CptPinkamena
2015-10-14, 02:08 AM
I suppose I should ask that everyone buckle in, because I may have more questions based on what I think up, and what replies I get; it only gets worse at 88 mph, ladies and gentleman!
Since I've already rolled my stats, let's try starting with those, out of six 3d6 rolls (five 3d6 rolls really, we were doing 1d20 by DM mistake and I got an 18 for free because I had to forgo a nat20), I have:
18, 16, 14, 12, 11, and 10.
Currently I'm trying to build a Summoner (http://www.d20pfsrd.com/classes/base-classes/summoner) with the Synthesist (http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---summoner-archetypes/synthesist) archetype as a Half-Elf, with my stats being:
10 Strength.
12 Dexterity.
11 Constitution. (Kicking up to 12 at level 4).
16 Intelligence.
14 Wisdom.
20 Charisma. (Sinking the Half-Elf +2 any here).
My first nine levels will be taking advantage of the Elf (
Elf Blood: Half-elves count as both elves and humans for any effect related to race.) favored class bonus for Summoner, reducing the summoning time of the Eidolon by one round per level, with a minimum of one round. (By level nine it will only take one round to summon my Eidolon in response to banishment or dismissal, both of which allow SR AND a Willpower save).
Question 1:
Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. Does this mean I use my own Will Save against the Banishment or Dismissal spells?
Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. I assume this means I can use my classes saving throws against the banishment, "work normally" for what? Normally the Eidolon has a lower Will saving throw than the Summoner.
Question 1a: Normally the Eidolon is not affected by spells such as Protection against <Alignment>, does this change for a Synthesist? (I assume that Question 1 is "The Summoner uses his Will saving throw against banishing the Eidolon, and his own HD", and Question 1a is "Yes, the Synthesist cannot enter a Protection spell in opposition to their alignment even when their Eidolon normally could", any thoughts?)
Question 2: As many as 2 Hit Dice of creatures per caster level can be banished. (http://www.d20pfsrd.com/magic/all-spells/b/banishment) (Banishment). Do my HD count against the Banishment check, or the Eidolon's? Are both combined? I'm assuming that as "the Eidolon and I are the same creature" that I use my stats when they are better than the Eidolon's, unless specifically stated otherwise. (Such as below).
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma).
He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist.
Question 3: Does the Synthesist qualify for feats (the Eidolon of a Synthesist does NOT receive feats or skill points - furthering my assumption that effects related to an Eidolon are based off the Summoner's own alignment and class values - notably entering a protected zone and saving throws against banishment) based on their Dexterity, Strength, and Constitution while fused with the Eidolon?
They can be fused indefinitely as long as the Summoner is conscious and not asleep (ergo, possibly longer than the adjustment for "temporary stats" from a belt of mighty constitution - the Summoner could stay awake 24 hours, even it'd be stupid for a caster to even consider it); my Summoner cannot possibly gain a simple feat like "Power Attack" to make use of - for example - the whopping 27 strength a large Eidolon would have. (Level 9 Summoner, 4-point evolution, 16 base + 8 for the Large evolution + 3 for Eidolon HD advancement).
I'm trying to go for natural attack spam involving use of the multi-attack feat, 1d6 of your-choice elemental-damage-to-natural-attacks, and the step up for being 'large' (1d4 to 1d6 and 1d6 to 1d8) to natural attacks that the Eidolon receives to (with their generous possibility for natural armor and 2-point ability score increase evolutions, as well as their d10 hit-die that functions as temporary hit-points while fused and can be magically healed with spells on the Summoner list) really dish out some pain as a casting-tank that still has a massive handful of Summon Monster ability uses to cover themselves with (and a nice handful of non-Eidolon-healing-related spells, including Greater Invisibility as a 3rd-level-spell) to potentially flee, nuke, or buff with.
Power attack is not specifically required, but is there anything I'm missing? Is this a bad idea?
With all that Charisma and the fact that the Summoner can't benefit from the Eldritch Heritage line of feats being used on Abyssal Bloodline to gain +2/4/6 to Strength after Improved Eldritch Heritage (Half-Elves start with the free Skill Focus feat required to easily choose any bloodline with Eldritch Heritage), which Bloodline would you choose? Arcane is a possibility...
Would this work better with a Halfling, given their natural Charisma? (Dexterity +2 and Strength -2 are still negated while fused to the Eidolon, as is the Halfing move speed... Although there's a trait to make their +1 luck bonus a +2, which might make up for it, despite losing Skill Focus).
More importantly, Halfings are small creatures, if the Halfing fuses with a medium Eidolon, do they lose their bonuses for being small? (I'd probably just fuse with the small Eidolon, yet how does one make a medium Eidolon a small Eidolon? There's not an evolution for it).
