I want to learn about CoDzilla


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I have heard about the CoDzilla cleric but because i wasn't around here in 3.5 i just didn't experience this thing.
So what exactly is a CoDzilla cleric?
I know that the basis is the divine metamagic feat and the persistent spell (which in 3.5 it made every spell last 24 hours by adding 2 spell slots right?)
Now what else did the CoDzilla cleric used (spells, feats, items, PrCs)? And in what books are those?

Thank you.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
leo1925 wrote:

I have heard about the CoDzilla cleric but because i wasn't around here in 3.5 i just didn't experience this thing.

So what exactly is a CoDzilla cleric?
I know that the basis is the divine metamagic feat and the persistent spell (which in 3.5 it made every spell last 24 hours by adding 2 spell slots right?)
Now what else did the CoDzilla cleric used (spells, feats, items, PrCs)? And in what books are those?

Thank you.

It stands for Cleric or Druidzilla. Basically you were the ultimate badass in combat if you took persistent spell and divine metamagic for a cleric, but I can't remember the regular way to do it with a druid besides just being a druid.

Sovereign Court

You are not ready for such knowledge, young padawan !

This is the dark side of the Force, faster, easier ... best you stay away from it.


It's not as powerful in Pathfinder as it was in 3.5, definitely in two ways;

1. cleric's not longer gain heavy armor proficiency for free

2. polymorphing and shapechanging rules have changed and been nerfed (for the better)

You're still a full-to-9th caster though, so you are one of the most powerful classes in the game.


Matt Stich wrote:
leo1925 wrote:

I have heard about the CoDzilla cleric but because i wasn't around here in 3.5 i just didn't experience this thing.

So what exactly is a CoDzilla cleric?
I know that the basis is the divine metamagic feat and the persistent spell (which in 3.5 it made every spell last 24 hours by adding 2 spell slots right?)
Now what else did the CoDzilla cleric used (spells, feats, items, PrCs)? And in what books are those?

Thank you.

It stands for Cleric or Druidzilla. Basically you were the ultimate badass in combat if you took persistent spell and divine metamagic for a cleric, but I can't remember the regular way to do it with a druid besides just being a druid.

Oh Cleric or Druid zilla, hadn't seen that, probably because i didn't know that druids had a way to get something equivalent to divine metamagic, maybe there was a feat that allowed you to use wildshape uses to get metamagic effects?

Also what spells each class was based upon? i guess righteous might was one for the clerics right?


CODzilla is more of a concept than a specific build. It refers to the general fact that in 3.5 a cleric or druid could out-fight a fighter, out-rogue a rogue and due to full ninth level spellcasting, essentially alter reality on top of doing everything else needed for the game.

The reason it was "CODzilla" instead of "COWDzilla" is because druids and clerics could wear armor (and or wildshape) and had a superior BAB progression compared with wizards. In some circles this meant that clerics and druids were slightly more powerful even than wizards, although there are ways for wizards to also use spells to become melee gods themselves.


Stereofm wrote:

You are not ready for such knowledge, young padawan !

This is the dark side of the Force, faster, easier ... best you stay away from it.

But i am master, the council is wrong holding me back. I AM READY!!!!!!

Anyway i am not trying to re-create it in pathfinder, i just want to know it for historical reasons and to know what to be aware of in case i find myself in a 3.5 game.


Clerics used righteous might and divine power spells, coupled with the Persistent Spell metamagic feat of 3.5, the Divine Metamagic feat of 3.5, and Nightsticks (magic item from Libris Mortis). Taken together, they cast divine power and righteous might with durations of 24 hours on themselves at the cost of some turn undead uses, then would throw a few other useful buff spells if they liked, and would then retain their spellcasting ability for the day (minus the spells they just cast) and have superior combat ability to the fighter (same hp, same BAB, same AC, higher bonuses to hit/damage from spells at the barebones minimum).

For druids? Natural Spell metamagic feat at most. Generally, 3.5 wild shape became more and more powerful automatically with the inclusion of each Monster Manual. The druid would just shapechange into something nasty and tear people apart. Creatures with pounce and rend were often chosen at lower levels. Oh, and add on an animal companion and again, fighters were rendered less than necessary.


TL;DR: Clericzilla's slightly tricky Core, but basically amounts to spending a round to buff up then wading into melee. Divine Favor (Quickened), and either Divine Power or Righteous Might. Divine Metamagic (Persistent Spell) is used if you want to make it extreme, and really make the Fighter redundant.

