
Frankie Boy |

I'm about to play a home made campaign with 2 other players.
It's the first time I'm allowed to try the Synthesist so here's my attempt at building one
Attributes ROLLED
STR 12 (30 fused)
DEX 14 (18 fused)
CON 15 (19 fused)
INT 16
WIS 16
CHA 17 (+2 Racial +2 Lv = 21)
No Traits
Feats
1: Extra Evolution, Skill focus: Perception
3: Improved Initiative
5: Extra Evolution
7: Power Attack
9: Improved Natural Attack (Claw)
Possible next feats: 3x Extra Evolution, Dimensional Assault, Arcane Strike
Gear (we have 75% of the usual gold: 46500)
Belt of Physical Perfection +2
Amulet of Mighty Fists +1
Boots of Speed
Cloak of Resistance +2
Circlet of Persuasion (seems good since I'll be the party face)
Pale Green Ioun Stone, cracked (saves)
Spells
Kinda easy. Restore and Rejuvenate Eidolon, DDoor and utility.
Geal (Quadruped Eidolon)
lv5 and 10 increments in STR
18 Evolutions Points (14+2class+2feat)
-Large (4)
-Improved Natural Armor (3)
-Electric attacks (2)
-Rend (2)
-Arms (2)
-2xLegs (free)
-Strong Bite (1+1free)
-2xClaws (2)
-Improved Damage (Claw) (1)
-Pounce (1)
Possible next evolutions (18 more points): Huge (6) Arms (2) Claws (1) Immunities? Flight?
What he looks like:
88+72 hp, 33AC (37 with Mage Armor), Saves 12 12 15, CMD 33, CMB 19
With Power attack he attacks at +15(+17pounce) dealing
-Bite 1d8+1d6+31
-Claws (2d6+1d6+20)x4
-Rend 2d6+15 (is it right? Also, does it proc twice if he hits with all 4 claws?)
What do you guys think? Any advice? Did I make any mistakes?
Thanks in advance,
Frankie Boy

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Don't play a synthesist. Not as if you're trying to solo things.You have party members, you'll just make them look bad. Your stats you could use to play almost any caster class.
Claws, with 30 strength, +10 to dmg, power atk +6 more, amof +1 = total +17 dmg
Bite, with 30 strength, +15 to dmg, power atk +6 more, amof +1, total +22 dmg
Damage with rend is +22 with power atk on.
Power attack gives -1 to hit and +2 dmg for every 4 bab you have, for total of -3 to hit, +6 to dmg. Natural attacks do not get 1.5 times dmg for power attack unless its a single attack.
AC =10+2(base)+8(eid bonus)+6(improved nat armor)+4(dex)-1(large)+2(shield)=31 base, 35 with mage armor.
Synthesists use summoners saves, so:
Fort =3 + 2(resist)+2(circumstance) +1(morale) +4(con)=+13
Ref =3 + 2(resist)+2(circumstance) +1(morale) +4(dex)=+13
Wis is correct.
Fused hp
10d8+40+2 (FCB) using an average roll of 5 =92 hp on fused summoner.
5.5(8)+4(8)=92 temp hp from eid suit.
You sure made a lot of mistakes, which is why most people don't allow it because of all that fiddly maths bits.
Think hard about being the party face when you walk around in some 4 legged, 2 armed suit. Bipeds, if your eidolon looks human, I can see you interact with townsfolk while wearing the eid suit. Monstrous looking eids? Eh, not likely.

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As Mort puts it, don't use a Synthesist unless you want all the other players to have nothing to do as you maul everything. If you really do want to play a Synthesist though, do what I did and specifically build it and/or play it unoptimized. I did an Artorias/Sif cosplay kind of deal with a point-buy system. Outside of my suit I still had 14, 14, and 12 on Str, Dex, and Con. I started with the biped base form but gave it an extra set of legs so that way it had the arms to hold the Greatsword. Since I'm holding/using a Greatsword it made it so that all of my natural attacks I tried to use after that were secondary natural attacks. I never used a Bite attack because the sword was being held in my mouth flavor-wise. Even then I never full-attacked unless I was afraid we would all die and generally stuck to just Greatsword swings. I still outperformed most of the group members.

Frankie Boy |

I thought that since they're all primary attacks they would have taken x1.5 to Power Attack. Good to know.
Saves were right: 3+2+2+1+4 makes 12.
HP's were rolled, forgot to mention that.
I know that a monstrous eidolon could seem weird but my friend created a pretty messed up world where that thing just fits (that's what led me to think of building a synth in the first place)
However, we just played and that thing is stronger than I thought: I believed that losing the action economy of a Master summoner, Vanilla, Wild Caller would have been enough, but I now realize this class is just too strong...
I'll just change pg

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Here's my Synthesist Summoner at lvl 4 (that I've never had a chance to play). In my opinion, it's not "super broken", yeah, it's a little broken and the stats are definitely arranged in my favor, but as far as I can tell I won't be broken in combat.
Race - Samsaran (originally this was so I could take spells from other class lists, but it turned out I'd rather have any two skills I wanted).
Base stats (when fused)
Str 7 (19)
Dex 7 (13)
Con 11 (13)
Int 16
Wis 16
Cha 18
Includes racial wis +2/int +2/ con -2
Shards of the Past - any 2 skills get +2 racial and they're class skills - diplomacy, perception
SLA 1/day - Comprehend Languages, Deathwatch, Stabilize
Bipedal Eidolon with the following evolutions
Claws, Limbs (arms), Limbs (legs) - from base form
Shadow Blend - 20% concealment when not in bright light
Undead Appearance - Basically gains the undead subtype but instead of immunity to stuff I only get +2 saves vs that stuff
Ability Score - Str +2 - included above
Improved Natural Armor +2 (19 total AC, base 10, shield (shielded meld) 2, dex 1, NAC 4+2)
Traits - Fashionable - bluff/diplo/sense motive +1 -> bluff as a class skill
Theoretical Magician - +2 spellcraft
Feats
1 - Exotic Weapon Proficiency (Estoc) (2d4 18-20 x2, 1h or 2h)
3 - Craft Wondrous Item
The rest of the party includes a Dhampir - "control undead cleric" (I can't remember the archetype), a Dhampir anitpaladin, and a 4th that the GM is somehow going to turn undead so he fits in with the rest of the party.
So I had to build this guy in such a way that he wouldn't get in the way of the cleric negatively channeling and could be healed by the cleric (undead appearance). Undead appearance has a ton of drawbacks with it. I also didn't want a pounce monster. So while my eidolon's claws are on his feat so that he can use them if I want to (I probably won't use them) I won't be taking other natural attacks.
Spells
1 - Enlarge Person
1 - Grease (will probably switch this to Dancing Darkness because the GM loves this spell and will probably let me even though it's not on the summoner list)
1 - Mage Armor
1 - Rejuvenate Eidolon
2 - Haste (obviously)
2 - Lesser Evolution Surge (will reserve for Shadow Form to deal with incorporeal creatures)
So my eidolon I plan on RP'ing as a suit of ghostly skeletal armor (bipedal shadowy undead that I wear). It's definitely not the most broken synthesist. And as far as I can tell it's not more broken than any other average synthesist.
If your GM is letting you play one, I'd say just stick with it but build it in a way that isn't going to overshadow the rest of the group.