Maxing the Constant Energy Resistance


Advice


Ok, I'm playing around with a kinda half-ashed concept for a character in my head and trying to see what I can do with it.

This group I play with aren't all real great at super optimization. Some are new. Some don't put that much thought into their builds. Some get so obsessed with a theme that it isn't always real great. So I try to never be too optimized at combat. I don't want to seem like a scene stealing attention hog. I pick kinda wierd builds then optimize those until they are still decent.

I was looking at ways to get decent energy resistances. I wanted to see how much I can come up with. Would be kinda kool to have a character that can just ignore most any energy attacks. Oh and our campaigns don't always have access to magic item shops. So no can't always rely on just being able to purchase the particular magic items I want. If I really want the character to have something, it has to be within the build itself.

1. Unscathed trait add +2 to any energy resistance you already have.
2. Both Aasimar and Tiefling have Resistance 5 to three energy types.
3. Both Aasimar and Tiefling can add the fourth with a feat.
4. I think both Aasimar and Tiefling have a racial ability that add 5 sonic resist by giving up the spell like ability.
5. Assimar have an alternate racial ability Deathless Spirit to give 5 Negative resist by giving up the other 3 types. This is the only way I can think of to get negative energy resistance.
6. Several sorcerer bloodline give resistance to 1 or 2 energy types. I could get that with Eldritch Heritage feats or VMC sorcerer as well as the class. Most of the bloodlines the resistance continues to get higher with character level.
7. Some bloodrager bloodlines have resistances. I don't think you can get that with Eldritch Heritage or VMC, so I'd have to take the class. That's not a deal breaker, it's a cool class.
8. Seems like some of the oracle revelations have energy resistance. I will have to double check.

Are there any other ways you guys can think of that I'm missing?

Assimar
Deathless Spirit - Resist 5 Negative
Alternate Ability (give up spell like ability) - Resist 5 Sonic
VMC oracle Wind mystery and Spark Skin revelation at level 7- Resist 5 Electricity (10 at 11th level and 20 at 17th level)
Sorcerer class with Celestial bloodline - Resist 5 Acid and Resist 5 Cold
Feat Angelic Flesh, Brazen at level 5 - Resist 5 Fire
Trait Unscathed - +2 each of the other Resistances
(Alternative would be to be an Oracle and VMC Sorcerer.)

This is the best I can think of so far. Can you come up with anything better?


Quick rough build.

Impervio:

