
Captain Battletoad |

So I'm going to be playing Hell's Vengeance with my group some time in the not-so-distant future, and since this is an evil campaign, my DM is a little more open to us going full on goof-troop with our builds, so I'm trying my hand at a Synthesist Summoner. Now I'm aware of the imbalances present with the archetype (I've never seen a Summoner in action, let alone a Synthesist, but having gone through my build so far it's easy to see) but I'm a fan of min-maxing both in RP and mechanics so it seems like a perfect fit. I have my current build HERE (forgive the mess of a character sheet, I'm using one of my templates that's currently a work in progress). The only hard restriction is that each of us is only allowed to use one splat book in addition to the major hardcovers (anything with "Ultimate" in the title, CRB, anything with "Advanced" in the title, etc.). I haven't chosen mine at the moment so I'm open to suggestions on that. My overall plan is to dip into one level of Unchained Monk (Unchained isn't considered a splat book for us) at level 2 for the free Improved Unarmed Strike, increased Unarmed Strike damage, AC boost, free feat, and of course for FoB. Since I'm starting with 4 claws (can only make 3 claw attacks at the start, but that'll increase with levels) and since I'm getting the dip into Monk, I'm thinking about picking up a Flaming AoMF relatively early (it helps that I don't need to spend much on gear early on) since I'll have 5 attacks during a full attack (1 unarmed + 1 from FOB + 3 claws) and Flaming will apply to them all, giving me a potential +5d6 of damage on top of my already considerable 2d6 + 3d4 + (STR * 5) potential damage at whatever level I'm able to get the amulet). Beyond that, I haven't really decided on anything else that I want to do with the build and would love some suggestions. Overall I'm going for getting the biggest damage numbers I can get, but I'm open to cool mechanical tricks as well. Thanks!

Captain Battletoad |

You cannot combine FoB with natural attacks or unarmed attacks.
You cannot physically possess more natural attacks than your eidolon is allowed to make.
Go for a straight enhancement bonus.
Where are you seeing that FoB is incompatible with natural attacks? Unchained FoB just adds an extra attack at full BAB to your full attack, like two-weapon fighting but without the penalty. Natural attacks (I don't have more than my Eidolon allows since it allows for 3 at level 1) are able to be combined with weapon attacks as part of a full attacks, they're just treated as secondary attacks in that case.
Edit: I think what you're referring to with the "cannot physically possess more natural attacks than your eidolon is allowed to make" is the entry for Eidolons which states:
This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.
Since I'm taking the Limbs evolution at level 1 (though I'm thinking about changing that up to Bite + Skilled anyway) while I only have 2 natural attacks, it's perfectly kosher. It would put the total number of natural attacks that I possess above level 1 limit, meaning I would only be able to use 3, but it wouldn't actually restrict me from taking the evolution in that instance.

Captain Battletoad |

Well that definition seems to be from the base monk version of FoB, whereas I'm taking a level dip in UC Monk specifically. I'm not sure if there's an issue with d20PFSRD's listed definition, but I'm not seeing a similar restriction for the unchained version.
Edit: Nevermind, I just saw it when reading through again.

Melkiador |

I prefer to go with a reaching slam build for synthesist. That way you can cast on your turn and attack on your opponent's turn.
I go with these evolutions: Slam, Reach:Slam and Push:Slam. With that combo, you can push someone off their charge or make them lose a square of movement when trying to reach you. And on your turn you can push them 5 feet away and end your action with a 5 foot step back. Meaning they have to go another 10 feet through through your AoO to get back to you.
And longarm works well with this too, allowing you to have a 15 foot reach at level 1.
Edit: I had forgotten the old evolutions.

Joey Cote |
If you use a weapon, your natural attacks automatically become secondary attacks, which means they are -5 to hit. Same goes for mixing unarmed and natural attacks if I remember right. And, if I am not mistaken, all secondary natural attacks are at +1/2 str bonus to damage, not +str bonus.
Why not just go pure summoner? Class is powerful enough as it is.

Captain Battletoad |

If you use a weapon, your natural attacks automatically become secondary attacks, which means they are -5 to hit. Same goes for mixing unarmed and natural attacks if I remember right. And, if I am not mistaken, all secondary natural attacks are at +1/2 str bonus to damage, not +str bonus.
Why not just go pure summoner? Class is powerful enough as it is.
That's why I took the Multiattack feat (I would naturally get it at level 9 anyway, but using a feat on it is worth it). I'm using the Synthesist because I enjoy playing a combo martial/spellcaster rather than a dedicated caster. I just want to be able to do large melee damage, and have respectable spellcasting. I already have a Mindblade Magus build scheduled for another campaign, so I don't want to do that, plus I like being able to reallocate evolutions every level up.