Need Character Help


Advice


So my group has started Kingmaker and we have had three sessions and have ended each with only one player surviving. The dm has even tried pulling punches but we have just had terrible luck on top of some less then stellar characters power wise. Great ideas and fun to rp but just not good enough in combat. So I have been asked by the dm to try a new character and to go all out in combat. I was thinking a Synthesist Summoner would be the way to go. I can use 20 point buy for stats and will 2nd level. Any help on a good build for this would be helpful. Thank you.

Shadow Lodge

I would suggest a Ranger. Skip the Power Ranger suit and be a bad ass all the time :)

Take a big weapon and just wade into battle. at 4th level take a wolf and at 5th level take Boon companion. You will be all the fight you need, plus a happy number of spells to help you be awesome.

Otherwise I also suggest a fighter. it sounds like your group could use a guy with high AC. The Armor Master, Tower Shield Specialist and Phalanx Soldier all can still fight well and be untouchable badasses.


That might be ok but I'm not a real fan of ranger's. I think I still would like to take a look at the synthesist.


Core Druid, full caster plus you can grab a lion or tiger as a full fighter, spells will let you Buff your animal to insane size and AC plus you can throw around damage spells like crazy (fire druids can be crazy).
My own party has a large celestial lion with tons of resistance and natural armor before buff (Lion out damages everyone except a full ranger), and then the Druid casts his fire spells. Plus druid can do simple healing and buffs while the lion tanks for the rest of your party. Druids and rangers with boon companions are essentially 2 PC's in one.


Again not really what I am looking for. Was hoping someone might have some build ideas for a synthesist. Been looking through the forum and see lots of posts on how good they are but they don't show actual builds they all seem to say they can already be found on here but I am having no luck.

Shadow Lodge

Syntnesists are very specific. what are you looking for. Tell me some things about the character and fighting style you looking for


I know not optimal but thinking biped even though that means no pounce then going for natural attacks. I don't think I want to go the trip route with reach unless it is really needed.


What's your group like? Your best bet might be a force multiplier. Bards and Evangelist Clerics are easy to operate and tend to turn mediocre combatants into good combatants. Witches do well at bringing big solo opponents or opponents that can be fought serially down to size.

If everyone else is hopeless a quick kill barbarian, quadruped synth, or druid/martial multiclass may be what you need. A bipedal synth is not worth the complexity.

If you just had a near TPK and can convince another player to work with you sticking a Sohei Monk or Mounted Fury Barbarian on a druid's back gives a very nasty combo.


Looks like we will have a cleric, ranger, sorc and gunslinger. The ranger is going to be ranged and the gunslinger is pistols. The gunslinger may become a barbarian instead and the sorc is focusing on enchantments.

Shadow Lodge

With that party I have to agree that a melee bard would be amazing. Something like an arcane duelist.
that being said however, a summoner could be quite useful. You might consider a summoner who calls forth the spirit of an angel to help him fight. then basically all you have to invest in is a magic weapon of Awesome which the angel use perhaps he emerges from the weapon for it is his weapon and he takes off your body and slaves things. there is a fantastic templates for Angel summoners under the same intersection of the ultimate combat book. then invest in beef like power attack and furious focus and bring the holy smite down upon your enemies


Your party doesn't have a tank character with high AC. If you are thinking of a new character, I recommend sword and board.

I am a fan of Thunder and Fang: That's Earthbreaker and Klar. Get the Bashing enchantment on your klar, and both your weapons will do 2d6. Get Shield Slam and Spiked Destroyer. Get Greater Bull Rush and a level Cavalier Order of the Seal. Take Paired Opportunist. By Level 9, you will have a high AC tank that will get 6 attacks/round all at your highest BAB.

Your party also doesn't have a rogue. Maybe you could be some sort of Fighter Rogue with Quick, Great, Dirty Trick. Everyone will like it when you make the opponents go blind, and you will be really able to prosecute your sneak attack damage.

Grand Lodge

I don't like the term tank in Pathfinder. What you lack is a Front line combatant.