Druidzilla's easy. Find a Wildshape form with good strength, AC, and three or more attacks, take Natural Spell at 6th. Dump Str, Dex, and Charisma, pump Wisdom and Con. Run around with Barkskin and Greater Magic Fang all the time in wildshape. You're pretty much done.

Cleric-Zilla: Really, you can do it with straight Cleric, but PrCing doesn't really matter as long as you keep the ability to cast 6th level Cleric spells. The trick is a handy little feat called Divine Metamagic. It's found in Complete Divine, and is deceptively powerful. In brief, you blow turn attempts to apply a specific metamagic feat without increasing the spell level of the spell. Use this in tandem with the metamagic feat Persist Spell, which turns the duration for any spell with a range of Personal, Area emenation centered on you, or fixed range, to 24 hours, regardless of original duration. Then, you apply this to the spell Divine Power. This effectively gives you full BAB, D10 HD, and in short, makes you a Fighter that can also heal everyone. If you have enough turn attempts, you can combo it with Righteous Might, which increases your size one category, gives you more strength and con, and DR/Evil (or /good if you're evil). Now you're a better melee combatant than a 'tank' class. (DOESN'T WORK IN PF, AS THE CLASS MECHANICS HAVE CHANGED TO 'CHANNEL ENERGY' RATHER THAN 'TURN UNDEAD')

Druid-Zilla: Again, can be straight Druid, but this gets even more obscene with the PrC Master of Many Forms and Warshaper. Basically, this abuses Wild Shape to do the same thing Cleric Zilla does with DMM Persist, you're a better tank than a standard tank class, AND you can still cast. (DOESN'T WORK IN PF, AS POLYMORPHING AND WILDSHAPING HAVE BEEN ALTERED TO BE MORE REASONABLE)


Lathiira wrote:

Clerics used righteous might and divine power spells, coupled with the Persistent Spell metamagic feat of 3.5, the Divine Metamagic feat of 3.5, and Nightsticks (magic item from Libris Mortis). Taken together, they cast divine power and righteous might with durations of 24 hours on themselves at the cost of some turn undead uses, then would throw a few other useful buff spells if they liked, and would then retain their spellcasting ability for the day (minus the spells they just cast) and have superior combat ability to the fighter (same hp, same BAB, same AC, higher bonuses to hit/damage from spells at the barebones minimum).

For druids? Natural Spell metamagic feat at most. Generally, 3.5 wild shape became more and more powerful automatically with the inclusion of each Monster Manual. The druid would just shapechange into something nasty and tear people apart. Creatures with pounce and rend were often chosen at lower levels. Oh, and add on an animal companion and again, fighters were rendered less than necessary.

What cleric spell made the cleric full BAB without sacrificing their spellcasting?

I know the deal with 3.5 polymorph (and wildshape) but the later monster manuals really did that much?


If you want to see how far you can take this, google 'pun-pun'

Dark Archive

leo1925 wrote:
What cleric spell made the cleric full BAB without sacrificing their spellcasting?

Divine Power

Quote:
I know the deal with 3.5 polymorph (and wildshape) but the later monster manuals really did that much?

Each book seemed to come out with new critters with higher natural armor scores, etc. War Trolls, I remember, were popular, for awhile, but earlier monster book options, like Solars and even Chokers (when they had that extra action every round as an Extraordinary ability) were popular.


Ok i didn't know that 3.5 version of divine power made you full BAB, well i think i begin to understand the logic behind CoDzilla.
Anyway guys keep the posts coming.

Sovereign Court

leo1925 wrote:


What cleric spell made the cleric full BAB without sacrificing their spellcasting?
I know the deal with 3.5 polymorph (and wildshape) but the later monster manuals really did that much?

IIRC divine Might. or divine Power ? Do not have my books right now.

That + Delay Death I believe.


What book is Persist Spell?

Stereofm wrote:


That + Delay Death I believe.

What's delay death?


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The path you are on is the path that led to the end of D&D as we know it, and the creation of the abomination known as 4e.


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brassbaboon wrote:
The path you are on is the path that led to the end of D&D as we know it, and the creation of the abomination known as 4e.

Hahahahahahaha.

Seriously that lead to the end of 3.5? I always thought that WotC simply made as much money as they could from 3.5, for some reason they were chocked by the OGL and they decided to make a new edition.


leo1925 wrote:
brassbaboon wrote:
The path you are on is the path that led to the end of D&D as we know it, and the creation of the abomination known as 4e.

Hahahahahahaha.

Seriously that lead to the end of 3.5? I always thought that WotC simply made as much money as they could from 3.5, for some reason they were chocked by the OGL and they decided to make a new edition.

