Jen the GM wrote:
Jen the GM is right: Just like all boni you can maintain on a large timespann (24h+) you are qualified. Somewhere the question was already awnsered... but I don't have time for a search^^
Same as the good ol' Eldrich Claws and the druid.
My Group just plays with the basics (Core, Advanced, Bestiary I+II, Ultimate Combat and Magic) but is getting more and more off the mainroad - we getting interrested in 3PP stuff and looking for good (and especially useful!) stuff. The only of your products I know is the '30 not so mundane items', but after reading it I know we need more of these rules.
Gentleman wrote:
There are 2 different CLs here and many players are mixing them. Somewhere the good Jacobs has clarified this (search for the pearls of power-question). Each magical item has a CL (dermining the minimum CL it has) and sometimes there is a CL required from the creator. ------------------------------- Lets have some examples: we create some items (a cloak of resistance +3 and a longsword +4) with differnent charakters (a CL 6 creator and a CL 10 creator): CL6 creator trys on the cloak of resistance and his spellcraft-check DC is 13 [5 (basis) + 3 (the item CL) + 5 (because we are missing the "creator is at least 3*bonus"-requirement)] now he can increase the DC via increasing the item-CL - if he wants to give the cloak a higher save... and the CL6 creator creates the longsword +4 with the spellcraft DC of 17 [5 (basis) + 12 (item CL)] ... here we can increase the item-CL the same way as above. Now our CL 10 creator: He can make the cloak with a DC of 8 (if he meets all other req. and not increasing the item-CL) and the longsword with a DC 17 (same here). ------------------------------- One special thing are the weapon speacial abilities: They have a own min-CL. so if your special ability has a CL 8 and you want to create a <special ability> weapon +2 or a <special ability> weapon +3 the item-CLs are maximum of both CLs. weapon +2 (at least CL 6) and special ability (at least CL 8) means the item has to be at least CL 8 [means at least a spellcraft-DC 13 if you meet all requirements and not increasing the item-CL any further] weapon +3 (at least CL 9) and special ability (at least CL 8) means the item has to be at least CL 9 [means at least a spellcraft-DC 14 if you meet all requirements and not increasing the item-CL any further] hope that helps and because I'm in a hurry and without a rulebook there just a few mistakes ;)
I think nearly everyone is right but talking about different evolutions. 1) Improved Damage: You have to buy it once for each FORM (bite in our discussion) to increase the dice for damage by one step (1d6 -> 1d8 -> ...) "One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This
2) Spend an additional point in a bite attack to get 1.5 times his Str-Mod. "Bite (Ex): [...] If the eidolon already has a bite attack, this volution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite." So my solution would be:
thepuregamer wrote:
RAW: nope! But James Jacobs said "Some GMs might allow it..." Your eidolon class feature was removed because of the merged eidolon class feature. No "extra evolution", no "xyz eidolon", no nothing...
thepuregamer wrote:
Never forget the "shielding merge" (or was ist "merged shield") which replaces shielding ally: as long as the eidolon and the synthesist is merged she gets a +2 AC shield bonus (therefore casting shield or using a shield is useless) ...and in addition a +2 circumstance resistance bonus. I guess it was level 14 when the boni increased to +4. The weakness of a "tanking" synthersist are fights in public (yeah the summon eidolon-spell decreases the time of beeing exposed without the outstanding AC) but is still a 1-round-cast. And the first caster hitting with a sleep-spell or casting a banish take the poor guy out. An other usefull spell is the protection or circle of protection-spell in a suprise-attack: The synthesist have to use his summon eidolon spell to become ready in time and every non-attacking enemy (smart enemies just ignore the poor guy) can't be hit till the synthesist got any SR. I think a "fair" 1on1 against a synthesist is not a good idea ;) Hope my GM will never read this... EDIT: On the healing-problem:
Cheapy wrote:
+4 Int +1 Point-Black I guess
ShadowcatX wrote:
As I said IF the summoner is to weak... (my synthesist just startet his adventure and has no fighting/play-experience but seems to be balanced even with the standard-stats on charakters with a higher point-buy-basis). Even a "weak" eidolon taking the large-evolution is a good fighter.
Gorbacz wrote:
He means the "low fantasy"-option on table 1-2 p.16 pfcr (low-fantasy-chars have 10 points to spend using the purchase method). If the Synthesist is to weak ask your GM if he gives you a buff: May be calculate
a full upgrade (1 more char-point = 1 more eidlon-point) is to much in my opinion because you aren't really increase mental stats with these points.
Moonglade wrote:
A summoner get access to new spell-levels slower than other caster. He gets the first 2nd level spell on the 4th level. I guess making hast/slow a summoner3rd means he gets the spell "to late" compared to other spellcaster (3rd are available on the 7th summoner level). I have fond no other solution. ;)
TarkXT wrote:
The Synthesist gets access to all evolutions the eidolon posess. As long as the Eidolon is summoned the syntesist get a +8 racial-mod to the choosen skills. |