Synthesist Attack & Defense


Rules Questions


For the campaign im participating in, i decided to be a summoner with the Synthesist Archtype. Even after rereading the passage about synthesists im still a little confused. Because Eidolons and Summoners are still "seperate" (in the regards that normally i wouldn't have a bite/claw attack before summoning my Eidolon) can i use spells and have my Eidolon attack at the same time?


No you as the summoner are wearing the Eidolon like its armor, it does not get seperate actions from you.

"Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor."


If you have any other questions I'm more than happy to help I just did up a 14th level Synthesist Summoner from scratch as a second character and it can be quite the headache.


Thank you for your help. I think it will still be perfect for me.


I have a question, though not particularly rule related, since I want to make a summoner at some point too, and have been looking at the Synergist. My question would be 'Is there any reason to do it, except that it's cooler?'

I won't deny it's a lot more fun to be the monster than just command it, but it seems like you're losing a lot. The ability to have seperate actions is a big one. Slightly smaller but still significant is that the creature doesn't seem to get skills or feats of its own, so you have to spend your own feats on combat AND spellcasting, unless you don't want to cast anything.

And just from reading the rules, there doesn't seem to be any advantage that you get from it. The only little joke I've been able to find is if you play a gnome and take the racial ability that you're always familiar with weapons you craft yourself, you can make any big, weird weapon you want and use it as a Huge Eidolon.

Am I missing something? If I'm not, I might still play a synergist, but I'd have to be really sure it isn't a high-powered campaign, and low-tier characters can survive it fine.


Bificommander wrote:

I have a question, though not particularly rule related, since I want to make a summoner at some point too, and have been looking at the Synergist. My question would be 'Is there any reason to do it, except that it's cooler?'

I won't deny it's a lot more fun to be the monster than just command it, but it seems like you're losing a lot. The ability to have seperate actions is a big one. Slightly smaller but still significant is that the creature doesn't seem to get skills or feats of its own, so you have to spend your own feats on combat AND spellcasting, unless you don't want to cast anything.

And just from reading the rules, there doesn't seem to be any advantage that you get from it. The only little joke I've been able to find is if you play a gnome and take the racial ability that you're always familiar with weapons you craft yourself, you can make any big, weird weapon you want and use it as a Huge Eidolon.

Am I missing something? If I'm not, I might still play a synergist, but I'd have to be really sure it isn't a high-powered campaign, and low-tier characters can survive it fine.

Wow um the synthesist summoner is OP by most standards, you get a retarded amount of temp hit points you dump your own physical stats because you use those of the eidolons so your mental stats are jakked super high, you are really diverse because not only are you viable in melee combat but your also a caster and have so many options as a character. I just recently made one that is the rogue of our party, viably a ROGUE with only 2 rogue levels and 12 summoner levels and has way way way more survivability than any other character in the party and were rolling with an optimized paladin if that helps

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Jakynth wrote:
Bificommander wrote:

I have a question, though not particularly rule related, since I want to make a summoner at some point too, and have been looking at the Synergist. My question would be 'Is there any reason to do it, except that it's cooler?'

I won't deny it's a lot more fun to be the monster than just command it, but it seems like you're losing a lot. The ability to have seperate actions is a big one. Slightly smaller but still significant is that the creature doesn't seem to get skills or feats of its own, so you have to spend your own feats on combat AND spellcasting, unless you don't want to cast anything.

And just from reading the rules, there doesn't seem to be any advantage that you get from it. The only little joke I've been able to find is if you play a gnome and take the racial ability that you're always familiar with weapons you craft yourself, you can make any big, weird weapon you want and use it as a Huge Eidolon.

Am I missing something? If I'm not, I might still play a synergist, but I'd have to be really sure it isn't a high-powered campaign, and low-tier characters can survive it fine.

Wow um the synthesist summoner is OP by most standards, you get a retarded amount of temp hit points you dump your own physical stats because you use those of the eidolons so your mental stats are jakked super high, you are really diverse because not only are you viable in melee combat but your also a caster and have so many options as a character. I just recently made one that is the rogue of our party, viably a ROGUE with only 2 rogue levels and 12 summoner levels and has way way way more survivability than any other character in the party and were rolling with an optimized paladin if that helps

The Synthesist is not even close to as strong as a vanilla Summoner, let alone a Master Summoner. You cover up for some of the weaknesses of the normal Summoner (the Summoner becomes less squishy, and the Eidolon can't be dominated/dispelled quite as easily) but the massive amount of action economy you lose is a dealbreaker.

