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Zhentarim
2016-11-10, 05:59 PM
Which is the best defensive caster? I get Gestalt, too, so that is a factor

Jack_Simth
2016-11-10, 07:18 PM
If you usually know (or can find out without expending too many resources) how many and what sorts of encounters you'll be facing, then you usually want a prepared caster. Otherwise, you usually want a spontaneous one.

As to Arcane vs. Divine... Arcane tends to have better spells... mostly. However, Divine can get the role done very, very well.

Peat
2016-11-10, 07:48 PM
No bad options there but the Wizard is probably the best.

Topaz
2016-11-10, 11:23 PM
When I tried playing a character like that for one of our campaigns, I ran a Samsaran Arcanist with a handful of Bard spells via Mystic Past Life, and it worked out really well, so perhaps look at an Arcanist/Bard Gestalt?

Coventry
2016-11-11, 12:32 AM
Pathfinder Gestalt?

Go Synthesist Summoner and Unsworn Shaman.

The Synthesist Summoner gets:

Two dump stats, since the Eidolon's Strength/Dexterity/Constitution take priority over the character when it is active. (Con is *not* a dump stat - when the Eidolon is dispelled, your hit points change to reflect the character's CON. Going from +3/die at 16 CON down to -1/die at 8 CON can kill you.)
Most of the really good defensive toys. Natural armor. Shield bonus without needing a shield. Evasion without being a rogue. Easy access to on-demand full immunity against an energy type using the Surge spells
Need a temporary bonus to a specific skill? Use Lesser Eidolon surge to get a +8 racial bonus
Need a permanent bonus to a specific skill (for example, perception), it costs one evolution point from your eidolon.
Dimension Door as a class ability
Early access to party buff spells like Enlarge and Haste
Early access to battlefield control spells like Glitterdust, Grease and Black Tentacles
A huge pile of temporary hit points: For every 4 levels of summoner (4d8), your gain the Eidolon's 3d10 hit points as temporary hit points. Before applying CON, you could have 72 hit points at fourth level. No fighter can touch that.
Summon Monster N isn't bad, either. Drop your eidolon for 1 minute to summon things that will last far longer (10 minutes/level) than it takes to re-summon your Eidolon (1 minute normally, or 6 seconds with a spell in a pinch), and are not unsummoned when the Eidolon comes out. Just a taste:

Scout using Eagles or Elementals
Trap find using expendables like Herd Animals
Extra damage output - Lantern Archons hit touch AC. Four of the little phaser beams can wreak havoc on boss fights.
Higher level options get spell access

Use Magic Device


The Unsworn Shaman is very flexible, with a little planning.


A decent, full progression spell list
Need Wizard spells? Select a Lore wandering spirit, and choose Arcane Enlightenment.
Need different Wizard spells tomorrow? Select a different Lore spirit, and get the other spells
Need to fill in for the party healer? Select a Life spirit, and get a channel energy pool and access to the Life Link hex
Have some down time and want to brew potions? Pick a wandering spirit that grants the Brew Potion hex. No need to spend a feat.
Have some down time and want to enchant magic items? Grab a spirit with the Fetish Hex and get Craft Wondrous Item, and just make your magic gear for half price.


The Life Link trick is insane at higher levels. Link with everyone in the party, and they gain 5 hp each round, which drains from your Eidolon's pool to start. If it's health is exhausted, you can re-summon it at full health using a second level spell. And re-summon it. And re-summon it.

You aren't quite a full wizard. You aren't quite a full Oradin. Your action economy will stink, as you have all of these abilities, and only one full action per turn to doing stuff with. But you will be the last party member to fall.

Gruftzwerg
2016-11-11, 02:21 AM
I would recommend eldritch theurge for a gestalt char.
Warlock can get some good control essences & invocations and can do this at will.
This leaves your wizard-side more flexible with spell preparation (or spells known selection if it's a sorcerer).

Other good option would be a eldritch disciple for the same reasons as above.

Or go with a full gestalt warlock build. there a few decent. you could add chameleon 2 without casterlevel loss to gain the floating feat, which is really strong on a warlock due to the "extra Invocation" feat and his crafting abilities with his "imbue item" skill. Choose any craft feat you need & become main crafter of the group. You can make anything.
Add Hellfire & related cheese (to heal the ability dmg and progress Hellfire with Bloodline / Uncanny Trickster, Legacy Champion ...) to give you additional dmg.
Gestalt Warlock can benefit from Eldritch Knights extra dice.

As you can see, there are plenty of gestalt options for Warlocks. I highly recommend this if you have the time to google/make a good build. Otherwise I would recommend one of the other 2 options, cause they are easier to build (and there are enough sample build on the inet).

ryu
2016-11-11, 02:50 AM
Wizard factotum gets you action economy abuse, heavy int synergy, the best spell list, UMD as a class skill to make your familiar cast battlefield control from a wand, the widest variety of spells known for arcane, and more bonus feats to improve even further.

