Ranged Synthesist help


Advice


Hello!
Thing is my friends and are about to start a campaign playing only weak races (kobold in my case and 15 point build) we came out with the idea of a synthetist centaur carring other two players and delivering death from afar.
BUT... Making a ranged synthetist is giving me some troubles, should i take the archery feats? a lot of reach evolutions with one natural attack? whip? some trhow build?
THe character doesnt have to be very powerfull, just enough to be usefull and overall fun.
The problem i see is that archery and twf requires high dextery but i will use eidolons anyway, and i need some point in constitution and charisma to be able to survive (we are also trhowing dice since lvl 1, got 2hp)


Getting all the feats for archery and TWF on a character with zero bonus feats and 3/4 BAB is a bigger problem than the dex requirement. Stick to one trick.

What should that trick be? Archery is a decent one - not very powerful given you get no bonus attack/damage/feats as a summoner, but OK. Similarly with one reach attack. Effective whip use requires a lot of feats too. I'd go with archery.

Liberty's Edge

So, if your character is carrying the other players, instead of archery use a polearm and the bodyguard feat. Your job is to carry them to efficient places and get lots of aaos if people catch up to you, which you can use for trip or stand still even.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Ranged Synthesist help All Messageboards

Want to post a reply? Sign in.