Dumping your physical stats is just a terrible idea. You CAN do it, but any self-respecting DM would tell you to cut that s#@# out. Additionally, your Synthesist is nowhere near as tough as a well-built Paladin, as that Paladin can swift action heal himself for a ton quite a few times a day. Fey Foundling + Extra Lay on Hands can make a Paladin nigh-unkillable to straight damage attacks/spells, and he can still full attack after healing himself.

The Synthesist is required to spam away what few spells he has on Rejuvinate Eidolon if he has any hope of restoring his temporary hit points, and it takes a standard action every time he tries. Furthermore, you're not going to get very far as a Rogue-type with a whopping 4-5 skill points a level (assuming 12-14 Int and maybe using your favored class bonus on skill points). And if you get the large or huge evolutions? That's a -2 or more to your Dex, which probably isn't that high, anyway.

The Synthesist is very strong, don't get me wrong, but he's far from ridiculous.


Seranov wrote:
Jakynth wrote:
Bificommander wrote:

I have a question, though not particularly rule related, since I want to make a summoner at some point too, and have been looking at the Synergist. My question would be 'Is there any reason to do it, except that it's cooler?'

I won't deny it's a lot more fun to be the monster than just command it, but it seems like you're losing a lot. The ability to have seperate actions is a big one. Slightly smaller but still significant is that the creature doesn't seem to get skills or feats of its own, so you have to spend your own feats on combat AND spellcasting, unless you don't want to cast anything.

And just from reading the rules, there doesn't seem to be any advantage that you get from it. The only little joke I've been able to find is if you play a gnome and take the racial ability that you're always familiar with weapons you craft yourself, you can make any big, weird weapon you want and use it as a Huge Eidolon.

Am I missing something? If I'm not, I might still play a synergist, but I'd have to be really sure it isn't a high-powered campaign, and low-tier characters can survive it fine.

Wow um the synthesist summoner is OP by most standards, you get a retarded amount of temp hit points you dump your own physical stats because you use those of the eidolons so your mental stats are jakked super high, you are really diverse because not only are you viable in melee combat but your also a caster and have so many options as a character. I just recently made one that is the rogue of our party, viably a ROGUE with only 2 rogue levels and 12 summoner levels and has way way way more survivability than any other character in the party and were rolling with an optimized paladin if that helps
The Synthesist is not even close to as strong as a vanilla Summoner, let alone a Master Summoner. You cover up for some of the weaknesses of the normal Summoner (the Summoner becomes less squishy, and the Eidolon can't be dominated/dispelled quite as easily)...

I can only begin to disagree with you Sir but I really don't know where to begin and I would need pages and pages to go into full detail of my build. Either way I have a 14th level character that is the best scout/trapfinder/trap disabler that my group could ever hope to have. If you would like the build of my character I'd be more than happy to provide you with it.

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You need to review the F.A.Q. For the book it is printed in. It has several issues it addresses concerning synthesist.

Please ask people bot double check your work, not just your GM or fellow players, here in the board as well. It ticks me off how often they are called over powered and the real problem is a person who failed to read the class correctly and cheated. Along with nay Sayers who also failed to read it correctly and helped fix it but instead just unhelpfully falsely cried out it was overpowered.


I'm not personally calling it overpowered, I'm saying that many call it overpowered. However, it is a strong class, and everything has been double and triple checked.

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Jakynth wrote:
I'm not personally calling it overpowered, I'm saying that many call it overpowered. However, it is a strong class

See, I can agree with this. I would never argue the Synthesist isn't strong. It's tough, can do decent damage and is very versatile.

Sczarni

Jakynth wrote:
I'm not personally calling it overpowered, I'm saying that many call it overpowered. However, it is a strong class, and everything has been double and triple checked.
I'm pretty sure you said
Jakynth wrote:
Wow um the synthesist summoner is OP by most standards, you get a retarded amount of temp hit points you dump your own physical stats because you use those of the eidolons so your mental stats are jakked super high, you are really diverse because not only are you viable in melee combat but your also a caster and have so many options as a character.

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