Making The Synthesist Work


Homebrew and House Rules


Hey, everyone. I'm considering playing a Synthesist Summoner in an upcoming game, but given the raw power of a the archetype, I was thinking of ways of balancing it without crippling the class.

My best idea is simply not having the ability to replace attributes and BAB. The Synthesist would simply gain whatever evolutions his Eidolon has, but still use his own attributes. He'd only get higher Str/Dex/Con/Whatever if he has an evolution that gives him a bonus to Str. Possibly, even attribute-increasing evolutions wouldn't be allowed either.

What do you think? Would this make Synthesists balanced enough to work on a somewhat optimized game?


Or just don't try to optimise him - roll your stats, plain 3d6, maybe treat you and your eidolon as if you were parts of a gestalt class instead of adding things up

and play it, make the vision of your character so fun that a little extra power won't spoil the fun


To balance it, perhaps base it off the wild-shape rules, where the base form gives base-line bonuses in line with level appropriate wildshape, and the evolutions can further modify stats. (no stat replacement)

The flexibility is where the real power lies so to nerf it you might want to restrict the amount of points that can be re-spent each level up (maybe limiting to a loss of only one existing evolution).

Even with this, the evolution surge spells and natural attack rules will make the archetype still perform effectively.


@StDrake

Yeah... Rolled stats are not gonna happen. Ever. I particularly hate that form of character creation and my whole group plays with (rather high) point-buy (then we consider EPL to be 1 level higher, so CR stays appropriate).

Also, I know myself. While I don't go for game-breaking stuff, I usually try to build powerful characters. So if I have zero reason to invest in Str and Dex, I simply won't do it.

Removing the attribute-switching is a clear and well-defined rule, so it shouldn't cause any discussion after it's been determined. This is particularly important for me because I GM much more often than I play, and I'd like whatever house-rule I end up using to be as clear and well-defined as possible. If it relies solely on each player's individual sense of optimization, I'm afraid there might be conflict.

Anyway, thanks for the advice.


@MC Templar.

My idea was somewhat based on Wild Shape. The Summoner would use his own attributes and BAB, and the Eidolon would just give him its evolutions.

I just don't want it to have as much raw damage-output and physical survivability as a devoted martial. Being more versatile is okay.

Thanks for the advice.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The main advantage that a synthesist has over a standard summoner is that he can keep his eidolon suit on pretty much all the time as long as he remains conscious -- that is what enables him to dump strength and dexterity.

If you build him with the idea that some of the time you want him to look normal and be able to use his Summon Monster spell-like ability, then you will no longer be able to neglect those two ability scores.

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