Audit this summoner


Advice


I'll be running a game (level 11 module) this weekend, and one player is going to be a synthesist summoner.

I am very new to this class, and understand that the synthesist is very complicated.

Please audit this sheet and make sure that everything is done correctly.

Dark Archive

What exactly are you concerned with here? The sheet provided has VERY little, it doesn't even seem to list equipment. Is this all you've been provided by the player?


He has his magic items on the second page.

Mostly concerned that his attacks/AC will be figured correctly.

So far, yes; this is all I have been given. As he gets me updates, I will update the linked file.

Sczarni

First things first.

Count his evolution points THRICE! Not TWICE but THRICE! If there is going to be an "error" its going to 99% of the time be in the spending of evolution points. Then look at the evolutions purchased and know what they do.

If you plan on GMing I can't stress how important it is to know the Class and Archtypes inside and out for all your players. That is the most important thing I can tell you. Especially when it comes to tricky classes like Alchemist and Summoner.


Pathfinder Starfinder Society Subscriber

Also check that he meets the prerequisites for whatever evolutions he takes. Several of them are limited by base form of the eidolon and class level of the summoner.

Silver Crusade

My rule for summoners is that I only accept summoners put together in Hero lab. So many problems with evolutions and magic item slots are mitigated by Hero Lab

Dark Archive

Are you looking for a fully constructed statblock for the character? Because that would involve MUCH more info than the sheet gives, as a DM you do not have enough info, especially since you are new to summoners. No offense meant.


As long as he understands that Eidolons gain Hit Dice at a slower rate than characters gain Experience Levels, and that his lvl 11 Summoner will not have a HD11 Eidolon, you're golden.


No offense taken, I will try to get more information and post it this evening.

What specifically should I ask the player to put together for me?

Sczarni

A completely filled out character sheet for both him and his eidelon. Including but not limited to gear, wealth, stats, weapons, rounds he can use abilities, number of times he can use abilities per day, etc. Make him give you everything.


I assume that the sheet you've linked shows the summoner when his eidolon has been summoned. As a synthesist, that means the physical stats are coming from the Eidolon, and the mental stats from the summoner.

HD: The sheet lists his eidolon as having 9d10 hit dice and 70 hp. That's the correct number of hit dice for a level 11 summoner. I think he may be counting the CON modifier twice, though -- once for the 11 levels of summoner, and once for 9 HD of eidolon. I'm not sure whether that's right nor not. I'm also not sure if he's applying the CON bonus from his belt of might constitution or not. His CON is 15, which seems awfully low if it's got a +4 bonus from this belt figured in.

If I were GM'ing it, and couldn't find a definitive ruling online, I would say that since the two are effectively a single creature, he only gets the CON modifier once (for the better of the two). That would drop the total hit points by 18.

Evolution Points: He's taken Extra Evolution 3 times, which is legit. Those have to be taken at levels 1, 5, and 10, but I don't see any problems with feat prerequisites or anything. He's also used the Half-elf alternate favored class to increase his evolution points by 2. So his total evolution points should be 20 (15 base + 3 feat + 2 favored class). The evolutions he lists are:

Basic Magic (1 pt)
Minor Magic (2 pts)
Major Magic (3 pts)
Spell Resistance (4 pts)
Web (3 pts)

That adds up to 13 points, leaving 7 unspent points. The Web evolution requires Climb as a prerequisite -- that's a 1 point evolution which he'll have to take.

BAB and Saves look fine.

Base form I don't see any listing of what base form he's using, or where he chose to put the level ability increases his eidolon gets at summoner levels 5 and 10. Without an indication of the eidolon's base form, I can't tell if the ability stats are right.

AC This was hard to puzzle out. The numbers given in the columns on the character sheet just don't add up. 10 + 4 + 2 = 26? What? And there's all kinds of bonuses he's supposed to get that aren't listed.

The eidolon gets a +8 AC bonus that can be divided between armor and natural types as he sees fit.

Shielded Meld (synthesist ability) gives him a +2 shield bonus.

His DEX is 18 (+4).

So his AC should be something like (10 + 8 eidolon + 2 shield + 4 DEX) = 24, flat 20, touch 14. BUT, some base forms give a natural armor bonus. Biped, for example, gives +2 natural. So find out what his base form is.

Saves Okay, the base saves (3/3/7) are right. The +4 enhancement from the cloak of resistance is right, and his ability modifiers are figured in correctly. Also, his Dual Minded racial trait gives him a +2 trait bonus to Will saves. But he's got +4 fort, +2 Reflex, and +2 Will that I can't account for. Might want to ask him about that.