Male peri-blooded aasimar (emberkin) sorcerer (crossblooded, wildblooded) 9/oracle* (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 69, 70)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 47 (9d6+9)
Fort +4, Ref +4, Will +4; +2 vs. [evil], +2 bonus vs. fire effects, +2 vs. death, energy drain, negative energy, or necromancy spells, +1 trait bonus vs. charm and compulsion
Resist acid 12, cold 12, electricity 7, fire 7, negative energy 7, sonic 7
--------------------
Offense
--------------------
Speed 30 ft.
Bloodline Spell-Like Abilities (CL 9th; concentration +15)
. . 5/day—heavenly fire (1d4+4 divine energy)
Oracle Spell-Like Abilities (CL 9th; concentration +11)
. . At will—orison
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 9th; concentration +15)
. . 4th (5/day)—remove curse, wandering star motes[APG] (DC 20)
. . 3rd (7/day)—battering blast (DC 19), dispel magic, haste, ice spears (DC 19)
. . 2nd (8/day)—burst of radiance (DC 18), invisibility, communal protection from evil[UC], spontaneous immolation[UC] (DC 18)
. . 1st (8/day)—bless, liberating command[UC], mage armor, magic missile, polypurpose panacea[UM]
. . 0 (at will)—detect magic, detect poison, ghost sound (DC 16), jolt[UM], mending, message, prestidigitation
. . Bloodline Celestial, Sage
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 13, Int 22, Wis 10, Cha 14
Base Atk +4; CMB +2; CMD 13
Feats Angelic Blood[ARG], Angelic Flesh (brazen)[ARG], Combat Casting, Consecrate Spell, Eschew Materials
Traits adrift, scholar of the great beyond, unscathed
Skills Acrobatics +5, Appraise +10, Bluff +6, Craft (ships) +12, Escape Artist +9, Fly +13, Handle Animal +3, Heal +4, Intimidate +14, Knowledge (arcana) +20, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (nobility) +7, Knowledge (planes) +21, Linguistics +15, Perception +9, Profession (sailor) +4, Sleight of Hand +2, Spellcraft +22, Stealth +3, Use Magic Device +14; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Protean, Sylvan, Terran, Undercommon
SQ aasimar sorcerer, bloodline arcana (summoned creatures gain DR 4/evil), deathless spirit[ARG], mystery (wind), new arcana, oracle's curse (legalistic), revelation (spark skin), vow to self, zealous
Other Gear masterwork tool
--------------------
Special Abilities
--------------------
+2 to Caster Level for Good spells Add +1/4 to the sorcerer's caster level when casting spells with the good descriptor.
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Brazen) +2 saves vs. fire effects.
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 4/evil (doesn't stack with other DR).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consecrate Spell Spell is maximized against evil creatures and creatures with the evil subtype.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Energy Resistance, Acid (12) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (12) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (7) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Sonic (7) You have the specified Energy Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (1d4+4 divine energy, 5/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
New Arcana - level (3) (Ex) Add 1 spell to your list of spells known
Orison (Guidance, At will) (Sp) Cast selected orison at will.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you


At the level you're looking at a wizard could cast contingency: resist energy and get energy resistance 30 to any of the basic 4 elements. No it's not constant, but it's close enough.


you looked at the damnation feats? heck of a tradoff, but making you fully immune to two energy types and resistant to two others may be worth 4 feats.


avr wrote:
At the level you're looking at a wizard could cast contingency: resist energy and get energy resistance 30 to any of the basic 4 elements. No it's not constant, but it's close enough.

No. Or at least not necessarily. First: I believe contingency requires you to make all the decisions about the spell when cast. So you would have to already have chosen the energy type. Second: The whole point was to build it into the character. Third: I certainly don't always know what energy type a caster, channeler, trap, or creature is going to be hitting me with before it does. And it often isn't just one.

For example: In a recent fierce combat my PC got hit with an acid arrow, lightning breath, and 2 channel negative energy blasts. The only reason he didn't get hit with the flaming weapon is that he was flying. All of them were relatively low damage, but they added up pretty quickly.

Energy Resistance would have stopped either the acid arrow or lightning breath, IF I had known about it ahead of time (I didn't) and used a round to cast the spell. It couldn't have done anything about the negative channeling.


Weables wrote:
you looked at the damnation feats? heck of a tradoff, but making you fully immune to two energy types and resistant to two others may be worth 4 feats.

Dang! That is certainly tempting.

Fiendskin:

The forces of darkness gird you against the light.

Benefit(s): You gain defensive abilities related to your patron’s outsider subtype. For example, if your patron is a devil, the abilities listed below tie into the devil subtype. These benefits tie to your patron’s subtype, not your specific patron (its abilities might differ from the norm).

One Damnation Feat: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type.

Two Damnation Feats: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type. If you already have resistance to the chosen energy type (even from earlier benefits of this feat), this new resistance stacks with the existing resistance.

Three Damnation Feats: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain immunity to the selected energy type.

Four Damnation Feats: Your creature type changes to outsider (native). Additionally, choose one energy type to which your patron’s outsider subtype grants immunity or resistance. You gain immunity to that energy type.

But wow. It would really take a special kind of campaign for me to pull that off. The wierd thing is we are playing Strange Aeons right now, where this would actually work. I will have to consider.

