter how hard you want it. A character should never be allowed to be both a very effective melee and a very effective spellcaster. It is overbalancing and leads to Druid/Codzillas. Hence my earlier joke.

There's so much offensive power behind summoners and synthesists that I don't see a need for any of the handful of save based spells on the summoner list, so they can keep the cha bump. After reading up on the faq and looking over how I would build one, there's not enough points in my designs for it anyways.

I'm really happy with the way synth has turned out...now I just need to get into a game and play one, I'm dying to.


thepuregamer wrote:
Sean K Reynolds wrote:
Omelite wrote:
However, that same phrase that seems to be the only way to justify letting Skilled work for the synthesist seems to also indicate that the synthesist would get her own copy of Increased Ability Score (Intelligence) if the eidolon took that evolution (or would get to "use" the eidolon's copy i.e. gain the benefit from it herself as well).

It's basically a ruling to prevent players from cheesing out an extra +2 to the caster's casting ability score by selecting the evolution. Them's the breaks.

what are they actually "cheesing" out? Synthesists max out at 6th lvl spells, currently if you tried to make an offensive caster synthesist, you would not have an effective melee character, and you would also not have an effective caster. You get fewer spells than full casters, your save dc's are lower, and your spell list is lower. If you could atleast buff your charisma using the ability score increase evolution, then you atleast be able to hand out decent save dc's. With your charisma 8 points higher than a sorcerers, at lvl 20, your 6th lvl spells would have a dc 1 higher than a 9th lvl spell. hardly a game breaker here.

This is hardly worthy of a nerf. It just means that evolutions that were never used before will continue to never be used now.

Quote:


Ah. I thought it was a poor rules interpretation based on how the rules are written, but I definitely agree that it's a good balance decision.
I am hardly seeing the balance issue. what would a boost to charisma or wisdom break? Synthesists already have super high will saves, thus they do not really benefit from further increasing wisdom. And charisma would have only served to help them be offensive casters. something they are already at a handicap for.

I felt the same way, honestly. Ultimately I decided not to bother because my own arguement pretty much nailed it. Why fight for it when it's not really worth it anyways?

I think a huge wisdom would be far more usefl than charisma, but in the end I would personally pick more dex than more wisdom. I would simply focus on wisdom with level ups, tomes, and a magic item. 4 more to wisdom based skills and will save aren't as good as 4 more touch AC, reflex save and initiative.


Sean K Reynolds wrote:
Omelite wrote:
However, that same phrase that seems to be the only way to justify letting Skilled work for the synthesist seems to also indicate that the synthesist would get her own copy of Increased Ability Score (Intelligence) if the eidolon took that evolution (or would get to "use" the eidolon's copy i.e. gain the benefit from it herself as well).

It's basically a ruling to prevent players from cheesing out an extra +2 to the caster's casting ability score by selecting the evolution. Them's the breaks.

Ravingdork wrote:
How does split form work exactly?

At level 20, you use the normal eidolon rules to figure out what your 20th-level eido's stats would be if you weren't a synthesist. When you split, you become just-you and the eidolon-suit becomes eidolon-if-you-were-not-a-synthesist.

Ravingdork wrote:
Does the synthesist lose the eidolon's physical ability scores, saves, temporary hit points, etc. while split?
Yes, though "both have the same evolutions" and "effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon." So you lose out on the phys scores, saves, temp hp, but you both have the evolutions, your "team" has two creatures' worth of actions, can basically double the effect of some buffs (if you had stoneskin when fused, you both have that, etc.).

So does split form (at 16, right?) grant the eidolon a skill set and feat set while active...?


Yeah, I would like to know about the feats as well. I would hope they would be treated as virtual feats are.

I would say all bonuses barring ones from leveling up carry over to the summoner only, and not the twin form eidolon.


Cartigan wrote:
Calypsopoxta wrote:


Ahh, the flavor text description.

Like I said, "per any description I could find." That is the only one I found.

Quote:
Oh well, point made regardless. Fighter AC > Caster AC. Caster isn't getting 40 AC any time soon once a battle begins, if at all.
The caster can have a flat 23 AC. If he knows the battle is coming, that can be bumped up +13. 36 AC. On minute per level spells. Plus the other magics. (Bracers of Armor +5, 18 Dex, Ring of Force Shield)

Bracers of armor does not stack with mage armor. My point is ultimately that a fighter can achieve the same or better AC with less prep/rounds spent self buffing. The arguement would be better served applying only what buffs/gear the other cannot use.