You have a party full of ranged but no one to step forward when the group is closed in on.

A Paladin, fighter, barbarian, Cavalier, samurai, spirit of the beast Druid or hunter, Summoner with a Beefy pet, Brawler, Slayer, Melee/switch hitter ranger, swashbuckler, and Bloodrager.

All those classes would work fine and will offer someone to step between the group and the enemies. They all have D10+ hit Dice and can take a shot or 2.

Remember AC isn't the best mitigation but typically at lower levels it is the only Mitigation.


Well thanks for all the information. My first character was the melee bard so would rather not do that again immediately. I might take a look at the thunder and fang. Still looking at synthesist though, good ac and lots of hit points with plenty of attacks.


Part of the reason you're not getting a lot of advice on your summoner is that the class is very complicated and you can go many, many different ways with it.

Personally, I think the best way to run an eidolon is to have a good theme concept and move from there. If you optimize the eidolon you can make something truly ridiculous, and that often can be disruptive for games. If you go for a theme and pick evolutions that support that theme you'll probably end up with something strong but balanced.

I made a synethesist for Jade Regent and had fun with it. I fluffed it as having found a cursed katana which basically summoned an Oni who possesed my body and fought with it. I took EWP katana and went with biped. Eventually gave him horns for a gore attack.

When he gained large and huge size, I reforged the Katana to a larger size version and when I was in my base human form walked around with a huge katana on my back which I could barely carry.

Was a ton of fun to play, did lots of damage in melee with good spells to back it up, and didn't break the GM's spirit with pounce and 1000 attacks.


That and synthesist are stupid broken and easy to misinterpret and therefore build illegally.Maybe just me but synthesist also shouts power gamer...especially when each of a dozen other viable concepts are turned aside in favor of said notorious archetype. That said, the DPR Olympics thread s should help as this has all been done many times before.


Daenar wrote:
That and synthesist are stupid broken and easy to misinterpret and therefore build illegally.Maybe just me but synthesist also shouts power gamer...especially when each of a dozen other viable concepts are turned aside in favor of said notorious archetype. That said, the DPR Olympics thread s should help as this has all been done many times before.

Yes, I did mention that you can really break the build if you try to optimize.

I also stated that it can allow for a balanced and very flavorful character concept (which isn't covered by other builds/archetypes) if you show restraint and don't go for "DPR Olympics" builds.

I agree that if the OP is looking to make the strongest syn summoner possible, he should check that thread out and I wouldn't want his character in my party.

That said, if he wants a strong but balanced character, that certainly can be achieved with the synethesist.


arrgghh wrote:
Well thanks for all the information. My first character was the melee bard so would rather not do that again immediately. I might take a look at the thunder and fang. Still looking at synthesist though, good ac and lots of hit points with plenty of attacks.

You dont really need alot of advise to make a good synthesist. Its an extremely easy thing to make powerful.

Step 1: Good mental stats, dont worry so much about physical stats that arent CON.
Step 2: Choose the obviously combab effective evolutions. As many natural attacks as you are allowed for your level. Strength boosts, natural weapon damage boosts, AC boosts, when you qualify get the large evolution and more strength boosts. There you have it, a powerful melee synthesist.

In terms of spells get spells you can use to buff yourself, and a few control spells (pits are fun to shove people into with your big beeft monster self and to keep your enemies from being able to surround you). As well as the rejuvenate eidolon spells (the only way to recover hp for your eidolon since healing spells dont work on a synthesist normally due to the temporary evolution situation).


Thanks, now I have to make a decision and build a character heh heh. I want something that will be good in the front line but don't want to get bored with it. That is a problem I have sometimes.


arrgghh wrote:
Thanks, now I have to make a decision and build a character heh heh. I want something that will be good in the front line but don't want to get bored with it. That is a problem I have sometimes.

I have that problem too. Its one reason I really like fighter mage types. You get the variety that comes with magic, but still be the big tough guy. Summoners are great for that. In fact a regular summoner (not a synthesist) is better for that, and also has alot less rules ambiguity and room for munchkinism and errors.