Damnation:

When a character takes a damnation feat, his soul is damned. The character’s spirit is promised to a dark power, whether an evil deity or a foul planar race, and his soul will ultimately be consigned to some grim fate after his death. The method by which one becomes damned typically determines the specifics of this eternal doom, but the in-game effects are the same regardless.

Upon taking a damnation feat, the character’s soul becomes ensnared by dark, otherworldly forces. From that point on, if the character dies, returning him to life proves to be more difficult. Any nonevil spellcaster who attempts to bring the character back from the dead must attempt a caster level check (DC = 10 + the slain character’s Hit Dice). Success means the spell functions as normal, while failure means the spell fails and cannot be attempted again for 24 hours. Evil spellcasters, however, can raise the slain character normally, without a check.

Upon taking a second damnation feat, the character becomes even more ensnared by his doom. He remains difficult to return from the dead (as noted above), and he can’t be affected by breath of life or raise dead, even when these spells are cast by an evil spellcaster. Also, the character’s alignment shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron).

This corruption continues if the character takes a third damnation feat. He is affected as previously noted, and in addition, the spell resurrection no longer affects him. The character’s alignment again shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron).

Finally, upon taking a fourth damnation feat, the character can no longer be returned from the dead by any method short of a wish or miracle. The character’s alignment shifts one more step toward the alignment of whatever creature serves as his patron.


Ok, this is actually better than the last one.

Cross-blooded sorcerer
Elemental Fire - Resist Fire 10 (20 at 9th level)
Celestial - Resist Acid 5 and Resist Cold 5 (10 at 9th level)
Eldritch Heritage Stormborn, Stormchild power - Resist Sonic 5 and Resist Electricity 5
VMC Oracle, Bones mystery, Resist Life revelation - Positive and Negative Energy as if Undead - completely immune to channeling negative to harm!
Unscathed trait - Additional +2 to all the other resistances

This would require me to provide my own healing and stay away from any friendly positive channeling clerics without selective channel.

Imperioso:

Male ifrit sorcerer (crossblooded) 11/oracle* (Pathfinder RPG Bestiary 2 160, Pathfinder RPG Ultimate Magic 69)
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 57 (11d6+11)
Fort +4, Ref +6, Will +6
Defensive Abilities stormchild; Resist acid 12, cold 12, electricity 7, fire 22, sonic 7
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 11th; concentration +17)
. . 1/day—burning hands (DC 17)
Bloodline Spell-Like Abilities (CL 11th; concentration +17)
. . 9/day—heavenly fire (1d4+5 divine energy), thunderstaff
. . 1/day—elemental blast (11d6 fire, DC 21)
Oracle Spell-Like Abilities (CL 11th; concentration +17)
. . At will—orison
Sorcerer (Crossblooded) Spells Known (CL 11th; concentration +17)
. . 5th (5/day)—flame strike (DC 21), hungry pit[APG] (DC 21)
. . 4th (7/day)—remove curse, shadow conjuration, wandering star motes[APG] (DC 20)
. . 3rd (7/day)—battering blast (DC 19), dispel magic, displacement, magic circle against evil
. . 2nd (8/day)—burst of radiance (DC 18), glitterdust (DC 18), mirror image, pilfering hand[UC], scorching ray (fire)
. . 1st (8/day)—bless, infernal healing[ISWG], liberating command[UC], mage armor, magic missile
. . 0 (at will)—acid splash, detect magic, detect poison, disrupt undead, mage hand, mending, message, prestidigitation
. . Bloodline Celestial, Elemental (fire), Stormborn
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 12, Int 10, Wis 8, Cha 22
Base Atk +5; CMB +3; CMD 16
Feats Eldritch Heritage[UM], Eschew Materials, Improved Eldritch Heritage[UM], Iron Will, Skill Focus (Knowledge [nature])
Traits devotee of the green, seeker, unscathed
Skills Appraise +4, Bluff +11, Diplomacy +6 (+9 while talking to an individual one-on-one), Disguise +10, Fly +17, Heal +3, Intimidate +10 (+13 while talking to an individual one-on-one), Knowledge (arcana) +4, Knowledge (engineering) +2, Knowledge (geography) +4, Knowledge (history) +3, Knowledge (nature) +8, Knowledge (nobility) +2, Knowledge (planes) +4, Linguistics +11, Perception +14, Sense Motive -1 (+2 while talking to an individual one-on-one), Spellcraft +4, Stealth +7, Use Magic Device +10
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Giant, Ignan, Infernal, Protean, Terran, Undercommon
SQ bloodline arcana (change energy damage spells to match bloodline energy), bloodline arcana (summoned creatures gain DR 4/evil), defiant mind, interaction bonus, mystery (bones), oracle's curse (legalistic), revelation (resist life), vow to self, wildfire heart[ARG], zealous
--------------------
Special Abilities
--------------------
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 5/evil (doesn't stack with other DR).
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Elemental Blast (11d6 fire, 1/day, DC 21) (Sp) As a standard action, deal dam in 20 ft. burst up to 60 ft. away (Ref half).
Energy Resistance, Acid (12) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (12) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (22) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (7) You have the specified Energy Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (1d4+5 divine energy, 9/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Orison (Guidance, At will) (Sp) Cast selected orison at will.
Resist Life (Su) Treated as Undead for positive/negative energy.
Stormborn +1 DC for [electricity] and [sonic] spells.
Stormchild (Resist Electricity & Sonic 5, -2 Wind effects, 60' Blindsense in fog) (Ex) Gain electricity and sonic resistance 5, treat wind effects as 2 steps lower, and gain 60' Blindsense against fog, mist or weather effects.
Thunderstaff (Shock 4 rds, 9/day) (Sp) Touch a weapon to grant the Shock power for 4 rds.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.
Wildfire Heart +4 racial bonus on initiative
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you