CODzilla was the extreme manifestation of the fundamental imbalance issue that drove WotC to decide to create an entirely new game instead of trying to "fix" all the problems in 3.5. Pathfinder attempted to fix them. The result is that 4e is wholly devoted to the goal of "balance" in all things, while PF is still more like original D&D, with some nerfs on clerics and druids (and wizards as well) while also beefing up melee classes. How well they did is an ongoing and open debate.

Much of the problem with 3.5 was the explosion of splat books with insane feats, spells, abilities and monsters which synergized into (literal) monsters. There is some concern being expressed that PF is starting to fall into that same trap.

Insofar as the explosion of stat books was driven by a desire to make money, I suppose you have a point, but that's not really the driving issue behind the abandonment of the D&D legacy by WotC.

Sovereign Court

leo1925 wrote:

What book is Persist Spell?

Stereofm wrote:


That + Delay Death I believe.
What's delay death?

A spell that allows you to keep standing and fight even when you are into low negatives like - 90 hp, and not die ... as long as your hps are back to a normal level when the spell ends.


Stereofm wrote:
leo1925 wrote:

What book is Persist Spell?

Stereofm wrote:


That + Delay Death I believe.
What's delay death?
A spell that allows you to keep standing and fight even when you are into low negatives like - 90 hp, and not die ... as long as your hps are back to a normal level when the spell ends.

What book is that in?

The Exchange

leo1925 wrote:
Stereofm wrote:
leo1925 wrote:

What book is Persist Spell?

Stereofm wrote:


That + Delay Death I believe.
What's delay death?
A spell that allows you to keep standing and fight even when you are into low negatives like - 90 hp, and not die ... as long as your hps are back to a normal level when the spell ends.
What book is that in?

Spell Compendium


Another question:
The feat divine metamagic says:
"When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat."
Does that mean that i can apply the effect to a metamagic feat i know or any metamagic feat i want?

Sovereign Court RPG Superstar 2011 Top 32

leo1925 wrote:

I have heard about the CoDzilla cleric but because i wasn't around here in 3.5 i just didn't experience this thing.

So what exactly is a CoDzilla cleric?
I know that the basis is the divine metamagic feat and the persistent spell (which in 3.5 it made every spell last 24 hours by adding 2 spell slots right?)
Now what else did the CoDzilla cleric used (spells, feats, items, PrCs)? And in what books are those?

Thank you.

The old joke about CoDzilla was that it was the easiest power build to do in actual play:

1. Get a fresh character sheet for your new character.
2. Under "Class" write "cleric" or "druid"
3. Done!


Druids were especially powerful in point buy scenarios once they got shapechanging because of the way polymorphing worked. Physical stats of the monster were used instead of the bonuses that are now given to the shapechanger's base stats. This meant that druids could tough out the low levels with terrible physical stats, relying on the AC and spells, and then they would have far superior stats once they spent all day shapechanged.


Fangdelicious wrote:
leo1925 wrote:
Stereofm wrote:
leo1925 wrote:

What book is Persist Spell?

Stereofm wrote:


That + Delay Death I believe.
What's delay death?
A spell that allows you to keep standing and fight even when you are into low negatives like - 90 hp, and not die ... as long as your hps are back to a normal level when the spell ends.
What book is that in?
Spell Compendium

Just looked this up. According to the spell description, Delay Death does not prevent you from entering a Dying state when reduced to -1 hp, it just prevents dying at -9 hp or lower until the end of the duration of the spell. It doesn't allow a character to keep standing and fighting on its own, they'd need to have some power/spell/ability that allowed them to keep fighting in negative hitpoints anyway.

Delay Death (Spell Compendium page 63) wrote:
The spell does not prevent the subject from entering the dying state by dropping to -1 hit points. It merely prevents death as a result of hit point loss.

Delay Death also has a target of one creature and a range of Close (25 ft. + 5 ft./2 levels). I haven't read the Persistent Spell feat but the description someone gave for it in a post above makes it sound like it only applies to spells with a range of Personal/Self, not general buff spells.

Delay Death also has a duration of 1 round/level. It sounds like this spell was being misused or misapplied unless there as some other magic going on to change its function.

The Exchange

Caineach wrote:
Druids were especially powerful in point buy scenarios once they got shapechanging because of the way polymorphing worked. Physical stats of the monster were used instead of the bonuses that are now given to the shapechanger's base stats. This meant that druids could tough out the low levels with terrible physical stats, relying on the AC and spells, and then they would have far superior stats once they spent all day shapechanged.

Which is why is was so weird to see Synthesist Summoners fall into exactly the same trap... only worse, because they can do it from level 1...