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
PS: How easily does a large creature go adventuring? (Unlike normal large creatures, an Eidolon has 10-foot reach listed in their large evolution, instead of just the standard 5-feet; totally worth it? This is on top of any other ranged increases - an Eidolon spends 1 evolution point to increase the range of 1 natural attack by 5-feet... You could legitimately threaten fifteen feet around you, like some sort of uber-Jedi).
...If I cannot use the Eidolon's Strength to qualify for feats, would any of you go Abyssal regardless, to ensure that I could pick combat feats, or spend all your feats on spell-casting?
What should I watch out for the DM throwing in my way, as far as attempts at breaking my Eidolon fusion? Keeping in mind that:
- Eidolon's gain natural armor, not helpful against touch spells (although their bonuses to dex as they level and their potential to increase their dex by evolution, AND they get improved evasion, and that their physical stats boost my 1 to 6 reflex save [3 to 8 if a Halfling with the +1 to luck bonuses trait])
- A Half-Elf can use the favored class bonus to summon back quickly unless the Eidolon dies, all Summoner's can heal their Eidolon through spells, as well as sacrifice their own health to keep the Eidolon summoned. (Which is good to avoid the 24 hour loss, to keep the Dex-bonus of the Eidolon to dodge if retreating, and to keep the Wing evolution that is basically a top-tier choice for fighting or fleeing).
- At seventh level the Eidolon can entangle with web as a ranged touch AC with a 50 foot range (10 increment beyond), and all escapes at all a -4 penalty; it can do this 8 times a day.
- At ninth level the Eidolon can select from Burrow (at half their move speed) through dirt, sand, clay, and earth at half their base speed. See in Darkness, allowing the Eidolon to see through all darkness, even magical.
- At 11 level the Eidolon can gain fast healing (1 to 5), at 13th it can cast dimension door (w/ 14 Charisma on the Eidolon), and at 15th it can become incorporeal (one round per summoner level).
- At summoner level 9 the Eidolon can have Spell Resistance equal to the summoner's level + 11 (50% spell failure chance, unless the enemy spellcaster has feats).
I'm not sure which feat to start with at first level, or how far the campaign will go... Can large characters at 8 to 14 feet even function that well? (Can the medium or small sized summoner choose their large Eidolon to be on the smaller side at 8-feet? How would one play the perceptions of being fused with a body that was larger than you, would it be odd?)
Since I've already rolled my stats, let's try starting with those, out of six 3d6 rolls (five 3d6 rolls really, we were doing 1d20 by DM mistake and I got an 18 for free because I had to forgo a nat20), I have:
18, 16, 14, 12, 11, and 10.
Currently I'm trying to build a Summoner (http://www.d20pfsrd.com/classes/base-classes/summoner) with the Synthesist (http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---summoner-archetypes/synthesist) archetype as a Half-Elf, with my stats being:
10 Strength.
12 Dexterity.
11 Constitution. (Kicking up to 12 at level 4).
16 Intelligence.
14 Wisdom.
20 Charisma. (Sinking the Half-Elf +2 any here).
My first nine levels will be taking advantage of the Elf (
Elf Blood: Half-elves count as both elves and humans for any effect related to race.) favored class bonus for Summoner, reducing the summoning time of the Eidolon by one round per level, with a minimum of one round. (By level nine it will only take one round to summon my Eidolon in response to banishment or dismissal, both of which allow SR AND a Willpower save).
Question 1:
Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. Does this mean I use my own Will Save against the Banishment or Dismissal spells?
Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. I assume this means I can use my classes saving throws against the banishment, "work normally" for what? Normally the Eidolon has a lower Will saving throw than the Summoner.
Question 1a: Normally the Eidolon is not affected by spells such as Protection against <Alignment>, does this change for a Synthesist? (I assume that Question 1 is "The Summoner uses his Will saving throw against banishing the Eidolon, and his own HD", and Question 1a is "Yes, the Synthesist cannot enter a Protection spell in opposition to their alignment even when their Eidolon normally could", any thoughts?)
Question 2: As many as 2 Hit Dice of creatures per caster level can be banished. (http://www.d20pfsrd.com/magic/all-spells/b/banishment) (Banishment). Do my HD count against the Banishment check, or the Eidolon's? Are both combined? I'm assuming that as "the Eidolon and I are the same creature" that I use my stats when they are better than the Eidolon's, unless specifically stated otherwise. (Such as below).
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma).
He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist.
Question 3: Does the Synthesist qualify for feats (the Eidolon of a Synthesist does NOT receive feats or skill points - furthering my assumption that effects related to an Eidolon are based off the Summoner's own alignment and class values - notably entering a protected zone and saving throws against banishment) based on their Dexterity, Strength, and Constitution while fused with the Eidolon?