Any other thoughts?

Anyone know of anyway to get Resist Force added in there?

We now have a PC that will be crafting at least some magic items. Are there any that you know of that add to resistance rather than just overlapping it?


darksire amulet add 5 to a tiefling's energy ressitance (only original 3 so gainig acid resistance with feat etc won't add 5). that with unscathed usualy get me up to 12 to fire\elec\cold.
taking an abjuration spec wizard (for acid resistance) and getting his arcane bound to be an amulet (so he can craft it into darksire amulet at level 3+ if he has the cash, without spending a feat) was the fasteast i could get nice resistance real soon without counting on spells.
at level 6 he can also absorb up to 3/level energy damage of any kind per day so force etc should be also warded with it (as technicly the ward doesn't specify what energy it absorb)
also gaining acid ressitance from any other source would free the level 1 ability (which level up up to immunity and can be changed daily to match a needed defence) to uncommon energy like sonic\force or negative energy.


Have you looked at Arcanist or Exploiter Wizard instead of Sorceror? Then you can take the Energy Shield exploit and get resistance 10 for min/level for the cost of 1 reservoir point.


Love the Darksire amulet. Never noticed it before.

Nothing against any class. Just high charisma sorc with eldritch heritage let me get the resistance from 3 bloodlines.

Energy Shield exploit is nice that it only costs a single reservoir point. However, again you have to know which energy type and use a standard action before the wizard, daemon, priest, or trap hits you with it.
I don't usually find I know that soon enough and/or I'm getting hit with multiple types.


Synthesist Summoner can get Energy Resistance to all 4 basic elements for about 4 evolution points, IIRC. Can upgrade all of them to immunity for another 4 points. Might include Sonic damage for another 1-2 points, IIRC.

EDIT: Yep, just checked. Can get Resistance 15 to Fire, Acid, Cold, Electricity and Sonic, for 1 point each, and immunity to each for 2 points each.

Just to note though, a level 20 Synthesist Summoner has 26 evolution points, so energy immunity to all 5 elements takes about 40% of your evolution pool (10/26, to be exact). A rather substantial amount, to be sure, but a lot of GMs would probably be happier that you're not using those evolution points to run rampant through their campaign.