ProfPotts wrote:
Caineach wrote:
Druids were especially powerful in point buy scenarios once they got shapechanging because of the way polymorphing worked. Physical stats of the monster were used instead of the bonuses that are now given to the shapechanger's base stats. This meant that druids could tough out the low levels with terrible physical stats, relying on the AC and spells, and then they would have far superior stats once they spent all day shapechanged.
Which is why is was so weird to see Synthesist Summoners fall into exactly the same trap... only worse, because they can do it from level 1...

I think that it's not the same situation for two reasons:

1)From what i have heard the extra MM presented very powerful monsters so i don't think that the eidolon is the same thing.
2)When the eidolon's hp (your temporary hp) go to zero the eidolon goes away.

Scarab Sages

leo1925 wrote:
ProfPotts wrote:
Caineach wrote:
Druids were especially powerful in point buy scenarios once they got shapechanging because of the way polymorphing worked. Physical stats of the monster were used instead of the bonuses that are now given to the shapechanger's base stats. This meant that druids could tough out the low levels with terrible physical stats, relying on the AC and spells, and then they would have far superior stats once they spent all day shapechanged.
Which is why is was so weird to see Synthesist Summoners fall into exactly the same trap... only worse, because they can do it from level 1...

I think that it's not the same situation for two reasons:

1)From what i have heard the extra MM presented very powerful monsters so i don't think that the eidolon is the same thing.
2)When the eidolon's hp (your temporary hp) go to zero the eidolon goes away.

Actually, Synthesists get to keep their eidolon around by sacrificing their own HP.

What Balances them out is that they are subject to all of the problems an eidolon has, such as being subject to "Banish", and that they're limited to one set of actions instead of the two normally afforded to the Summoner... not to mention being forced to use certain eidolon limitations (such as BAB, etc.).

Silver Crusade

Davor wrote:
leo1925 wrote:
ProfPotts wrote:
Caineach wrote:
Druids were especially powerful in point buy scenarios once they got shapechanging because of the way polymorphing worked. Physical stats of the monster were used instead of the bonuses that are now given to the shapechanger's base stats. This meant that druids could tough out the low levels with terrible physical stats, relying on the AC and spells, and then they would have far superior stats once they spent all day shapechanged.
Which is why is was so weird to see Synthesist Summoners fall into exactly the same trap... only worse, because they can do it from level 1...

I think that it's not the same situation for two reasons:

1)From what i have heard the extra MM presented very powerful monsters so i don't think that the eidolon is the same thing.
2)When the eidolon's hp (your temporary hp) go to zero the eidolon goes away.

Actually, Synthesists get to keep their eidolon around by sacrificing their own HP.

What Balances them out is that they are subject to all of the problems an eidolon has, such as being subject to "Banish", and that they're limited to one set of actions instead of the two normally afforded to the Summoner... not to mention being forced to use certain eidolon limitations (such as BAB, etc.).

You are correct sir, Synthesists are limited in more ways than a regular summoner , they just make a stronger central character instead the of big creature and (due to all the optimization threads I have seen and read over intently) squishy caster combo. Now BaB actually isnt a limiter, its a boon, much like the monks Bab during flurry; though it only ends up being one higher than a summoners Bab anyway. Either way they are no 3.5 Druid.

Besides, Codzilla was way weaker than any char I made, especially my ninja char ehehe


Davor wrote:


Actually, Synthesists get to keep their eidolon around by sacrificing their own HP.

What Balances them out is that they are subject to all of the problems an eidolon has, such as being subject to "Banish", and that they're limited to one set of actions instead of the two normally afforded to the Summoner... not to mention being forced to use certain eidolon limitations (such as BAB, etc.).

The being subject to banish thing is not actually a real limitation. Banish is a will save. If you are properly built, you should have only a 5% chance of failing a will save(good will saves, ability to focus on mental stats, class gives a 2-4 circumstance bonus to saves, access to heroism). Considering there are other will save spells that also take you out of the fight, I do not see this as a major change in circumstances for a summoner.

Also, for the eidolon bab limitation isn't a major one unless you want to multiclass(which people might want to do technically). eidolon bab follows closely with a synthesists regular bab progression.

So basically, you lose a set of actions each turn in exchange for a major defensive upgrade.

Silver Crusade

thepuregamer wrote:
Davor wrote:


Actually, Synthesists get to keep their eidolon around by sacrificing their own HP.

What Balances them out is that they are subject to all of the problems an eidolon has, such as being subject to "Banish", and that they're limited to one set of actions instead of the two normally afforded to the Summoner... not to mention being forced to use certain eidolon limitations (such as BAB, etc.).

