Melkiador |
Really, “powerful” is a bit misleading. If anything, it’s more defensive. Two hp pools in one character. You lose action economy though. It can abuse point buy pretty hard, with the option to dump physical stats just to overwrite them. Still I wouldn’t dump constitution as that can put you into negative hp if you lose your fused form.
I prefer using a biped reach build for synthesist. Play it more like a reach cleric where you cast on your turn and take attacks of opportunity on their turn. You focus on one big attack like a slam, with reach and all the increasing evolutions. And then you fill in the other natural attacks for when you can full attack
Temperans |
The way to think about Synthesist is "what type of Iron Man/Guyver suit do I want?". You can spend evolution points on the AC upgrades, on the elemental immunities, on the different travel forms, increasing stats, etc. Think of the eidolon as Venon or the Blue Beatle suit and plan according to the aesthetics you want.
As for if it can get leadership. If you have a way for it to gain feats and the GM allows it, then sure. But honestly, at face value that sounds like a munchkin idea. Leadership on a PC is generally considered broken, having a PC with 2 leadership feats is doubly so.
Belafon |
is that a rule ? or can it take the leadership feat?
It's in the Synthesist archetype "Fused Eidolon" ability description.
...The eidolon has no skills or feats of its own...
Belafon |
As far as "it's really powerful," Yes, it is. Want to be really defensive?
Max Charisma, ignore your physical stats.
*First Level Feat Noble Scion (of War) - Charisma instead of Dex to Initiative
*One level of Scaled Fist Monk - Charisma bonus to AC and CMD (including touch and flat-footed).
*Two levels of Paladin - Charisma bonus to all saving throws. Plus Charisma bonus to AC (as a deflection bonus) when smiting.
*Rest of levels Synthesist - You could take defensive evolutions, but at this point why bother? Pouncing quadruped. Large when you get to 8 summoner levels.
Then Monk. Scaled Fist has Dragon Style as a first-level bonus feat choice, which is great for a pouncing quadruped. You can charge through difficult terrain and charge through your allies.
Then Paladin if you really want the defensive setup. It's all about the saving throw bonus so you have to decide if that's worth being behind two levels.
Oh, and be a half-elf. Extra 1/4 point to the eidolon's evolution point as an alternate Favored Class Bonus. Always useful.
Melkiador |
MR CRITICAL wrote:also the eidolon doesn't say anything about taking leadership it just gives feats am i missing something ???You are missing the rule (quoted earlier) that says a synthesist's eidolon gets no feats. None. Zero.
If he’s pivoted and is now using a regular eidolon, then the rules for leadership are still not meant for eidolons.
Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself.
An eidolon doesn’t actually have levels, its master does.
But a synthesist eidolon doesn’t get any skills or feats of any kind.
Temperans |
Besides the evolutions, there is just the normal stuff all other characters get. Except armor, you can't benefit from armor.
As for "does it talk" that depends entirely on you and how you choose to roleplay it. Also synthesist only has the choice to fuse. They cannot summon the eidolon as a separate creature. Exception is Split Summon and maybe the Summon Eidolon spell.
Belafon |
the gm was asking how do u add cha to ac??
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Draconic Might : Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
Melkiador |
ok does the eidolon talk once its fused to u??? and is there any more ways to defensive ??
I believe the intent is for the synthesist’s eidolon to not have any agency or sentience of its own. It’s compared to being a suit of armor.
If you wanted to roleplay the suit talking to you, then I guess that’d be fine, as long as it worked as pure fluff and didn’t give you abilities you shouldn’t otherwise possess.
Temperans |
the gm is allowing the pc's to use race building rules which allows us to b a undead as a starting race. The synthesist undead would not get the con from the eidolon right just str and dex how whd that wrk???
That one is tricky, I am not sure how that would work. I assume you would just ignore the Con score. But you could just as well ignore the undead's change while fused and use the Eidolon's score.
You would get its HP as temp HP either way and thus that should be fine.
Belafon |
the gm is allowing the pc's to use race building rules which allows us to b a undead as a starting race. The synthesist undead would not get the con from the eidolon right just str and dex how whd that wrk???
Correct. It would still have no Con score. Just ignore it completely.
Your GM is either running a super-cheesy survival grinder game or is in for a shock at how powerful the PCs are.
Undead has a lot of immunities (defensive), but may not be the best choice for a synthesist. Depends on how many RP you get to build with. The extra RP from being another race - like outsider (native) - can enable you to crank your Charisma even higher and add other useful abilities.