Kaouse wrote:

Synthesist Summoner can get Energy Resistance to all 4 basic elements for about 4 evolution points, IIRC. Can upgrade all of them to immunity for another 4 points. Might include Sonic damage for another 1-2 points, IIRC.

EDIT: Yep, just checked. Can get Resistance 15 to Fire, Acid, Cold, Electricity and Sonic, for 1 point each, and immunity to each for 2 points each.

Just to note though, a level 20 Synthesist Summoner has 26 evolution points, so energy immunity to all 5 elements takes about 40% of your evolution pool (10/26, to be exact). A rather substantial amount, to be sure, but a lot of GMs would probably be happier that you're not using those evolution points to run rampant through their campaign.

Wow! I never thought of that. And summoners don't have a hateful spell list, just not too many spells each day. Hmm... That will definitely require thought. I could also still VMC oracle to gain immunity to negative channeling to harm. Doesn't some of the races favored class bonus give some additional evolution points? Decisions, decisions... I may try building that this evening.


A ring of forcefangs stops spells or SLAs doing force damage to you.


avr wrote:
A ring of forcefangs stops spells or SLAs doing force damage to you.

That's the last little bit this concept needed. Thanks folks!


Um just for reference the Spellscar mystery Oracle gets this:

Eldritch Resistance (Su): wrote:
You gain resistance 2 to acid, cold, electricity, fire, and sonic. This resistance increases to 5 at 5th level, 10 at 11th level, and 20 at 17th level.

Ring of Forcefangs and Aasimar's Deathless spirit rounds it out.

The only problem is that it doesn't function in antimagic fields/areas


Temperans wrote:

Um just for reference the Spellscar mystery Oracle gets this:

Eldritch Resistance (Su): wrote:
You gain resistance 2 to acid, cold, electricity, fire, and sonic. This resistance increases to 5 at 5th level, 10 at 11th level, and 20 at 17th level.

Ring of Forcefangs and Aasimar's Deathless spirit rounds it out.

The only problem is that it doesn't function in antimagic fields/areas

most any other energy attacks won't work in anti-magic zone to begin with, so it shouldn't be a real problem.


Most GM's that I've talked to will let SU abilities work in an antimagic zone. So you could still be taking damage there. But that seems like a rare risk in most campaigns.


Revolving Door Alternate wrote:
Kaouse wrote:

Synthesist Summoner can get Energy Resistance to all 4 basic elements for about 4 evolution points, IIRC. Can upgrade all of them to immunity for another 4 points. Might include Sonic damage for another 1-2 points, IIRC.

EDIT: Yep, just checked. Can get Resistance 15 to Fire, Acid, Cold, Electricity and Sonic, for 1 point each, and immunity to each for 2 points each.

Just to note though, a level 20 Synthesist Summoner has 26 evolution points, so energy immunity to all 5 elements takes about 40% of your evolution pool (10/26, to be exact). A rather substantial amount, to be sure, but a lot of GMs would probably be happier that you're not using those evolution points to run rampant through their campaign.

Wow! I never thought of that. And summoners don't have a hateful spell list, just not too many spells each day. Hmm... That will definitely require thought. I could also still VMC oracle to gain immunity to negative channeling to harm. Doesn't some of the races favored class bonus give some additional evolution points? Decisions, decisions... I may try building that this evening.

Ok, I don't think I can do this to the GM or the Party. Building this way, the dude is nearly invulnerable.

- He's immune to energy damage from everything except channeling positive energy to harm (how often does a good character get hit with that) or straight divine or arcane untyped damage. Not to many of those, they don't come up all that often, and most aren't really huge amounts of damage.
- AC 33 with just mage armor and nothing else yet.
- Pretty dang good saves with no magic items to enhance them yet.
- Spell Resistance of 22.
- Evasion (but most things that you can evade are energy he is immune to).
- Flight to stay away from most of the high damage weapons and he can cast invisibility if anyone starts shooting arrows at him.
- His touch AC isn't great, but most of the ranged touch spells are energy damage that he's immune to.