The being subject to banish thing is not actually a real limitation. Banish is a will save. If you are properly built, you should have only a 5% chance of failing a will save(good will saves, ability to focus on mental stats, class gives a 2-4 circumstance bonus to saves, access to heroism). Considering there are other will save spells that also take you out of the fight, I do not see this as a major change in circumstances for a summoner.

Also, for the eidolon bab limitation isn't a major one unless you want to multiclass(which people might want to do technically). eidolon bab follows closely with a synthesists regular bab progression.

So basically, you lose a set of actions each turn in exchange for a major defensive upgrade.

I'm curious, How does it affect Multi-classing? Seems just like Monks Flurry Ability or any ability based on a class..Sub the bonuses/minuses from class..add other classes. Viola! So A Fighter 19/ Synthesist 1 would still have a 20 Bab while fused and a 19 will not... the issue I will see is more along the lines of stats.


Endoralis wrote:
thepuregamer wrote:
Davor wrote:


Actually, Synthesists get to keep their eidolon around by sacrificing their own HP.

What Balances them out is that they are subject to all of the problems an eidolon has, such as being subject to "Banish", and that they're limited to one set of actions instead of the two normally afforded to the Summoner... not to mention being forced to use certain eidolon limitations (such as BAB, etc.).

The being subject to banish thing is not actually a real limitation. Banish is a will save. If you are properly built, you should have only a 5% chance of failing a will save(good will saves, ability to focus on mental stats, class gives a 2-4 circumstance bonus to saves, access to heroism). Considering there are other will save spells that also take you out of the fight, I do not see this as a major change in circumstances for a summoner.

Also, for the eidolon bab limitation isn't a major one unless you want to multiclass(which people might want to do technically). eidolon bab follows closely with a synthesists regular bab progression.

So basically, you lose a set of actions each turn in exchange for a major defensive upgrade.

I'm curious, How does it affect Multi-classing? Seems just like Monks Flurry Ability or any ability based on a class..Sub the bonuses/minuses from class..add other classes. Viola! So A Fighter 19/ Synthesist 1 would still have a 20 Bab while fused and a 19 will not... the issue I will see is more along the lines of stats.

I think that synthesists use the eidolon's BAB.

The Exchange

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Synzilla...

Use point-buy method.
Dump all three physicals to 7 (saving 12 points).
Take venerable age, dropping all three physicals to 1 each, but bumping all three mentals by 3 each.
Be a Synthesist Summoner and only unfuse to sleep.
Minimum hit points per Hit Die = 1.
Con boost from 1 to 13 (when fused) = +12 Con = +6 hit points per Hit Die.
Basic hit points per level = 7 (+1 per level every time you bump the eidolon's Con by 2).
Bonus hit points (such as favoured class, or Toughness) stack on top of this.
Level 20 hit points, with eidolon Con at 21 (Ability Increase evolution x4) = (levels 11x20) + favoured class (20) + Toughness (20) = 260. Plus eidolon's own hit points (10.5x15) = 157.5. Total hit points = 417.5, rounded down to 417. Before using any other magic.

The rest, to be honest, is gravy.

Silver Crusade

leo1925 wrote:
Endoralis wrote:
thepuregamer wrote:
Davor wrote:


Actually, Synthesists get to keep their eidolon around by sacrificing their own HP.

What Balances them out is that they are subject to all of the problems an eidolon has, such as being subject to "Banish", and that they're limited to one set of actions instead of the two normally afforded to the Summoner... not to mention being forced to use certain eidolon limitations (such as BAB, etc.).

The being subject to banish thing is not actually a real limitation. Banish is a will save. If you are properly built, you should have only a 5% chance of failing a will save(good will saves, ability to focus on mental stats, class gives a 2-4 circumstance bonus to saves, access to heroism). Considering there are other will save spells that also take you out of the fight, I do not see this as a major change in circumstances for a summoner.

Also, for the eidolon bab limitation isn't a major one unless you want to multiclass(which people might want to do technically). eidolon bab follows closely with a synthesists regular bab progression.

So basically, you lose a set of actions each turn in exchange for a major defensive upgrade.

I'm curious, How does it affect Multi-classing? Seems just like Monks Flurry Ability or any ability based on a class..Sub the bonuses/minuses from class..add other classes. Viola! So A Fighter 19/ Synthesist 1 would still have a 20 Bab while fused and a 19 will not... the issue I will see is more along the lines of stats.
I think that synthesists use the eidolon's BAB.

