| avr |
Well - the immunity to poison lets you drop some spells over yourself with only minor inconvenience & immunity to death effects is nice. Stinking cloud, some of the swarm spells. Resistance to cold/elect. & ghost touch is pretty meh. Blindsight & a little DR at L12 is excellent.
Generally weaker than pre-unchained synthesist but still workable.
| Zolanoteph |
I've also been (deeply) curious about this same question.
I Would like to also point out that the variant multiclass sorcerer might be an absolutely sick option.
Consider the ghoul sorcerer bloodline: claws for 3 rounds per day plus cha modifier, which means a decent number of rounds for summoner. At 5th level they can paralyze and you can basically run around with a natural attack eidelon claw build, activating the paralysis claws for a certain number of rounds as needed.
| avr |
First you need a GM who thinks summoners needs to be nerfed per unchained but who's fine with the synthesist. I'm not sure there's a lot of people in that intersection. That's the big problem really.
The abilities synthesist replaces or modifies are eidolon, bond senses, life link, life bond, shield ally, greater shield ally, maker's call, transposition and merge forms. Aside from the stats of the eidolon these are identical. I can't see a reason that synthesist wouldn't work with the unchained summoner.
Rosc
|
Praise Pharasma!
Anyway, Synthesist is a fun archetype, and if your GM is okay with it then you'll enjoy playing as someone merged with the most flavorful of the Eidolon subtypes. It's not one of the subtypes with one huge advantage that makes you want to build your entire character around it (Azatas say hi) so if you've ever built an Eidolon before you're basically building that, but with some situational resistances and immunities.
That, and Ghost Busting.
But to answer your question, the archetype is about as good as before, trading the power of having two competent bodies on the field for one extra-durable body on the field with the advantages of both but a weaker action economy because you can't compete with being two dudes. If you've played the old Evolved Summoner from APG then you'll feel the nerfs to the spell list and evolution pool but at the end of the day you'll still be able to rock the archetype with the best of them.
Why don't you tell us more about your character concept? I'm really interested in hearing it (again, praise Pharasma!) and I can toss some build suggestions your way
| Hazrond |
Praise Pharasma!
Anyway, Synthesist is a fun archetype, and if your GM is okay with it then you'll enjoy playing as someone merged with the most flavorful of the Eidolon subtypes. It's not one of the subtypes with one huge advantage that makes you want to build your entire character around it (Azatas say hi) so if you've ever built an Eidolon before you're basically building that, but with some situational resistances and immunities.
That, and Ghost Busting.
But to answer your question, the archetype is about as good as before, trading the power of having two competent bodies on the field for one extra-durable body on the field with the advantages of both but a weaker action economy because you can't compete with being two dudes. If you've played the old Evolved Summoner from APG then you'll feel the nerfs to the spell list and evolution pool but at the end of the day you'll still be able to rock the archetype with the best of them.
Why don't you tell us more about your character concept? I'm really interested in hearing it (again, praise Pharasma!) and I can toss some build suggestions your way
Well, ok. The character isn't very fleshed out until i figure what campaign they will be in, but the gyst is that his family are all connected to the boneyyard because magic. I am either gonna go Human or Half Elf, then use the Fey Magic alternate racial trait to gain Summon Nature's Ally as a spell-like, that lets me get Starlight Summons and possibly the other two druid summons feats. Which actually applyy to a normally summoned eidolon thanks to wording. Other than that i don't have any real ideas what to do featwise.