I'd honestly go that way if I were you. Then you can have your big beefy pet, but still mix up your spells and other actions with the summoner himself to keep from getting bored.


That is an interesting idea. I will have to look into that also I guess.


Fruian Thistlefoot wrote:

I don't like the term tank in Pathfinder. What you lack is a Front line combatant.

You have a party full of ranged but no one to step forward when the group is closed in on.

A Paladin, fighter, barbarian, Cavalier, samurai, spirit of the beast Druid or hunter, Summoner with a Beefy pet, Brawler, Slayer, Melee/switch hitter ranger, swashbuckler, and Bloodrager.

All those classes would work fine and will offer someone to step between the group and the enemies. They all have D10+ hit Dice and can take a shot or 2.

Remember AC isn't the best mitigation but typically at lower levels it is the only Mitigation.

"Front line combatant" is pretty much what I meant by "tank." I also wanted to emphasize that the OP's party had a need for a high AC melee character.


I think a paladin would work well: healing, saves, good armor. Here is a quick palading of Erastil I worked up, assuming two traits (one campaign) and typical wealth by level for 2nd level of 1000.

Paladin build:

Danira of Eagles Watch
Female Half-Elf paladin 2
LG Medium humanoid (elf, human)
Init +1, Senses low-light vision; Perception +1
Aura aura of good
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DEFENSE
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AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
hp 22 ((2d10)+6)
Fort +8, Ref +4, Will +6, +2 vs. enchantment spells and effects
Immune sleep
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OFFENSE
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Speed 20 ft.
Melee mwk. cold iron bastard sword +6 (1d10+3/19-20)
Melee dagger +5 (1d4+3/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
Melee light mace +5 (1d6+3)
Melee lance +5 (1d8+4/x3)
Melee gauntlet +5 (1d3+3)
Ranged shortbow +3 (1d6/x3)
Special Attacks smite evil 1/day (+2 attack and AC, +2 damage)
Paladin Spell-Like Abilities
At will - detect evil

=================================================
STATISTICS
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Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 16
Base Atk +2; CMB +5; CMD 16
Feats Exotic Weapon Proficiency (Bastard Sword), Shield Focus
Skills Diplomacy +7 (+2 vs. hostile or unfriendly creatures), Handle Animal +7, Knowledge (Nobility) +4, Ride -3
Traits Bastard, Patient Optimist
Languages Common, Elven
SQ ancestral arms, aura of good, detect evil, elf blood, elven immunities, keen senses, lay on hands (1d6, 4/day), low-light vision, multitalented, weapon and armor proficiency
Combat Gear acid (flask), alchemist's fire (flask), oil (1 pint flask) (4), potion of jump
Other Gear mwk. cold-iron bastard sword, banded mail, outfit (cold-weather), heavy steel shield, weapon cord, belt pouch, signal whistle, flint and steel, backpack, waterskin, whetstone, shortbow, arrows (20), dagger, light mace, light combat-trained horse, bit and bridle, riding saddle, saddlebags, 50 gp family brooch, grappling hook, grooming kit, courtier's outfit, traveler's outfit, bedroll, cheap holy text, mess kit, iron pot, 50' hemp rope , soap , lance, gauntlet, powder (2), tindertwig (2), torch (10), trail rations (per day) (5), leather barding, 16 gp 6 sp 6 cp

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SPECIAL ABILITIES
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Ancestral Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Bastard One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you've learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you've lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family's henchmen or you merely seek to prove the worth of the blood in your veins, you've joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a -1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Lay on Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Patient Optimist (Erastil) You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil.

Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Paladin's horse:

Daniras horse Toly
Female Horse animal 2
TN Large animal
Init +2, Senses low-light vision; scent, Perception +6
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DEFENSE
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AC 13, touch 11, flat-footed 11 (+2 armor, +2 Dex, -1 size )
hp 16 ((2d8)+6)
Fort +6, Ref +5, Will +1

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OFFENSE
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Speed 50 ft. (35 ft. with Danira riding)
Melee hoof +3/+3 (1d4+4)
Space 10 ft. Reach 5 ft.