They do, but remember you are not JUST a synthesist, your a Synthesist/Somethingorother Meaning everything on your Synthesist side would change then you would add your somethingorother on top of that


ProfPotts wrote:

Synzilla...

Use point-buy method.
Dump all three physicals to 7 (saving 12 points).
Take venerable age, dropping all three physicals to 1 each, but bumping all three mentals by 3 each.
Be a Synthesist Summoner and only unfuse to sleep.
Minimum hit points per Hit Die = 1.
Con boost from 1 to 13 (when fused) = +12 Con = +6 hit points per Hit Die.
Basic hit points per level = 7 (+1 per level every time you bump the eidolon's Con by 2).
Bonus hit points (such as favoured class, or Toughness) stack on top of this.
Level 20 hit points, with eidolon Con at 21 (Ability Increase evolution x4) = (levels 11x20) + favoured class (20) + Toughness (20) = 260. Plus eidolon's own hit points (10.5x15) = 157.5. Total hit points = 417.5, rounded down to 417. Before using any other magic.

The rest, to be honest, is gravy.

I believe you are just doing it as an example right. This is a bad idea for regular play though. You may make yourself slightly more badass but on that 5% you fail the important save, your hit points are going to flat line. It makes it so that the DM has fewer options for dealing with you than just killing you. If you ever tap your hp to keep your eidolon alive, I think it will be dangerous.

I suspect it is safer to optimize your mental stats alittle less. I would say do not dump your con and only push it to old age. That is just my opinion though.

Liberty's Edge

Endoralis wrote:


They do, but remember you are not JUST a synthesist, your a Synthesist/Somethingorother Meaning everything on your Synthesist side would change then you would add your somethingorother on top of that

Here's the thing...

d20pfsrd wrote:
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.

Whatever the intention of the writer of the archetype, it reads like the Eidolon's BAB replaces, not adds to, the synthesist's total. Since it explicitly separates BAB out with 'uses' but notes that armor and natural armor bonuses are 'gained', your Synthesist 1/Fighter 19 would have a BAB of 1 while fused, RAW. That whole archetype is a mess of poorly written contradictions.

Silver Crusade

Areteas wrote:
Endoralis wrote:


They do, but remember you are not JUST a synthesist, your a Synthesist/Somethingorother Meaning everything on your Synthesist side would change then you would add your somethingorother on top of that

Here's the thing...

d20pfsrd wrote:
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.
Whatever the intention of the writer of the archetype, it reads like the Eidolon's BAB replaces, not adds to, the synthesist's total. Since it explicitly separates BAB out with 'uses' but notes that armor and natural armor bonuses are 'gained', your Synthesist 1/Fighter 19 would have a BAB of 1 while fused, RAW. That whole archetype is a mess of poorly written contradictions.

Sigh... RAW said the exact same thing about the monk, would you Argue that it is any different? Also Key word there was Sythesists Total, You are not Just a synthesists, As I have said. Your Synthesist Bab is 0, it would replace that 0 and make it 1.

Liberty's Edge

Endoralis wrote:


Sigh... RAW said the exact same thing about the monk, would you Argue that it is any different? Also Key word there was Sythesists Total, You are not Just a synthesists, As I have said. Your Synthesist Bab is 0, it would replace that 0 and make it 1.

*shrug* I'm not arguing anything - I personally feel it's a silly reading of the rules and would disregard it in a GMing situation, but I see the point of those who interpret it the other way. There's so much 'up in the air' with that archetype (figuring BAB, applicability of worn armor the while fused, how certain evolutions apply to the synthesist, etc) that I wouldn't chance playing one without first talking to my GM to get him to house rule answers to all of the questions UM left broadly open to interpretation, though.


This is the original quote, and I can't find who posted it (after several pages of several searches on Google, but this was on tvtropes):

Quote:
-> ''"It bears saying: if up against a logic-impervious DM who thinks Core is balanced and Psionics isn't, then the most powerful way to disprove that is to play a C.o.D. (Cleric or Druid). Noncore material will not be necessary unless you are going for pure overkill. So by all means, if you must win that argument, take you C.o.D. to town. Annihilate the opposition. Make the {{NPC}}s and other players scream "Oh no, it's C.o.D.zilla!!!!!" in badly dubbed English. Breathe radioactive fire. Knock down buildings. Then stomp out of the burning Tokyo that is the ruins of the game and swim off into the ocean, seeking a DM with some basic cognitive functions."''

It was based on the original spell descriptions before errata (where Divine Favor and Divine Power and Righteous Might gave some sweet enhancements), and the Natural Spell feat and Wildshape Armor gave very good bonuses. As far as I can tell. I was never a huge proponent of this, except to learn what to discourage as a GM. My group is not really a group of powergamers, but accidents happen.