Cartigan wrote:
Quote:
and the archetype is arguably stronger(or at least tougher).

No, it isn't. That is a foolhardy statement already addressed much earlier in this thread.

Troll. Done here.


Cartigan wrote:
Calypsopoxta wrote:


I'd like a link to anywhere that implies a tower shield is wooden and only such.

"This heavy wooden shield..."

Quote:
Additionally, the fighers 7th level grants a +2 maximum dex bonus to any armor they use. Shields are armor.
Shields are technically shields. The class ability needs to be qualified.

Ahh, the flavor text description. Oh well, point made regardless. Fighter AC > Caster AC. Caster isn't getting 40 AC any time soon once a battle begins, if at all. 40 AC isn't the only way to survive a fight at 10th level, especially since a CR 11 creature has a +19 to hit at best. Eidolons have a lot of AC. Synthesists have more.

If this was a big problem, it would have been solved a year ago. It's a strong class and the archetype is arguably stronger(or at least tougher). Let the GM decide if he lets the character in or not.

I would much rather be getting some FAQ updates out of this thread than discussing the balance issues involved with the class.


Cartigan wrote:
KrispyXIV wrote:
Cartigan wrote:

Is that a ring of protection 1 or 2?

Partially made up for by Mithral Full Plate +2 being AC 11 unless I've missed something.

It should be.

However, I find having a tower shield and 20 Dex unlikely.

Moreover, a Tower Shield is wooden, not metal (per any description I can find). Neither a Fighter's class ability nor Darkwood increase the max dex on the shield. So drop armor by 2 for a Mithral +2 Heavy Steel Shield.

Quote:
He could further be hasted to 38 and shrunk to 39, use combat expertise, fighting defensively...but then we're getting a little carried away...
Reducing your ability to hit and do damage is not the direction you want to go to stay alive.

I'd like a link to anywhere that implies a tower shield is wooden and only such. Additionally, the fighers 7th level grants a +2 maximum dex bonus to any armor they use. Shields are armor. The tower shield actually has a +6 max, the full plate is at 5.


KrispyXIV wrote:
Cartigan wrote:

Is that a ring of protection 1 or 2?

Partially made up for by Mithral Full Plate +2 being AC 11 unless I've missed something.

Bleh, yeah I had it in my head full plate added 8 and not 9, so 37 AC.

He could further be hasted to 38 and shrunk to 39, use combat expertise, fighting defensively...but then we're getting a little carried away...


Cartigan wrote:

Is that a ring of protection 1 or 2?

My bad, it's a +2. I had it budgeted as such.


10 Base AC
10 Armor (Mithril Full Plate +2)
6 Shield (Mithril Tower Shield +2)
2 Deflection (Ring of Protection +1)
2 Natural (Amulet of Natural Armor +2)
5 Dexterity (16 Base +Buff or Potion to 20)
1 Dodge (Dodge Feat)

36 AC, 18k Gold left.


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Gignere wrote:
Calypsopoxta wrote:
Where in my post did I say anything about a normal summoners eidolon AC not being high. I said the item budget(slots included) allowed a synthesist to have a much greater AC. I don't think an eidolon with a 36 AC at level 10 is a...

Like I posted for most encounters the normal Eidolon will have 40 AC. 40 AC is high since CR approriate creatures needs a 20 to even hit the Eidolon. Also by level 10 a normal summoner can devote all his defense slot for the Eidolon if he so chooses, because he can cast Marionette Possession and basically gain all the benefits of a Synthesist with none of the drawbacks.

Have the Eidolon carry the suspended body in a big bag of holding, the summoner cant even be targetted.

"You project your soul out of your body and into the body of a willing creature. This possession is blocked by protection from evil or a similar ward. The target’s soul shares its body with you; it is helpless but can still use its senses. You and the target’s soul can communicate telepathically as if using a common language.

You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and natural attacks (such as a bite or sting). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary, spell-like, or supernatural abilities.

As a standard action, you can return to your own body, ending the spell. While your soul is possessing the target, your body is helpless. If the host body is slain, you return to your own body if it is within range, and the life force of the host departs (it is slain). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain."

So basically every hour and a half you pull "yourself" out of the bag of holding to recast this spell. That is, until you run out of 3rd+ level spells. You aren't considered adjacent to your eidolon, so no shield ally. You get your single round of actions. You get whatever your aspect granted you in number of attacks (this could possibly work out). You get half the hit points of a synthesist (not in the same plane so you can't feed it hit points). To make this all completely infeasible, all of the eidolons evolutions are [Ex] or better...won't work. This is all assuming you don't suffocate in the bag of holding, or die before you place yourself in the bag as combat begins if you didn't have it going, since you have no defensive items whatsoever.