They can be fused indefinitely as long as the Summoner is conscious and not asleep (ergo, possibly longer than the adjustment for "temporary stats" from a belt of mighty constitution - the Summoner could stay awake 24 hours, even it'd be stupid for a caster to even consider it); my Summoner cannot possibly gain a simple feat like "Power Attack" to make use of - for example - the whopping 27 strength a large Eidolon would have. (Level 9 Summoner, 4-point evolution, 16 base + 8 for the Large evolution + 3 for Eidolon HD advancement).
I'm trying to go for natural attack spam involving use of the multi-attack feat, 1d6 of your-choice elemental-damage-to-natural-attacks, and the step up for being 'large' (1d4 to 1d6 and 1d6 to 1d8) to natural attacks that the Eidolon receives to (with their generous possibility for natural armor and 2-point ability score increase evolutions, as well as their d10 hit-die that functions as temporary hit-points while fused and can be magically healed with spells on the Summoner list) really dish out some pain as a casting-tank that still has a massive handful of Summon Monster ability uses to cover themselves with (and a nice handful of non-Eidolon-healing-related spells, including Greater Invisibility as a 3rd-level-spell) to potentially flee, nuke, or buff with.
Power attack is not specifically required, but is there anything I'm missing? Is this a bad idea?
With all that Charisma and the fact that the Summoner can't benefit from the Eldritch Heritage line of feats being used on Abyssal Bloodline to gain +2/4/6 to Strength after Improved Eldritch Heritage (Half-Elves start with the free Skill Focus feat required to easily choose any bloodline with Eldritch Heritage), which Bloodline would you choose? Arcane is a possibility...
Would this work better with a Halfling, given their natural Charisma? (Dexterity +2 and Strength -2 are still negated while fused to the Eidolon, as is the Halfing move speed... Although there's a trait to make their +1 luck bonus a +2, which might make up for it, despite losing Skill Focus).
More importantly, Halfings are small creatures, if the Halfing fuses with a medium Eidolon, do they lose their bonuses for being small? (I'd probably just fuse with the small Eidolon, yet how does one make a medium Eidolon a small Eidolon? There's not an evolution for it).
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
PS: How easily does a large creature go adventuring? (Unlike normal large creatures, an Eidolon has 10-foot reach listed in their large evolution, instead of just the standard 5-feet; totally worth it? This is on top of any other ranged increases - an Eidolon spends 1 evolution point to increase the range of 1 natural attack by 5-feet... You could legitimately threaten fifteen feet around you, like some sort of uber-Jedi).
...If I cannot use the Eidolon's Strength to qualify for feats, would any of you go Abyssal regardless, to ensure that I could pick combat feats, or spend all your feats on spell-casting?
What should I watch out for the DM throwing in my way, as far as attempts at breaking my Eidolon fusion? Keeping in mind that:
- Eidolon's gain natural armor, not helpful against touch spells (although their bonuses to dex as they level and their potential to increase their dex by evolution, AND they get improved evasion, and that their physical stats boost my 1 to 6 reflex save [3 to 8 if a Halfling with the +1 to luck bonuses trait])
- A Half-Elf can use the favored class bonus to summon back quickly unless the Eidolon dies, all Summoner's can heal their Eidolon through spells, as well as sacrifice their own health to keep the Eidolon summoned. (Which is good to avoid the 24 hour loss, to keep the Dex-bonus of the Eidolon to dodge if retreating, and to keep the Wing evolution that is basically a top-tier choice for fighting or fleeing).
- At seventh level the Eidolon can entangle with web as a ranged touch AC with a 50 foot range (10 increment beyond), and all escapes at all a -4 penalty; it can do this 8 times a day.
- At ninth level the Eidolon can select from Burrow (at half their move speed) through dirt, sand, clay, and earth at half their base speed. See in Darkness, allowing the Eidolon to see through all darkness, even magical.
- At 11 level the Eidolon can gain fast healing (1 to 5), at 13th it can cast dimension door (w/ 14 Charisma on the Eidolon), and at 15th it can become incorporeal (one round per summoner level).
- At summoner level 9 the Eidolon can have Spell Resistance equal to the summoner's level + 11 (50% spell failure chance, unless the enemy spellcaster has feats).
I'm not sure which feat to start with at first level, or how far the campaign will go... Can large characters at 8 to 14 feet even function that well? (Can the medium or small sized summoner choose their large Eidolon to be on the smaller side at 8-feet? How would one play the perceptions of being fused with a body that was larger than you, would it be odd?)