Sheesh, when people talked about Iron Man builds a few years ago, they were not kidding.

Sum Imperv:

Male half-elf summoner (synthesist) 11/oracle* (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80)
CG Medium humanoid (elf, human)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +27
--------------------
Defense
--------------------
AC 33, touch 15, flat-footed 28 (+4 armor, +5 Dex, +12 natural, +2 shield)
hp 80 (11d8+22); fast healing 1
Fort +7, Ref +10, Will +11 (+4 morale bonus vs. enchantment effects); +2 vs. enchantments, +2 trait bonus vs. fear and emotion effects
Defensive Abilities evasion; Immune sleep, acid, cold, electricity, fire, shaken, sonic
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., fly 20 ft. (good), fly 5 ft. (average)
Melee bite +12 (1d6+3), tail slap +7 (1d6+1)
Ranged greenwood composite longbow +15/+10 (1d8+3/×3)
Oracle Spell-Like Abilities (CL 11th; concentration +17)
. . At will—orison
Summoner Spell-Like Abilities (CL 11th; concentration +17)
. . 9/day—summon monster VI
Summoner (Synthesist) Spells Known (CL 11th; concentration +17)
. . 4th (3/day)—baleful polymorph (DC 20), mass bear's endurance, teleport
. . 3rd (5/day)—dispel magic, mad monkeys[UM], obsidian flow[UC] (DC 19), spiked pit[APG] (DC 19)
. . 2nd (6/day)—glitterdust (DC 18), haste, invisibility, communal protection from evil[UC], see invisibility
. . 1st (7/day)—feather fall, grease, infernal healing[ISWG], mage armor, lesser rejuvenate eidolon[APG], unseen servant
. . 0 (at will)—acid splash, detect magic, guidance, light, mending, message
--------------------
Statistics
--------------------
Str 16, Dex 21, Con 14, Int 16, Wis 14, Cha 22
Base Atk +9; CMB +12; CMD 27 (can't be tripped)
Feats Extra Evolution[UM], Extra Evolution[UM], Vigilant Eidolon[UM]
Traits enduring stoicism, seeker, twinned presence
Skills Acrobatics +5 (+1 to jump, +7 to balance), Bluff +10, Climb +11, Diplomacy +6 (+9 while talking to an individual one-on-one), Disguise +10, Fly +23, Handle Animal +10, Intimidate +21 (+24 while talking to an individual one-on-one), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +8, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +8, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +17, Perception +27, Ride +9, Sense Motive +2 (+5 while talking to an individual one-on-one), Spellcraft +7, Stealth +9, Use Magic Device +20; Racial Modifiers +2 Perception
Languages Aklo, Common, Dwarven, Elven, Gnome, Halfling, Hallit, Osiriani, Polyglot, Shadowtongue, Shoanti, Shory, Skald, Sylvan, Tien, Undercommon
SQ defiant mind, devotion, elf blood, fused eidolon, fused link, interaction bonus, maker's jump, mystery (bones), oracle's curse (legalistic), paranoid, revelation (resist life), shielded meld, vow to self
Combat Gear ring of forcefangs[APG], wand of infernal healing (50 charges), wand of lesser rejuvenate eidolon (50 charges); Other Gear greenwood composite longbow (+3 Str), eidolon anchoring harness[UE]
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) No damage on successful reflex save.
Spell Resistance (22) You have spell resistance.
Fly (20 feet, Good) You can fly!
Fly (5 feet, Average) You can fly!
Fused Eidolon (68/68 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Immunity to Shaken You are immune to the shaken condition.
Immunity to Sonic You are immune to sonic damage.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maker's Jump (1/day) (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this abi
Orison (Purify Food and Drink, At will) (Sp) Cast selected orison at will.
Paranoid Aid Another DC 15 for attempts to help you.
Resist Life (Su) Treated as Undead for positive/negative energy.
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

