General advice on sythesist archtype for melee oriented summoner


Advice


Basically im making a sythesist melee caster hybrid, my biggest concern is trying not to be too overpowered in a standard PFS party.

Planning on single one handed weapon (deliberately dropping two handed damage) using half elf alternate racial feature to get bastard sword proficiency.

By not using multi weapon fighting/lots of natural attacks do you think I would prevent myself from being too overpowered compared to your standard front line fighter.

Also from what I have read so far it seems my armor bonus from a chain shirt would stack with the natural armor bonus of the eidolon for my standard AC (as my gear is uneffected and the eidolons natural armor is applied as a modifier to my own armor class).

Standard bipedal eidolon with improved Strength and improved natural armor at level 1.

stats for summoner
Half elf (weapon proficiency)
St, Dx, Cn, int, wis, cha
10, 14, 10, 14, 10, 16+2 (standard 20 point, will focus on disables, buffs and summons, and possibly ranged combat when eidolon is unavailable for whatever reason)

When eidolon active at level 1 stats are
18,12,13,14,10,18 (with +5 to hit and 1d10+4 damage with bastard sword)

getting enlarge person, lesser rejuvinate eidolon.

I am unsure however if this character will be too powerful for the average PFS party, im not worried about being a little stronger than average but I dont want to be an antifun build for the rest of the players


Just wanted to say armor does NOT apply to the synthesist while the eidolon is active. There was a massive synthesist thread awhile back, and that's the official word.

http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9ob7


ok read that page some quite interesting things there, still means armor is useful when the eidolon is unsummoned so while I will probably get mithril chain I probably wont enchant it.

Liberty's Edge

Michael Foster 989 wrote:

Basically im making a sythesist melee caster hybrid, my biggest concern is trying not to be too overpowered in a standard PFS party.

Planning on single one handed weapon (deliberately dropping two handed damage) using half elf alternate racial feature to get bastard sword proficiency.

By not using multi weapon fighting/lots of natural attacks do you think I would prevent myself from being too overpowered compared to your standard front line fighter.

Also from what I have read so far it seems my armor bonus from a chain shirt would stack with the natural armor bonus of the eidolon for my standard AC (as my gear is uneffected and the eidolons natural armor is applied as a modifier to my own armor class).

Standard bipedal eidolon with improved Strength and improved natural armor at level 1.

stats for summoner
Half elf (weapon proficiency)
St, Dx, Cn, int, wis, cha
10, 14, 10, 14, 10, 16+2 (standard 20 point, will focus on disables, buffs and summons, and possibly ranged combat when eidolon is unavailable for whatever reason)

When eidolon active at level 1 stats are
18,12,13,14,10,18 (with +5 to hit and 1d10+4 damage with bastard sword)

getting enlarge person, lesser rejuvinate eidolon.

I am unsure however if this character will be too powerful for the average PFS party, im not worried about being a little stronger than average but I dont want to be an antifun build for the rest of the players

Switch your Dex and Con. You're going to be Eidoloned 99% of the time. You need the extra HPs, more than 2 points in Dex you won't have access to most of the time. You're not going to want to be casting spells a lot in my experience of playing a synthesist. Maybe one the first round. Enlarge Person before you get Haste. Then Haste.

The Synthesist's power comes from his defenses and ability to get off multiple attacks w/ early access to reach. If you wield manufactured weapons, even two handed, you're not going to be doing any more damage than a well built Barbarian or Fighter. I say go for a two handed weapon. You will do similar damage to all the other two-handed melee types, but you will be waaaay harder to kill. More mobile, and have a lot of useful spells. No matter what you do Synthesist will be more powerful than everything outside of another summoner, and maybe some highly optimized Alchemist or Monk builds.

-shrug- PFS has standardized rules for a reason, if you are more powerful than other people it's because they either can't read or don't care about being the most powerful. So I wouldn't worry about it.


Two handed fighting normally requires a base ST of 13 (for power attack and related feats), its also extremely common in the general groups I play with (in my last 3 games we had 3 2handed weapon chars), also remember if I need to 2 handed damage for some reason (we are losing a battle) I can always use the bastard sword with 2 hands from what I recall, with my high int/dex I can build towards whirlwind attack instead for a mobility based melee attacker I guess to get an option for full attacks (5 feats I think).

Being hard to kill is fine as thats not really anti fun, I just dont want to destroy encounters in 1-2 rounds with no one else needing to participate.

The other option is working with the 2 claws I get naturally for the bipedal Eidolon and focusing on increasing their damage, however im not so good with natural weapon rules. By not maxing out on natural attacks (getting lots of arm, claw evolutions to stay at the maximum) it would also keep the damage down. I would get 1 claw on a standard action and 2 on a full attack at level 1? both at full BAB as they are primary natural attacks?

I am pretty sure I cant take any feats relating to natural weapons (like the ones from the APG which are allowed in PFS) due to not possessing natural weapons myself. Meaning that I would have to use evolution points for magical, elemental damage on claws.

Actually would an amulet of mighty fists enchant my eidolons natural weapon attacks? as im wearing it, its not armor, and applies to all natural attacks.

Aiming for a demonic (Balor themed) Eidolon if the intended final form matters (so 2 arms, wings, large normally/huge under enlarge person for final battles, SR, immunity fire), the amulet of mighty fists vs enchanted greatsword/bastard sword for damage sources (both cost about the same for similar amounts of damage). I am not too fussed about my cha score (most my spells are buffs so no saves, will have 20 Cha by level 8 if I start at 18 so not having the amulet slot for Cha enhancement wont hurt too much, I can Ioun stone it into a wayfinder if I need more Cha for level 2-3 spells)


If you are worried about overshadowing your companions, the best way to do it is to play a master summoner... just saying, stynthethist are cool i like the flavor, and they can be competitive, did i mention they are cool and have lots of flavor to it?


The main reason I want sythesist is because I can basically be a big demon 99% of the time, which honestly you cant really get from any other options, I do have multiple other characters of course each with their own quirks (Village blacksmith turned transmutation mage, Andoran Cleric of Desna FREEDOM!!)

Tossing up a Land of the Linmore kings born blackblade magus as well with basically Lilracor as his sword probably doing it as a family heirloom in his backstory and his sword much like Lilracor wont be shy about voicing its opinions. (From BG2 if anyone remembers it).

But at the same time yeah I like fun interesting type characters however I dont want to make my parties feel completely useless or that they have to powergame it up to match me thus removing their sense of fun from the game. I think by putting limits on the sythesist though (either 2 claws or 1 weapon for attacks) should reduce his power sufficiently that everyone can participate and have fun regardless of what they have.

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