| Kaelan Ashenveil |
Hello all, I'm prepping to play in a RotR campaign soon, and I'm decently excited. I've never really gotten to play an actual AP before, and I hear this one is a PC Killer, so I figured now was the time to step up my A-Game.
I'm not too familiar with the Golarion lore, but the setting guide for Varisia said there were Tian Xianese(sp?) in Sandpoint, so I decided I'd go Shaman King for this and make a Synthesist summoner.
Right now, merged stats are sitting at 18/12/13/15/15/16; Amidamaru has Ability Increase (Str), and Skilled (Perception) as his evolutions. I'm playing a half-elf, and decided one of my out of combat utility things is going to be never failing perception rolls. After everything, I have a +12 Perception out of merge, and +20 in it (at level 1).
Feats are currently Skill Focus (Perception) and Arcane Strike, and traits are Seeker and Reactionary. Is there anything I should know for this AP, and should I take Improved Natural Armor (evolution) over Skilled until level 2?
| Letric |
+20 perception? You basically won many things of the game.
Combats are brutal if your party is not organized.
I haven't experienced many not combat options in Rise, it's just go there, kill it or talk to it, and be done.
Maybe it's how the game it's run by my DM.
There weren't many options of actual stealthing besides doing a recon, but if you have 1 guy without Stealth it's kinda split the party or just go there making noises and killing things.
We had many issues due to combat strategies. Also we have 1 healer who only heals, and 2WF characters, which doesn't help.
From experience you could use Knowledges, and many of them
| The Steel Refrain |
Yeah, I've never actually seen a synthesist summoner in play, but have heard horror stories (largely because it allows abuse of point buy, as Melkiador infers). I'd probably roll my eyes if a fellow player showed up with one based on their reputation (fairly or not I'd be expecting the player to be a powergamer).
I'm currently playing through Book 5 of ROTR and while there were some dicey moments at times at earlier levels, I haven't felt our party was in any real danger of a TPK in quite some time. Apart from one player who kept throwing his characters to the wolves to keep re-rolling new ones (I think he liked creating characters as much or more as playing them), we haven't had a single PC death.
That may be partly due to the DM (who I think prefers not to kill PCs unduly), but I think even a moderate level of optimization would put you in good shape to survive. If you overdo it, you risk steamrolling the campaign (which is horribly boring, IMO, for both players and DM), and/or overshadowing the other PCs (which is bad player etiquette and a recipe for grief).
| Bard of Ages |
| 2 people marked this as a favorite. |
I'm going to play devil's advocate for a minute with Synthesist Summoner as I have seen them in play with some pretty power-gamer people.
It has a major weakness: action economy.
One of the strengths of base summoner is the fact it has a fighter AND a wizard in one package that each get actions. The wizard throwing out buffs and spells, the fighter tearing things apart with natural weapons.
Synthesist summoner is still powerful, still shores weaknesses, but it loses half of its power from loss of actions. Sure, that character is a tough cookie, but it can't Buff AND Attack in the same round, so surprise rounds turn out to be a major weakness. Status effects will ruin it's day, and smart enemies will "rope" him down with various tactics from the intelligent use of terrain, to simple tricks like tanglefoot bags and nets.
So from someone who has seen it been played? Its not something a competent GM should fear. The base summoner is a bit scarier.
| Louise Bishop |
+20 perception? You basically won many things of the game.
Combats are brutal if your party is not organized.
I haven't experienced many not combat options in Rise, it's just go there, kill it or talk to it, and be done.
Maybe it's how the game it's run by my DM.
There weren't many options of actual stealthing besides doing a recon, but if you have 1 guy without Stealth it's kinda split the party or just go there making noises and killing things.We had many issues due to combat strategies. Also we have 1 healer who only heals, and 2WF characters, which doesn't help.
From experience you could use Knowledges, and many of them
No it is pretty much a combat Heavy AP. Other than book 2 which is investigation and hauntings but after you investigate, you have to just power house through killing things.
Face skills are nice but not really required after book 2. One should build their character with Combat as the main priority.
The Synth summoner is fine and will do just fine. Just try to have some kind of group coordination and abilities to cover all aspects of combat. Your group should have some kind of ranged damage dealer as there will be several big fights where range will be king and Fly on a martial just wont be enough to get them into the fight. My group had a ranged Inquisitor and a witch that had Lightning Bolt spell for those kinds of fights.
| JohnHawkins |
Speaking as a competent GM Well built Synthesist summoner in my campaign was broken for the encounters in the module and forced me to rebuild most if not all of the encounters in the later books. The player realising the trouble he was causing did offer to retire the character.
It is trivial to get an AC such that level appropriate encounters cannot hit you, and using size get to do massive damage , the hit bonus was it's weakness but if I made it difficult for him to hit, the only pc who could hit was the smiting Paladin.
This remains one of 2 things I refuse to allow in pathfinder the other being Mythic
| Louise Bishop |
Speaking as a competent GM Well built Synthesist summoner in my campaign was broken for the encounters in the module and forced me to rebuild most if not all of the encounters in the later books. The player realising the trouble he was causing did offer to retire the character.
It is trivial to get an AC such that level appropriate encounters cannot hit you, and using size get to do massive damage , the hit bonus was it's weakness but if I made it difficult for him to hit, the only pc who could hit was the smiting Paladin.
