| Death Dealer Rex |
Just looking for build advice for my synthesist summoner. We are playing 15th lvl characters and we tend to fight a lot of demons devils and other monsters with DR. I am looking for advice on if I should stick to natural attacks or go biped with arms. Since my eidolon cant be any bigger then me ( medium) im kinda lost. Any advice, examples etc would be greatly appreciated. Thank you
| Avh |
The eidolon must be at least the same size as the synthesist.
It's the contrary : you can have an eidolon bigger than your summoner, but not an eidolon smaller than your summoner.
Example : you can have a human summoner with a huge eidolon.
Example 2 : you are a human under the effect of Enlarge person, you can't have a eidolon being Small or Medium (because it has to be at least the same size).
Artanthos
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If you can get an AoMF that would allow you to break DR, natural weapons are the way to go.
If not, get a two-handed weapon.
Consider the magic attack evolution + eldritch claws feat. That gives you good + silver. You'll still an answer for cold iron and admantium. A minimum +3 AoMF and you can skip the eldritch claws, I would still keep the evolution.
| Death Dealer Rex |
Ok Thanks for the replys thus far. I would love to have the Eidolon part of my character to be huge size focusing on 1 giant attack but for some reason herolab was giving me issues with it and I assumed it was correct. Maybe I will look into a serpent base that swallows whole and focuses on combat manuevers. Do you think this can be battle effective? Damage is covered pretty well in our party.
| Darkwolf117 |
^ It would target both of you. However, since you yourself are not an extraplanar outsider (...assumedly*), only the eidolon would be affected by it.
Edit: And, since Enlarge Person only affects humanoids, in order to use it on a synthesist, I think it would have to be the synth casting it, as per their Share Spells ability. Less positive on that part though. (Dismissal/Banishment is mentioned in the synth description specifically though, so I am sure on that one.)
| MikeMyler |
Combat Maneuvers can be good but limiting in terms of how many combatants you can engage at once. Fortunately at level 15 you get the tremendous number of 20 evolution points.
If your character is a Half-Elf and takes the favored class option for 1/4th an EP per level, it can be 23 (if you really trick it out and spend every feat you have, which you shouldn't, on Extra Evolution, it could be 27). On average between the two options you have about 20-23 to spend.
10 Points on Huge leaves you with 10-13 for other salient abilities.
Quadripeds can get the Rake evolution, which breaks the damage into two attacks (which affect probability) that do less damage whereas Bite/Tail Slap (for a huge Serpentine) locks you into a 2d6 with only one roll (which is what the Constrict damage will do).
I would think about taking the Trip evolution on your eidolon's Bite attack, and then the Grab (and Constrict) evolution on the Tail Slap. That still leaves you with 4-7 to spend, which could go to Fly (and Wing Buffet for another two attacks) or get spent on Improved Damage (Bite or Tail), Improved Attribute (Strength), Energy Attacks, or Poison.
There are a lot of ways to go after spending those initial sixteen points to trick out CMB, and you still have Evolution Surge to think about (so perhaps think about some Blindsight or Fast Healing or something).
Personally, a huge eidolon that trips, poisons, does energy damage and then grapples may be a bit extreme (and probably become quite the target), but those are some options to think about.
I've always been a big fan of the floating-ball-o-tentacles imaginary friends. :)
| Death Dealer Rex |
Thats pretty cool. I am weighing out my options of dipping 1 lvl of monk and 2 lvls of pally for insane ac and saves. It would cut out on my evo pool but yes im a halfelf anyway so not losing as much as normal from multiclassing. Since damage isnt my main focus having a very defensive character with some controlling aspects via manuevers and spells that sounds like alot of fun.
| MikeMyler |
There are items and spells to boost your saves, but either of those restricts your alignment (which could be a very good thing, considering.)
I found the Martial Artist archetype (which can be any alignment!) combined with the Crane Style feats to be really effective and tied together with a Synthesist build (another thing I tried with a stupidly high dexterity score) would be devastatingly difficult to hit.
Make sure you know how the Crane Style feats work before you do that though. It's worth looking into the Tetori archetype too if you're going to multiclass and stick with grappling as your focus.
All this being said, don't let the build dominate your character. There can definitely be some cool things to do here (Snake Style would be very appropriate) and if you decide to multiclass you should think concept first, stats second. :)
| Writer |
For Synthesist I would focus on claw attacks. Grab Skill Focus Planes for Eldritch Heritage Abyssal Bloodline, since it boost both eidolon (via inherent Strength boost) and Summon Monster SLA (via 15th level Summon boost). Go Master of Many styles for Wisdom to AC, Grab Dragon Style at 1st level, and build for Feral Combat Training and Dragon Ferocity for the 1.5 strength mod to claw attacks. Take Power Attack at 3rd level. Grab Natural armor and Str ability score increase as soon as you can.
Do NOT grab the Large evolution. Use Evolution Surge instead when you want it. It doubles the Evo point cost to increase STR otherwise (but doesn't work retroactively). Alternatively you could go with Opportunistic Trait and the Orc Bloodline all the way (you lose -2 Strength in the process but you'll have STR out the wazoo so who cares) if you don't want to buff the Summon Monster SLA (though when your eidolon goes poof summoning 3 Glabrezu or Nalfeshnee is one hell of an epic plan B(Abyssal 15th level bloodline + Superior Summons)).
Either Half-elf or human work for race. You AC will be fine and so will your saves. Don't be afraid to buff yourself, and remember to grab Rend as it multiplies total DPR by 1.5.
That's just me though.
| Death Dealer Rex |
I remember reading somewhere that I can take feats that I would not normally qualify for like power attack or spring attack etc etc even if I dont meet the pre-reqs for them but so long as I would be able to while fused it would be ok. I just would not gain any of the benefits of these feats unless fused. Can someone point me to an official ruling on that since it will be the first thing my DM points out. Thanks again
| Darkwolf117 |
Hmm, I thought this was listed in the FAQ, but I don't see it there. Well anyway, here you go.
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Gignere wrote:Can you use the fused physical stats to qualify for feats? Or must the synthesist use his own stats?Just as a Str11 character wearing a belt of strength +2 bumps him to Str13 and allows him to take Power Attack, you can do this. You just couldn't use the feat without the belt/eidolon-suit.