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STATISTICS
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Str 16, Dex 14, Con 16, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 17 (21 vs trip)
Feats Endurance, Run
Skills Perception +6
SQ combat training, low-light vision, scent
Animal Tricks Combat Training: Attack, Come, Defend, Down, Guard, Heel
Combat Gear
Other Gear leather barding, bit and bridle, riding saddle, saddlebags
=================================================
SPECIAL ABILITIES
=================================================
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

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ANIMAL TRICKS
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Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Attack The animal attacks apparent enemies.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.


The game is coming up on Sunday I guess I have to make some sort of decision here pretty soon hah. Looking at what the others are playing I think I really need to lean towards a front line type.


I recommend Ranger Lv 2. If you are a human, I recommend Weapon Focus Klar, Improved Shield Bash, and 2 Weapon. When you get to Level 3, take a level in Fighter, take Weapon Focus Earthbreaker and Thunder and Fang. That is a very powerful melee weapon combination: 2d6 for the hammer and 1d6 for the shield. with weapon and shield, your AC will be superb, and this is exactly what your party is lacking. While you are only level 2, you have to settle for longsword and klar, also a nice combination.

If you are some other race, then just Improved Shield Bash for now.

Level 4 Ranger2Fighter2: Power Attack
L5R2F3: Improved Bull Rush
L6 R2F4: Shield Slam (free Bull Rush with every shield bash)
L7 R2F5: Spiked Destroyer: Free Armor Spike attack with every bull rush: 1d6 + St
L8 R2F6: Greater Bull Rush: Everyone gets an Attack of Opportunity when you Bull Rush
L9 R2F6: Cavalier, Bonus Teamwork Feat and Tactician you can give everybody the Paired Opportunist feat, which means now you get an Attack of Opportunity when you Bull Rush people, too. Order of the Seal: Free Trip or Bull Rush with every full attack against your Challenge Opponent. & a bonus feat: Weapon Specialization? Double Slice? so many to choose from...

Silver Crusade

Do the players each do their own thing, or do they try to build an effective and balanced team? A balanced team of average power characters is more effective than an unbalanced team of high power characters. The combat aspect of Pathfinder is totally a team game. Here's a nice guide to building a balanced group with 80 favorites.

Some suggestions to strengthen your team:

Problem: Your group has lots of ranged firepower, but lacks front line melee combatants.

Possible solutions:
- Play a front line melee combatant, whether a Synthesist, a Fighter, Barbarian, or even an Inquisitor. For maximum combined offensive and defensive effect use a two handed fighting style with a reach weapon. Your group doesn't need a brick, your group needs someone on the team to whack foes with a big stick for massive damage whenever they get close.

- point out to the player of your party Cleric that the group is very short of melee combatants. Remind this person that clerics can be kick a$$ martial combatants at the same time they buff, support, and heal the party. Suggest that player read the Reach Cleric Guide. Here's one example of how such a Cleric operates in combat.

- If you concentrate on using good tactics you will A) be particularly effective and B) keep yourself entertained and not bored. For example, smart use of reach tactics can get you free extra attacks.

Other ideas:

- With that sort of party someone should have Inspire Courage. Since your Bard just died, encourage the Cleric player to check out the Evangelist archetype. An Evangelist Cleric is the love child of a Bard and a Cleric, and and has the best buffs of both. Your archer and gunslinger will get huge benefit from Inspire Courage.

- Plan out the order in which your team should act, under ideal circumstances. You don't have to act in the order of initiative. For example, the Sorcerer probably wants to go first, to cast a Battlefield Control spell. Then the Cleric wants to go, probably to buff the party. Then the various martial combatants want to go. It's sometimes wise to have some people delay their turn until the time is right.

For your character on Sunday: You don't need to get complicated to be effective. If you want to do the bio-suit synthesist thing, go for it, but expect that approach to take longer and be more prone to error. Any martial class would work. Whack things with a big beat stick for the win.

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