Attacks The attack bonuses look right, but he hasn't listed his eidolon's natural weapons (if any). I'm guessing this is where the remaining 7 evolution points may go.

Hope this helps.

EDIT Lots of activity here while I wrote this. Basically, I agree -- the sheet is not done cooking. Get him to finish it.


Ya, there's too much stuff missing to assess this.

For instance, those stats are crazy high? Are those his stats on his own, or while fused?

I can see 13 evolution points accounted for (out of 20 total)... but what'd he do with the rest?

Some appear to be spent on elemental resistances... but none of the numbers he has jibe with what they should be. (the numbers would either be lower (for fire) or higher (for the rest) if it was via the Resistance evolutions.

Will save seems 2 points high too.

etc etc.

Really, He should have a character sheet of him, sans fuse and a character sheet of him, with fuse. Plus a separate build up of his eidolon on its own.

On the plus side it doesn't, at least on first glance, look like he's going for some uber optimized killer build.

Hell, can he even use the cure spells on himself while fused?


Tinalles wrote:

HD: The sheet lists his eidolon as having 9d10 hit dice and 70 hp. That's the correct number of hit dice for a level 11 summoner. I think he may be counting the CON modifier twice, though -- once for the 11 levels of summoner, and once for 9 HD of eidolon. I'm not sure whether that's right nor not. I'm also not sure if he's applying the CON bonus from his belt of might constitution or not. His CON is 15, which seems awfully low if it's got a +4 bonus from this belt figured in.

If I were GM'ing it, and couldn't find a definitive ruling online, I would say that since the two are effectively a single creature, he only gets the CON modifier once (for the better of the two). That would drop the total hit points by 18.

SKR answered this and is up on the FAQ actually, you retroactively change you con mods for HP while in the form. SO if you were level 11, and your normal con went up from 14 to 18, you'd gain 2 HP a HD. This is dangerous though, cause with their HP link, they drain themselves of HP... And when they lose the Eidolon, their max HP is lowered with the con loss and the damage pretty much auto-kills you.

Quote:

Evolution Points: He's taken Extra Evolution 3 times, which is legit. Those have to be taken at levels 1, 5, and 10, but I don't see any problems with feat prerequisites or anything. He's also used the Half-elf alternate favored class to increase his evolution points by 2. So his total evolution points should be 20 (15 base + 3 feat + 2 favored class). The evolutions he lists are:

Basic Magic (1 pt)
Minor Magic (2 pts)
Major Magic (3 pts)
Spell Resistance (4 pts)
Web (3 pts)

That adds up to 13 points, leaving 7 unspent points. The Web evolution requires Climb as a prerequisite -- that's a 1 point evolution which he'll have to take.

Agreed, he's missing a lot of evolutions as it is.

Quote:
Base form I don't see any listing of what base form he's using, or where he chose to put the level ability increases his eidolon gets at summoner levels 5 and 10. Without an indication of the eidolon's base form, I can't tell if the ability stats are right.

Acutally, I can't see how he could reach those stats: their all too low. Cause at this level he gets a +4 to STR & Dex. If he was a Quadruped, Aquatic, or Biped then he his STR is too low. If he's a Serpentine, his Dex is too low. But it looks like he spent both of the Eidolons normal ability bumps on his con.

Quote:
AC This was hard to puzzle out. The numbers given in the columns on the character sheet just don't add up.

All base forms have a +2 Natural Armor though, so the numbers aren't off there imo.

Regardless, it seems like he doesn't know how to make one(to his detriment it seems). Tell him to come on to the forums for build advice, since it seems to me he needs it.


Ok.

Here is some more info.

For stat arrays, I let them use 15, 14, 13, 12, 10 and 8; with 3 floating bonus points.

Here is just the summoner.

Here is just the Eidolon.

And here they are sythesized.

Dark Archive

His ST is too low its definately a biped so his eidolons ST at this level is 20 and so is his fused ST.

he is somehow getting Acid 5, Cold 5, Electricity 5 as resists but he has no magical items, feats, or evolutions that grant these resists (the 15 fire resist is coming from an evolution)


Okay, well I have a few things.

1) For the Major Magic Evolution, his eidolon doesn't meet the requisite. "The eidolon must have a Charisma score of at least 12 and must possess the minor magic evolution to take this evolution." While this won't be illegal for him while fused, once he gets split form it'll be wierd. Also not sure it's a legal option, though since you can use Eidolon's stats for summoner feats, I wouldn't be suprised. Just check an FAQ or something.

2) His Eidolon's nat armor's off. The base is 2 from his form, +8 at level 11, and +2 from the evolution he bought... So it should be +12 if he put his whole armor bonus there.

3) Not sure what the Resistances beyond fire are too. Probably a mistype.