At 12th level, whenever the synthesist is fused wit
Summon Monster VI (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Vigilant Eidolon +8 Bonus on Perception checks when your eidolon is within arm's reach, conscious, and not helpless
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.


i'm maybe late to the game here, but just wanna throw out Fetchlings get Cold and Electric resistances 5. A Fetchling Sorcerer can increase these through FCB, and a Druid's Animal Companion gets them too through FCB. The Improved Shadowy Resistance Feat gains you Negative Energy Resistance 5 plus a +2 racial bonus to a bunch of nasty stuff, PLUS you don't lose HP when taking negative levels.


just pointing out, an ac of 33 at level 11 is not that high. a standard level 11 fighter with +5 str, +2 weapon ,weapon focus.+greater and weapon training will hit you on an roll of 11+ (50%), without any buffs or other stuff he might have to increase his to hit. and at level 11 he'd probably have a lot more str and better stuff then what i used.


zza ni wrote:
just pointing out, an ac of 33 at level 11 is not that high. a standard level 11 fighter with +5 str, +2 weapon ,weapon focus.+greater and weapon training will hit you on an roll of 11+ (50%), without any buffs or other stuff he might have to increase his to hit. and at level 11 he'd probably have a lot more str and better stuff then what i used.

For no gear, it is pretty damn good. It's as good as what I see in play on most melee characters with all their gear.

For no gear on a flying, primarily offensive, ranged caster, with no buff spells yet (except the 11 hour mage armor) it is excellent.
With just a few inexpensive stacking magic items and the usual party and individual buff spells, it would be in the low to mid 40's.
Ranged casters aren't expected to go toe-to-toe with melee fighters.


1. Summoners aren't primarily offensive ranged casters.

2. It takes 15 evolution points to get immunity to 5 elements (1 each to get resistance, and 2 to upgrade it).

* btw its better to go for celestial/fiendish appearance as it gives 4 immunities + Spell resistance (11+summoner level) for 7 points. Then patch up with other evo (9-12 points depending on chosen appearance).

3. This synthesist is easily the ultimate tank given its high HP, # of Immunities, and decent AC. But that means nothing if it cant hit; Summoners have little in the way of offensive support beyond the standard.


Temperans wrote:

1. Summoners aren't primarily offensive ranged casters.

2. It takes 15 evolution points to get immunity to 5 elements (1 each to get resistance, and 2 to upgrade it).

* btw its better to go for celestial/fiendish appearance as it gives 4 immunities + Spell resistance (11+summoner level) for 7 points. Then patch up with other evo (9-12 points depending on chosen appearance).

3. This synthesist is easily the ultimate tank given its high HP, # of Immunities, and decent AC. But that means nothing if it cant hit; Summoners have little in the way of offensive support beyond the standard.

Built this way he would be primarily a ranged and offensive caster with a little bit of support.

Baleful polymorph, obsidian flow, mad monkeys, pit spells, glitterdust, dispel magic, etc... Then there is haste, communal pro evil, mass bears endurance, invisibility, etc... Then with a 21 dex and 16 str he actually isn't bad backup archer.

Hero Labs wasn't making me take the resistance before the immunity. I would have to check the book for the exact wording specification. But since I'm not going to do this to the GM, I probably won't take the time to do so.


Nowhere does Immunity say it requires Energy Resistance before it can be taken, unless there's an errata I missed.


Nah you are right I miss read the way immunity worked. Also, thats broken and now I get why regular summoner is banned.

My point on summoner not being offensive stands, he is a battlefield controller/buffer with a handful of offensive spells.


Deathless gives resist 10 positive or negative per attack for the low price of +1 bonus on armor. Yeah, it is equipment, but it is cheap.

/cevah

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Maxing the Constant Energy Resistance All Messageboards

Want to post a reply? Sign in.