You're better off just putting yourself in an adamantine coffin on its back with breather holes...


Cartigan wrote:
Calypsopoxta wrote:
Cartigan wrote:
Calypsopoxta wrote:


How much of that is up during the suprise round...?
Not relevant to the point.
When we're throwing phrases around like "you need a 40 AC to not be dead in 2 rounds" I'd say it's pretty relevent.

Only if you are misconstruing the argument on purpose. This isn't "YOU NEED 40AC WHEN THEY JUMP OUT AND ATTACK YOU WHEN YOU DON'T SEE IT COMING!"; this is "need 40AC to survive a single, normal, see-it-coming combat."

A Fighter just can't do that. By mid levels a monster either misses you or beats your to death handily - when you aren't getting destroyed utterly by spells.

A well built fighter does just fine as part of a balanced team. A poorly built fighter with a poorly played team deserve what they get from their GM. Either you misconstrued the argument, or you're a troll.

The argument here is whether a caster can pack a 40 AC at all at level 10 in a single, normal, see-it-coming combat. I asked for the surprise round to allow for "these spells are permanent, cast frequently" ect. to build a defense against a preposterous number of rounds casting defensive spells. If the caster does manage to survive through all of their self buffing, the fight will have ended with them not having contributed much aside from the attacks they did receive.

On top of that, I see nothing in your stack of buffs that trumps a fighters potential AC. Only the displacement/mirror image effects even stand a chance, but once again, the argument here is AC, not survivability. If you want to go for survivability, those spells specifically counter your argument of "Of course by level 10, you have 40 AC or you get your face beat in", which doesn't seem to include magical concealments and misdirections.


Gignere wrote:
Calypsopoxta wrote:
Gignere wrote:
The AC is too high is not just a synthesist issue. It is really a general summoner issue. The Eidolon's natural AC progression is way too high. They need to cut it in half or at least get rid of the improve natural armor evolution.

A normal summoners eidolon doesn't have as much AC as a synthesist by far, because it costs a great deal of cash to get both the AC of the summoner and eidolon up. While it's true that an eidolon standing between melee enemies and the summoner is a little daunting, that's kind of the specialty of the summoner. Any archers or casters can still rip into the 'squishy summoner'.

It's my opinion that a synthesist pretty much does a melee fighters job better, but that's just me. A normal summoner has alot more utility, like holding off spell casting to counter spells, performing ride checks to deflect hits, and casting buffs/heals while big E wrecks faces.

Cartigan wrote:

Shield (+4 shield) + Mage Armor (+4 armor) + Haste (+1 dodge) + Protection from Evil (+2 deflection) + Cat's Grace (+2 Dex) + Monstrous Physique III [Diminuitive] (+3 Dex, +1 natural, +4 size) = +19 armor, +21 against Evil creatures. Let's add Displacement, Mirror Image, and Stoneskin for things better than armor.

I'm sure someone else could do better.
How much of that is up during the suprise round...?

No a few posts up someone statted up an Eidolon level 10 not a synthesist with nothing spent on defense gear and got 36 ac without any shield bonuses.

He goes on to post that a synthesist would have 4 additional shield ac from his abilities. However the normal eidolon has the same because the summoner can cast shield on the friggin Eidolon without wasting actions.

Where in my post did I say anything about a normal summoners eidolon AC not being high. I said the item budget(slots included) allowed a synthesist to have a much greater AC. I don't think an eidolon with a 36 AC at level 10 is a problem. I do recognize that a synthesist can get an even larger AC and have no "squishy summoner" to bypass it with, with my implication being that this is a synthesist 'problem' if any, and not a general summoner problem.


Cartigan wrote:
Calypsopoxta wrote:


How much of that is up during the suprise round...?
Not relevant to the point.

When we're throwing phrases around like "you need a 40 AC to not be dead in 2 rounds" I'd say it's pretty relevent.


Gignere wrote:
The AC is too high is not just a synthesist issue. It is really a general summoner issue. The Eidolon's natural AC progression is way too high. They need to cut it in half or at least get rid of the improve natural armor evolution.