4) Resilient Eidolon is useless first off, since if you can't have T. HP... Still, secondly it doesn't matter, since he doesn't have the requisite feature, it's been replaced with the Sythesists.

More stuff but I'm playing a game atm.


Player in question is following this thread now, so he will get all changes and observations made.

Thanks for all the help


Pathfinder Starfinder Society Subscriber
Darth Grall wrote:

Okay, well I have a few things.

1) For the Major Magic Evolution, his eidolon doesn't meet the requisite. "The eidolon must have a Charisma score of at least 12 and must possess the minor magic evolution to take this evolution." While this won't be illegal for him while fused, once he gets split form it'll be wierd. Also not sure it's a legal option, though since you can use Eidolon's stats for summoner feats, I wouldn't be suprised. Just check an FAQ or something.

Actually, on that basis all of the "Magic" evolutions from Minor Magic on up would be disallowed for a synthesist, since the eidolon of a synthesist has no mental ability scores at all.

But if it is allowed, you have your choice of spending evolution points to boost your eidolon's charisma (useless when fused) or letting the "Magic" evolutions be useless when split. Or, when you finally get to that level, you can just reallocate your evolution points to something that works in both forms. There is no need to worry about that situation now since evolution points are reallocated from scratch at each level.

Grand Lodge

Tinalles wrote:
If I were GM'ing it, and couldn't find a definitive ruling online, I would say that since the two are effectively a single creature, he only gets the CON modifier once (for the better of the two). That would drop the total hit points by 18.

You are correct. the item has to be figured as either the eidolon's or the summoner's.

He gets to count the item either for boosting HIS CON or his Eidolon's CON, not both. And he can't wear two of them either, as the slot is going to be taken by one or the other.

Grand Lodge

Also remember that the fused eidolon can only be healed by the rejuvenate Eidolon spell or by hit point transfer from the summoner. The standard cure spells do not heal temporary hit points.


LazarX wrote:
Also remember that the fused eidolon can only be healed by the rejuvenate Eidolon spell or by hit point transfer from the summoner. The standard cure spells do not heal temporary hit points.

Very good to know, thank you


David knott 242 wrote:

Actually, on that basis all of the "Magic" evolutions from Minor Magic on up would be disallowed for a synthesist, since the eidolon of a synthesist has no mental ability scores at all.

But if it is allowed, you have your choice of spending evolution points to boost your eidolon's charisma (useless when fused) or letting the "Magic" evolutions be useless when split. Or, when you finally get to that level, you can just reallocate your evolution points to something that works in both forms. There is no need to worry about that situation now since evolution points are reallocated from scratch at each level.

It doesn't say that you don't have them, you just never use them.

Quote:
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma).

It never says it doesn't have them, unlike feats or skills, which RAW, it doesn't have at all in any form. Regardless, given the incredibly murky wording of the Synthesist, it could go either way if he actually needs a real CHA score.

Though you raise a point, if/when you need to you can always just allocate a point to CHA at the appropriate level if it were allowed, all you have to do is cast a certain spell to meet the requisite. Though, I'd prefer just to dump the normal ability increases the Eidolon gets into it(2 +1's by 11) which would do the trick.


Tinalles wrote:


HD: The sheet lists his eidolon as having 9d10 hit dice and 70 hp. That's the correct number of hit dice for a level 11 summoner. I think he may be counting the CON modifier twice, though -- once for the 11 levels of summoner, and once for 9 HD of eidolon. I'm not sure whether that's right nor not. I'm also not sure if he's applying the CON bonus from his belt of might constitution or not. His CON is 15, which seems awfully low if it's got a +4 bonus from this belt figured in.

The updated sheet has the Eidolon with 80HP. 50 from 9D10, 30 from +3 CON.

The belt only applies to the Summoner's health, which totals to 72; 48 from 11D8, 24 from +3CON (including the belt).

So the Synthesized outcome is 72HP, 80 Temp HP, combined 152.


As mentioned the Eidolon (and fused form)'s strength is too low.
Should be 20 (base 16, +4 for bonus at level 11). He only applied the bonus to dex, he gets it for both dex and strength.

Hit points seem too high, he's applying the +4 con belt to both forms (should only apply once)

The armor bonus is low too. Should be 2 natural (from the eidolon's base form) + 2 (from the evolution) + 8 (from levels that he can choose to divide up into natural or normal as he sees fit). For a total of 12, at least 4 of which has to be natural
On the eidolon sheet, he appears to have put 10 of them in natural (he's still missing 2)... but on the fused sheet, they are listed under regular.


The +4 CON for the Eidolon is coming from Evolution points for Ability Increase, not the belt.

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