IthroZada
2011-09-08, 04:08 PM
Hello Playgrounders, I am quite used to 3.5, but find myself in a situation where I will be playing a Pathfinder only game, which means most of my system mastery beyond core, is useless, and many feats have changed
What I wish to play, is a Gnome Synthesist Summoner, who claims his Eidolon is Holy Armor gifted to him by Cayden Cailean, and that his summons (always Celestial animals and such) are allies sent to aid him. So, he's a Chaotic Good hero, buffing himself with an Eidolon.
I should mention that I'd prefer to not make a Natural Attack beast, for flavor reasons, but I'm open to convincing.
Starting level: 1
Race: Gnome
Class: Synthesist Summoner
We will be rolling stats, so I'm just going to use the elite array (including gnome modifiers, and evolutions) here, which will very likely not represent the final stats.
Unsynthesized
Strength 10
Constitution 10
Dexterity 10
Wisdom 13
Intelligence 14
Charisma 16
Synthesized
Strength 18
Constitution 13
Dexterity 12
Wisdom 13
Intelligence 14
Charisma 16
Traits: Iron Liver and Fortified Drinker
Skills: (with 4 points) UMD, Spellcraft, Linguistics, and K (Religion)
Now, my game plan is to take advantage of size and reach, effectively going for the Slugger type in the Summoner's Handbook. The main difference being, instead of a greatsword, I will be using some sort of reach weapon. For massive amounts of reach. With a greatsword on hand for tight squeeze dungeons. I am considering going all the way to Huge size with evolutions and using a Shrink Collar (after talking with the DM) when I need to fit in small places.
My first two choices for evolutions are Reach (weapon) and ability increase (strength).
It seems my first choice of feat should be EWP (Flailpole) for a reach weapon that can trip. It feels like a terrible tax, that I don't know how to not pay, since I would need to take MWP (xxx) anyways, if I didn't.
My feat choices beyond that are narrowed down to these , in no particular order (I will very much be working on increasing Dexterity so that many of these feats can function):
Combat Reflexes
Combat Expertise
Power Attack
Improved Trip
Greater Trip
Resilient Eidolon
Stand Still
Combat Patrol + Mobility
Vital Strike chain (first two, not third)
I know there is an argument as to whether you can qualify for feats using the Eidolon stats, and that won't be a problem.
Now, the big thing I need help with, is whether this is a particular viable build, or if there is something that melds together much more smoothly for a Synthesist. Or perhaps, if there is a better way to capture the flavor of a Holy Warrior through feats, and not just roleplay. And, if I can convince the DM for a type of CG Paladin variant, (but not called Paladin because I know he would despise that), if multiclassing would be a good call.
tl;dr What is the proper way to make a Synthesist melee character, preferably using weapons instead of natural attacks, who acts divine, without any actual divine class features?
What I wish to play, is a Gnome Synthesist Summoner, who claims his Eidolon is Holy Armor gifted to him by Cayden Cailean, and that his summons (always Celestial animals and such) are allies sent to aid him. So, he's a Chaotic Good hero, buffing himself with an Eidolon.
I should mention that I'd prefer to not make a Natural Attack beast, for flavor reasons, but I'm open to convincing.
Starting level: 1
Race: Gnome
Class: Synthesist Summoner
We will be rolling stats, so I'm just going to use the elite array (including gnome modifiers, and evolutions) here, which will very likely not represent the final stats.
Unsynthesized
Strength 10
Constitution 10
Dexterity 10
Wisdom 13
Intelligence 14
Charisma 16
Synthesized
Strength 18
Constitution 13
Dexterity 12
Wisdom 13
Intelligence 14
Charisma 16
Traits: Iron Liver and Fortified Drinker
Skills: (with 4 points) UMD, Spellcraft, Linguistics, and K (Religion)
Now, my game plan is to take advantage of size and reach, effectively going for the Slugger type in the Summoner's Handbook. The main difference being, instead of a greatsword, I will be using some sort of reach weapon. For massive amounts of reach. With a greatsword on hand for tight squeeze dungeons. I am considering going all the way to Huge size with evolutions and using a Shrink Collar (after talking with the DM) when I need to fit in small places.
My first two choices for evolutions are Reach (weapon) and ability increase (strength).
It seems my first choice of feat should be EWP (Flailpole) for a reach weapon that can trip. It feels like a terrible tax, that I don't know how to not pay, since I would need to take MWP (xxx) anyways, if I didn't.
My feat choices beyond that are narrowed down to these , in no particular order (I will very much be working on increasing Dexterity so that many of these feats can function):
Combat Reflexes
Combat Expertise
Power Attack
Improved Trip
Greater Trip
Resilient Eidolon
Stand Still
Combat Patrol + Mobility
Vital Strike chain (first two, not third)
I know there is an argument as to whether you can qualify for feats using the Eidolon stats, and that won't be a problem.
Now, the big thing I need help with, is whether this is a particular viable build, or if there is something that melds together much more smoothly for a Synthesist. Or perhaps, if there is a better way to capture the flavor of a Holy Warrior through feats, and not just roleplay. And, if I can convince the DM for a type of CG Paladin variant, (but not called Paladin because I know he would despise that), if multiclassing would be a good call.
tl;dr What is the proper way to make a Synthesist melee character, preferably using weapons instead of natural attacks, who acts divine, without any actual divine class features?