This remains one of 2 things I refuse to allow in pathfinder the other being Mythic
I disallow Synth Summoners and Master summoners in my games and make all my players use the Unchained Version of the summoner. Makes the summoner much less overwhelming.
| Kaelan Ashenveil |
Okay, I... don't know the composition of the rest of the party yet, so how would I go about actively NOT breaking this? I'm loving the concept of a weak looking Tian who summons an ancestral spirit of a samurai around him (with the claws looking like a katana that melds around a stick the summoner carries around).
Or just looking like Gilgamesh from Final Fantasy. Should I make sure my AC stays relatively low? I don't like gimping characters, but I also don't want to make the table unfun.
| Kaelan Ashenveil |
I have the biped form. The only way I can pounce is through the Dimensional Agility feat chain (Which I'm planning on taking, but that's a resource). And I'm also planning on actively NOT pre buffing unless someone else in the party is. I'm also planning on taking Skilled (Knowledge History) to reflect that Amidamaru (the eidolon) remembers things.
Backpack
|
If your not going to pre buff, even with long duration buffs, like mage armor or barkskin, then I'd recommend taking the natural armor Evo. Just try and stay in the same ballpark as the big full plate guys. Remember you can change evos, only at certain levels, but if things get out of hand talk to your gm and switch some around.
| Kaelan Ashenveil |
UPDATE:
I'm actually thinking I won't even take the large evolution. It's closer to the source material if I just use the Evolution Surge spell to grant it (OverSoul). Flavoring the natural claw attacks as multiple sword swipes, and the rend ability to simulate a devasting one. So at level 6, four attack rolls, with a potential 5 "slashes".
| Ierox |
I'm going to play devil's advocate for a minute with Synthesist Summoner as I have seen them in play with some pretty power-gamer people.
It has a major weakness: action economy.
One of the strengths of base summoner is the fact it has a fighter AND a wizard in one package that each get actions. The wizard throwing out buffs and spells, the fighter tearing things apart with natural weapons.
Synthesist summoner is still powerful, still shores weaknesses, but it loses half of its power from loss of actions. Sure, that character is a tough cookie, but it can't Buff AND Attack in the same round, so surprise rounds turn out to be a major weakness. Status effects will ruin it's day, and smart enemies will "rope" him down with various tactics from the intelligent use of terrain, to simple tricks like tanglefoot bags and nets.
So from someone who has seen it been played? Its not something a competent GM should fear. The base summoner is a bit scarier.
This is true.
There's an additional aspect to consider - summoned monsters and the eidolon are entirely disposeable.
While a synthesist is indeed a beast, and its HP pool is out of whack, there are times where a synthesist will get killed because he has to commit to melee in order to fight, where a normal summoner will be able to throw the eidolon at the enemy to slow it down while the party legs it.
I've seen two synthesists out of the three synthesist that I've ever seen played die that way.
Then again, I've also seen a regular summoner die that way - he decided to be a mounted warrior on his eidolon. Then he charged a flying dragon, well away from the party. Then the dragon ate him.
| The Steel Refrain |
Wiggz wrote:Definitely avoid the most broken and cheese-laden archetype in Pathfinder...That's just not true though, especially if you aren't doing point buy. Master Summoner is way cheesier. And the regular old summoner is mostly superior, because it has better action economy.
Do we know if OP is using point buy or rolled stats? If point buy, what is the point buy number? If rolled, what were the rolled starting stats?
Seems to make a big difference on the 'cheesiness' of the archetype. I'm not disputing that the action economy of something like Master Summoner is potentially worse (especially once you account for the headaches for the table in Having a player managing multiple summons/creatures)... but the fact that there are worse offenders doesn't necessarily invalidate the concerns levelled with respect to a Synthecist Summoner.
I think my best advice for the OP is to do your best to gauge the power level of the other characters and design your character to align with that. It may involve having to rethink the concept to a different class (Medium maybe?), or just avoiding the temptations associated with certain powerful evolution or feat options. If you start outshining the other characters too much you'll find it will likely start to undermine the game (for a host of reasons I won't get into here, but just read some of the many gripe posts dealing with overpowered PCs). it's something that happens quite frequently and is very hard for a DM to control. Better for you to head it off early.
| The Steel Refrain |
The saurian shaman Druid may be even worse. That can get you turning into a dinosaur, with a dinosaur companion and standard action summoning dinosaurs.
Again, no major dispute there. There may be worse 'offenders' than Synthesist Summoner (largely due to action economy and turn-clogging issues-- which can be extra annoying), but I still don't think that detracts from the valid concerns which many in the community have with the OP's chosen archetype.
It may be entirely fine in the game he/she is joining, but that will depend a lot on the other characters and the DM (including whether the DM wants and/or is comfortable with modifying the AP to match the character's power level). The choice between point buy and rolled stats is also important, of course, as you've pointed out.
| The Steel Refrain |
Good stuff. Sounds like you've got time to tweak the plan if it doesn't seem to match up well with the rest of the group, etc.
I think your original concern was being powerful *enough*. It sounds like the general consensus is that isn't an issue. You can otherwise just modify your approach to how powerful you go as necessary.
Best of luck and enjoy the campaign. ROTR is a good one!
--Edited a typo.--