AJ

Sovereign Court

Wolf Munroe wrote:

Just looked this up. According to the spell description, Delay Death does not prevent you from entering a Dying state when reduced to -1 hp, it just prevents dying at -9 hp or lower until the end of the duration of the spell. It doesn't allow a character to keep standing and fighting on its own, they'd need to have some power/spell/ability that allowed them to keep fighting in negative hitpoints anyway.

Delay Death also has a target of one creature and a range of Close (25 ft. + 5 ft./2 levels). I haven't read the Persistent Spell feat but the description someone gave for it in a post above makes it sound like it only applies to spells with a range of Personal/Self, not general buff spells.

Delay Death also has a duration of 1 round/level. It sounds like this spell was being misused or misapplied unless there as some other magic going on to change its function.

Unless you also have Endurance + Diehard. Then it's not a problem at all. the range and duration are also pretty OK to me.


Most people used the spell Beastland Ferocity to stay up, no need to waste feats.

If you are interested in 3.5 optimization feel free to visit

http://brilliantgameologists.com/boards/index.php?board=9.0

as they've kept most of the relevant 3.5 threads and handbooks from the now defunct wizards of the coast boards alive and you can enjoy walking through memory lane of all the craziness. Treantmonk guides in the handbooks section make me smile


Thank you for the link Glutton.

leo1925 wrote:

Another question:

The feat divine metamagic says:
"When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat."
Does that mean that i can apply the effect to a metamagic feat i know or any metamagic feat i want?

Bumping the question.


leo1925 wrote:

Thank you for the link Glutton.

leo1925 wrote:

Another question:

The feat divine metamagic says:
"When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat."
Does that mean that i can apply the effect to a metamagic feat i know or any metamagic feat i want?
Bumping the question.

The errata (for Complete Divine, yes?) changes it to something like "choose a metamagic feat you know".


Distant Scholar wrote:
leo1925 wrote:

Thank you for the link Glutton.

leo1925 wrote:

Another question:

The feat divine metamagic says:
"When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat."
Does that mean that i can apply the effect to a metamagic feat i know or any metamagic feat i want?
Bumping the question.
The errata (for Complete Divine, yes?) changes it to something like "choose a metamagic feat you know".

Oh so it was errata'd?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

CoDzilla seems to have stopped posting since the beginning of February. ^^


I think there were quite a few reasons that clerics and druids were labeled CoDzilla.

Just from core dnd 3.5 materials, it was that they were full casters who got 2 good saves, 3/4 bab, got to wear armor, had limited spontaneous casting, plus other sweet abilities(domains/wildshaping). thus they trampled all over everybody else's roles. They were full casters who could out melee the melee characters basically while having better defenses than other full casters.

Looking specifically at the core druid, At lvl 1, He has spells and an animal companion(wolves weren't bad) that could hold its own. Animal companions weren't much weaker than other lvl 1 melee characters. By lvl 4, he can have a leopard as an animal companion(they can pounce and make 5 attacks). At lvl 5 he can wild shape into a deinonychus that has 19 str, pounce, and 4 natural attacks(at this point you can charge anyone within 120 ft and deal close around 50 or so damage when the fighter doesn't even have his 2nd iterative attack yet and definitely deals less than 20 damage).

For the core cleric, it was slightly less impressive at the start. You can wear full plate and you are only a few points to hit behind a fighter and you have a better spell list than the druid. Once you can afford lesser metamagic rods of quicken spell you could instantly drop divine favor and a few other already mentioned spells on yourself and become as good a combatant as the fighter.

Outside of core, people have already stated the divine metamagic trick(using turn undead attempts to instead fuel metamagic). I was personally a fan of using the divine metamagic to cast quickened twin spells so that I was popping out effectively 4 spells a turn. Also this was a nearly unlimited resource since clerics can buy up tons of nightsticks(which grant you 4 additional turn attempts per stick).

The Exchange

thepuregamer wrote:
I believe you are just doing it as an example right.

More of a 'warning' to fellow DMs for the sort of thing to look out for... ;)

thepuregamer wrote:
This is a bad idea for regular play though. You may make yourself slightly more badass but on that 5% you fail the important save, your hit points are going to flat line.

As an example, Synzilla gets these Ability Scores on a 15 point buy, at level 1, when fused...