A normal summoners eidolon doesn't have as much AC as a synthesist by far, because it costs a great deal of cash to get both the AC of the summoner and eidolon up. While it's true that an eidolon standing between melee enemies and the summoner is a little daunting, that's kind of the specialty of the summoner. Any archers or casters can still rip into the 'squishy summoner'.

It's my opinion that a synthesist pretty much does a melee fighters job better, but that's just me. A normal summoner has alot more utility, like holding off spell casting to counter spells, performing ride checks to deflect hits, and casting buffs/heals while big E wrecks faces.

Cartigan wrote:

Shield (+4 shield) + Mage Armor (+4 armor) + Haste (+1 dodge) + Protection from Evil (+2 deflection) + Cat's Grace (+2 Dex) + Monstrous Physique III [Diminuitive] (+3 Dex, +1 natural, +4 size) = +19 armor, +21 against Evil creatures. Let's add Displacement, Mirror Image, and Stoneskin for things better than armor.

I'm sure someone else could do better.

How much of that is up during the suprise round...?


Considering the whole point of the synthesist (in my opinion) is to BE your eidolon, I don't see any GM not letting you take feats based on your fuzed mode.

Yes, this feat line would be awesome on a synthesist, starting the feats at level 7, being able to tele-charge massive distances by 9, and omnislash multiple enemies at 11.


Jadeite wrote:
Since Rending Fury allows a creature to rend with half the attacks normally needed, would an eidolon with the rend evolution be able to rend as a standard action, dealing 2[W]+ 2.5 x STR Bonus?

Yes, since the eidolon's rend states "every time", has no limiting clause and trumps general rules with specific. Not only standard actions, they get to rend on every single claw attack during a full attack action and even every AoOs.


Hmm, doesn't look like I can use sticky poisons with splash weapons then, heh.

How about a pair of gloves that gives any weapon you throw an enhancement bonus, kindof like amulet of mighty fists, anything like that?


Is there any way at all to get a re usable splash weapon? Like an alchemist fire that reconstitutes itself or something...


Just to set up, I'll go through the paces:

Near as I can tell, any damage that isn't precision based that is added to an alchemists bomb damage is part of it's splash damage. A few examples:
Weapon Specializations (if multiclassed fighter)
Knowledge devotion (3.5 feat)
Arcane Strike (if multicalssed caster)
Ioun stones
Enhancement bonuses (not even sure this can happen for alchy bombs, doubt it)

The new discovery, Immolation Bomb reads:
Immolation Bomb*: When the alchemist creates a bomb, he
can choose to have its substance coat the direct target’s body,
causing the bomb to deal its damage over time instead of all
at once. The bomb’s effect lasts for a number of rounds equal
to the number of damage dice the bomb would normally deal
(for instance, a 5d6 bomb lasts for 5 rounds). When the bomb
hits the direct target, the bomb deals 1d6 + the alchemist’s
Intelligence modifier in damage, and those within the splash
zone take damage equal to 1 + the alchemist’s Intelligence
modifier. It repeats this damage against the direct target of
the bomb each round the immolation bomb lasts, dealing the
damage at the start of the alchemist’s turn. Splash damage
is dealt again to any creature that is adjacent to the direct
target when it takes damage from the immolation bomb.
A creature taking damage from an immolation bomb’s
direct hit can attempt to extinguish the f lames as a fullround
action that requires a Ref lex save (DC = 10 + 1/2 the
alchemist’s level + the alchemist’s Intelligent modifier).
Because of the alchemical nature of this bomb, rolling on
the ground does not grant a bonus on the saving throw, and
dousing a creature with water does not stop it from burning.
These bombs can be used underwater. An alchemist must be
at least 3rd level before selecting this discovery.

Yeah, kindof wordy. Anyways, does this apply 1d6 + int mod + any other modifiers each tick?


PaulH wrote:

Hi

I'm looking into a Yaunti flavoured character.

I would have gone with one of the Rogue Archetypes that uses D8's on dagger sneak attacks, but I'd be hampered by the max attacks of the Eidolon I'm wearing, hence either Scimitars or the 2H Finesse weapon.

Thanks
Paul H
PS Where's the FAQ? Didn't know anything about NOT dual wielding?

Bleh, hoped to catch this before new posts, looks like multi-weapon fighting considers all secondary weapon attacks coming from the off-hand, so the dervish wouldn't work if there's more than one weapon.

In regards to TWF problems, the FAQ they are currently working on states a synthesist can't swing with any combination of attacks exceeding their natural attack limit, regardless of natural or not. So stick to the regular summoner ideas until they amend it, if they ever do.