Melkiador |
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While fused with his eidolon, the synthesist uses the eidolon’s Strength, Dexterity, and Constitution, but retains his own Intelligence, Wisdom, and Charisma.
He counts both as his original type and as an outsider for any effect related to type, whichever is worse for the synthesist.
Really that has all kinds of implications for being undead. The benefits of being of the undead type wouldn’t apply while fused, if that would be “worse”.
It really just wasn’t written with undead in mind. You can ask your GM what he thinks of that since it’s outside the scope of the rules as written.
Belafon |
Yeah, I was guilty of using dramatic understatement when I said undead "may not be the best choice." There’s really not much benefit for a synthesist to be undead.
But that doesn't really kill your ideas. Race builder is a supremely cheesy tool when players are using it to build a race for one specific class combination. For example, for the same 16 RP an undead costs, you can have a humanoid with +10 Charisma in addition to your rolled/point-buy stats. (Assuming you are using advanced or monstrous power level)
Type Quality: Humanoid = 0 RP
Ability Score Modifier Quality: Paragon = +4 CHA = 1 RP. (Your physical scores all drop by two but you don't care because synthesist.)
Ability Score Racial Traits: Advanced Charisma x 3 = +6 CHA = 15 RP
Total = +10 CHA, 16 RP
Name Violation |
the character concept is to b defensive but the gm wanted to try new stuff and add race building so i wana play an undead synthesis because i haven't played one before but if u have anything else that goes w my undead??
THe problem is, once you fuse with the eidolon you LOSE a bunch of your undead defenses.
Its actually extremely MORE vulnerable than an undead anything else.
its counter-productive
Belafon |
1 person marked this as a favorite. |
wym lose defenses like wat??
He counts both as his original type and as an outsider for any effect related to type, whichever is worse for the synthesist.
To take just one example: undead are immune to stun. Outsiders are not.
If an undead synthesist gets hit with a stunning effect, he can be affected because that is the worse outcome.
Name Violation |
1 person marked this as a favorite. |
wym lose defenses like wat??
here are the abilities that you lose when melded
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage,
but you do keep
is immediately destroyed when reduced to 0 hit points.
you lose the immunities because outsiders don't have that, and you count as whichever type is WORSE for you
Melkiador |
If you're set on being undead, then maybe pick something other than synthesist. Or just ask your GM to house rule those limitations away, since they weren't put in place with undead in mind. Regardless, synthesist is "weaker" than base summoner, other than being able to abuse point buy and being way more survivable. I think it mostly gets called overpowered because it shows the caster martial divide more obviously, but there are lots of options that are way more powerful.
The really overpowered summoner archetype is master summoner. That's like a one man party. It's one of the only archetypes to come with a warning that it's too powerful
Belafon |
so it whd just b better to pic another class than right ?
In my opinion (and to be clear, it is an opinion and others will feel differently). . .
Synthesist is a phenomenally strong archetype. It's not a casting archetype despite having a huge Charisma. It's a strong melee class that can be way, way more survivable than ANY other class. By 11th level you can have a large, flying, pouncing character doing tons of damage. All while having the best saves and AC in the game.
So my answer would be to keep synthesist and pick another race. Especially with Race Builder rules. You can add all kinds of defenses that way, and amp up your offense even more.
I played a (half-elf) synthesist in The Cheese Grinder (a survival tournament) several years ago. I set the records for most damage done in a round, most rooms survived, and most damage taken (without dying). It's just really good.
Melkiador |
Since you are making the undead "race", then it could be almost anything. It'd be easier to tell you what to avoid.
*No synthesist
*No class that relies on morale bonuses or emotion effects, like barbarian, bard, bloodrager or skald.
*No kineticist, since you can't take burn.
Almost anything else should be fine. Are you interested in creating undead too? A bones oracle with lich curse could be pretty self sufficient.
Derklord |
- Just about anything would work for undead, with the exception of stuff dependent on morale effects (mainly the Rage classes - Barbarian, Bloodrager, Skald).
There's strong synergy between undead and charisma based classes, but if the goal is "a gud story", making use of that synergy is not a necessity.
If you do want to play a cha-based caster, here is a table of all casters by type and key ability score.
Synthesist is a phenomenally strong archetype.
Power level is, by definition, relative. Synthesist might very well be the most powerful melee build in the game, but when you look at overall power regardless of playstyle, it's way behind on vanilla Summoner. So it's simultaneously super powerful and very weak, as it depends on what you compare it to.