Strength 16 (biped eidolon)
Dexterity 12 (biped eidolon)
Constitution 15 (biped eidolon + 2pt evolution)
Intelligence 17 (14 from point buy +3 age)
Wisdom 17 (14 from point buy +3 from age)
Charisma 23 (18 from point buy +2 racial bonus +3 from age)

That's more than 61 points worth of Ability Scores if any other character wanted those scores. 'Slightly' more badass? I'll let you be the judge... :)

thepuregamer wrote:
It makes it so that the DM has fewer options for dealing with you than just killing you.

Well, the DM basically has the same two options which kill anyone - murder Synzilla in his sleep, or target him with guys designed specifically to kill him. So yeah, DM dropping rocks kills him just fine...

thepuregamer wrote:
If you ever tap your hp to keep your eidolon alive, I think it will be dangerous.

Not really, as you can do so all day with no problems. 'Word of god' is that the fused synthesist gets healed as if all his Hit Points (eidolon and Summoner) were just one big stack of Hit Points, so you've actually got more healing options than anyone else (Rejuvinate Eidolon on top of all the usual stuff).

thepuregamer wrote:
I suspect it is safer to optimize your mental stats alittle less. I would say do not dump your con and only push it to old age. That is just my opinion though.

Rookie mistake my friend! Part of the twink of Synzilla is that the lower his base Con, the more Hit Points he gets. It comes down to how the rules for minimum Hit Points per Hit Die (i.e. you always get at least 1 Hit Point per Hit Die), and the rules for what happens when Ability Scores are boosted, interact. Synzilla wants to biggest gap possible between his 'base' Con and his 'fused' Con to maximise the benefits. With the example Ability Score array for a 15pt buy level 1 Synzilla above, the guy gets +14 Con when fused, which means +7 Hit Points per Hit Die. Getting the max on his d8 Hit Die, -5 for having Con 1, means at level 1 he gets 3 Hit Points (unfused) and 3+7=10 Hit Points (Summoner), plus 5.5 rounded down to 5 for average on a d10 Hit Die, +2 for Con = 7 Hit Points (eidolon), for a total of 17 Hit Points (fused). Add 3 for Toughness and 1 for favoured class bonus and our level 1 Synzilla gets 21 Hit Points. Booyah! ;P

What's more, you actually only need to take a single level dip in Synthesist to do this. Additional levels make your fused form even more badass™, but for the basic twink package deal on Ability Scores and level 1 Hit Points the first level is all you need. Switch the Intelligence and Charisma scores in the example profile and take the rest of your levels in Wizard... job done.

It's even got solid role-play potential (old codger who turns into a superhero to go adventuring), and is perfectly rules-legal, no matter what we'd all end up house-ruling to get rid of the thing...

Basically, any time a points-buy system uses the phrase 'replaces your Ability Scores' instead of 'modifies your Ability Scores' alarm bells should start ringing, as it's catnip to the min-max crowd. It's not even a new concept - anyone remember good old Str 18(00) Gauntlets of Orge Power from back in the day? Same thing, writ big...


ProfPotts wrote:


Well, the DM basically has the same two options which kill anyone - murder Synzilla in his sleep, or target him with guys designed specifically to kill him. So yeah, DM dropping rocks kills him just fine...

You misunderstand me. Lets look at your example.

So you are a venerable synthesist with 1 con. (8-5hp)+9 d8-5... Thus you have a minimum hp of 3 + your lvl + toughness and favored class effects(though optimized synthesists will rather have the evolution points). So around lvl 10, you atleast have 13 hp(23 with toughness). Lets say you roll over 6 a few times. We will put you at 35 hp unfused. You die at -1.

So if you take 1 point of con damage and then lose your eidolon. Then, through either a successful banish, a dismissal, or a sleep spell, or some other spell, you die.

If your eidolon goes through all his hp and you have to start tapping your own life to keep him up, after tapping 36 hp you are once again in a danger zone. If you are targeted with a banish, a dismissal, a sleep spell, or some other spell that takes your power armor away, you die.

What I am getting at, is that you are forcing your dm into a situation where he can't pop your power armor without killing you. I personally think it is a better situation when a dm has ways of hindering you that do not kill you.

Sure the synthesist may make 95% of his will saves, but 5% is still something to consider over the course of a campaign or 2.

I would not drop my physical stats down to 1 so readily. It may make you quite a bit stronger 99% of the time, but those rare moments when you fail an important save, you have no safety net.


magnuskn wrote:
CoDzilla seems to have stopped posting since the beginning of February. ^^

What?

I didn't get that.


leo1925 wrote:
magnuskn wrote:
CoDzilla seems to have stopped posting since the beginning of February. ^^

What?

I didn't get that.

There was a user here named CoDzilla, but he left.

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