PaulH wrote:

Hi

Just thinking about a 4 armed (snake based) Synthesist build using Dervish Dance.

Dervish Dance just states that you must have off hand free, but what if you have more than 2 hands?

For instance, if I held Scimitars in both right hands, but kept my left hands free, would I still be able to use the feat? And would they count as my Primary attacks? (Presume my Bite & Tail Slaps count as Secondary attacks at -5 to hit).

Or would I be better off using 2 Elven Curved Blades (each 2H using Finesse).

Thanks
Paul H

This question is kindof outside the bounds of this thread, since it pretty much is a regular summoner question, but, I'll take a crack at it.

Since you're not using TWF, you could do it. Your attack progression with a 4 armed creature using 2 swords would basically take 1 sword and go through all of it's iteratives from BAB, then all secondary natural attacks and weapons held (once each).

Considering it's a lot easier to give big E big strength bonuses, it wouldn't be very optimized to focus on dex, but it would be useful in smaller locations where you can't haul around a large+ big E, and of course, the flavor and feel of it could still appeal to you.

Ultimately, weapons on big E are very under-efficient money wise, because a single amulet of mighty fists gives them a full array of magical weapons in their natural attacks. There's some great open design feats for big E to use a single enormous weapon that's just hilariously hard hitting, but that's all I see in an optimized build for weapon using big E's really. I'm sure others find the few extra attacks worth the money spent, but I just don't.


Skylancer4 wrote:
Quite honestly they should probably just rewrite the archtype, crunch and fluff both. Given the amount of "buzz" generated here on the boards about it, it isn't like there is a lack of interest for it. Also even after the FAQ, there are some questions remaining from both before and new questions regarding the FAQ rulings. Rewriting the entire thing to clean up and clarify it is quite probably warranted at this point...

They shouldn't release it without an example fuzed summoner either, in my opinion...


Momar wrote:
Calypsopoxta wrote:
Before I start off this "counter rant", keep in mind that not every archtype is superior to it's base. MANY of the fighter archtypes are argued to be worse than their base counterpart, and the synthesist need not be superior to the core summoner. If you don't like the synthesist, just remember it's not paizo's job to sell you on it. Just don't play it. There are obviously still plenty of players who like the archetype.

Archetypes shouldn't be superior or inferior to the base, just play differently. Saying that Paizo has made bad archetypes before isn't really a defense, and it sort of is their job to sell people on the product they present.

I will admit that I'm not certain how much the attack limit is going to matter in real play. How many synthesists were planning on using a combination of BAB attacks and naturals over all primary natural attacks?

I wonder if the synthesist attack cap is supposed to be absolute or a base. Can you still get an extra attack from haste if you're at the cap? What about adding attacks for TWF, or an ability like flurry of blows? My guess is that the cap is hard, which sucks.

Since it has gotten kind of buried I'd also like to bring up the improved ability evolution ruling again. If they had just said that a synthesist can't take it, sort of like they did on the aspect chain, that's one thing, but their stated reason doesn't jive. You, as the fused summoner, have gained the evolution, so it should apply to your mental stat. At the very least if they decide to keep this ruling the skilled evolution also shouldn't work for a synthesist, for consistency's sake.

You've got a good point there, I guess I drifted away from what should have my main point: Archetypes aren't going to be for everyone, and they don't always mean "more damage" ect.

I agree totally regarding the ability bonus. The original text clearly states the summoner gains all the bonuses that the eidolon does, and 'access' to all of the eidolons evolutions. It seems outside the spirit of the archetype to say they dont get the mental stat boostsing evolutions.


Diehard helps with the eidolon being an unconscious lump on the battlefield, but it sucks up 2 feats. The summoner can alternatively use diehard to help keep the eidolon around, still sucks up 2 more feats.

I recall the consensus on Eidolon Rend was it had no limit due to the fact that it, in it's specific mention trumped the general mention by saying "every time the eidolon hits with two claw attacks" followed by no limiter in it's description. The limit to the number of natural attacks an eidolon could perform, being the ceiling on the ability. Since there is no FAQ mention and specific > general, doesn't that mean by RAW you get to rend multiple times a round?


PeteZero wrote:

Bit late, but might get a copy of the synthesist stats as well? Thanks.

** spoiler omitted **

http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---su mmoner-archetypes/synthesist

for some reason there's a space between the su and mmoner at the end, close that gap for the url...I couldn't get rid of it