Elricaltovilla
2016-11-11, 06:24 AM
Warlocks and factotums don't exist in Pathfinder.

ryu
2016-11-11, 06:58 AM
Warlocks and factotums don't exist in Pathfinder.

I mean does gestalt? I had assumed that was 3.5 specific. Not to mention pathfinder is accepting of porting things over from 3.5 last I checked. If that doesn't fly are warblades a thing that exists?

Coventry
2016-11-11, 07:58 AM
I mean does gestalt? I had assumed that was 3.5 specific. Not to mention pathfinder is accepting of porting things over from 3.5 last I checked. If that doesn't fly are warblades a thing that exists?

Nope, no gestalt in Pathfinder ... but Qwanch flagged started by suggesting the Oracle, so at least some Pathfinder is involved.

A crusader/summoner would be wicked hard to kill once he gets the healing maneuvers going.

ryu
2016-11-11, 08:02 AM
Nope, no gestalt in Pathfinder ... but Qwanch started by suggesting the Oracle, so at least some Pathfinder is involved.

Ah. So it's less pure pathfinder and more a hybrid. Well first recommendation is still factotum wizard gestalt, but factotum can be switched out for warblade. Gotta get those sweet sweet passive benefits and bonus actions.

Elricaltovilla
2016-11-11, 12:02 PM
Ah. So it's less pure pathfinder and more a hybrid. Well first recommendation is still factotum wizard gestalt, but factotum can be switched out for warblade. Gotta get those sweet sweet passive benefits and bonus actions.

The thread is tagged Pathfinder. It's the purple words next to the title of the thread in the 3.5/PF/D20 subforum. Warblades and Factotums don't exist in Pathfinder, so unless it's specified (like qwanch did with Gestalt) you shouldn't assume anything not in pathfinder is allowed.

ryu
2016-11-11, 12:26 PM
The thread is tagged Pathfinder. It's the purple words next to the title of the thread in the 3.5/PF/D20 subforum. Warblades and Factotums don't exist in Pathfinder, so unless it's specified (like qwanch did with Gestalt) you shouldn't assume anything not in pathfinder is allowed.

My assumption was that generally things that are less absurd to include than specified things are probably also in play. Not certainly but probably. I'm pretty sure we can all agree that short of epic spellcasting gestalt is pretty much the silliest thing 3.5 did that pathfinder didn't.

Zhentarim
2016-11-12, 11:36 PM
Pathfinder Gestalt?

Go Synthesist Summoner and Unsworn Shaman.

The Synthesist Summoner gets:

Two dump stats, since the Eidolon's Strength/Dexterity/Constitution take priority over the character when it is active. (Con is *not* a dump stat - when the Eidolon is dispelled, your hit points change to reflect the character's CON. Going from +3/die at 16 CON down to -1/die at 8 CON can kill you.)
Most of the really good defensive toys. Natural armor. Shield bonus without needing a shield. Evasion without being a rogue. Easy access to on-demand full immunity against an energy type using the Surge spells
Need a temporary bonus to a specific skill? Use Lesser Eidolon surge to get a +8 racial bonus
Need a permanent bonus to a specific skill (for example, perception), it costs one evolution point from your eidolon.
Dimension Door as a class ability
Early access to party buff spells like Enlarge and Haste
Early access to battlefield control spells like Glitterdust, Grease and Black Tentacles
A huge pile of temporary hit points: For every 4 levels of summoner (4d8), your gain the Eidolon's 3d10 hit points as temporary hit points. Before applying CON, you could have 72 hit points at fourth level. No fighter can touch that.
Summon Monster N isn't bad, either. Drop your eidolon for 1 minute to summon things that will last far longer (10 minutes/level) than it takes to re-summon your Eidolon (1 minute normally, or 6 seconds with a spell in a pinch), and are not unsummoned when the Eidolon comes out. Just a taste:

Scout using Eagles or Elementals
Trap find using expendables like Herd Animals
Extra damage output - Lantern Archons hit touch AC. Four of the little phaser beams can wreak havoc on boss fights.
Higher level options get spell access

Use Magic Device


The Unsworn Shaman is very flexible, with a little planning.


A decent, full progression spell list
Need Wizard spells? Select a Lore wandering spirit, and choose Arcane Enlightenment.
Need different Wizard spells tomorrow? Select a different Lore spirit, and get the other spells
Need to fill in for the party healer? Select a Life spirit, and get a channel energy pool and access to the Life Link hex
Have some down time and want to brew potions? Pick a wandering spirit that grants the Brew Potion hex. No need to spend a feat.
Have some down time and want to enchant magic items? Grab a spirit with the Fetish Hex and get Craft Wondrous Item, and just make your magic gear for half price.


The Life Link trick is insane at higher levels. Link with everyone in the party, and they gain 5 hp each round, which drains from your Eidolon's pool to start. If it's health is exhausted, you can re-summon it at full health using a second level spell. And re-summon it. And re-summon it.

You aren't quite a full wizard. You aren't quite a full Oradin. Your action economy will stink, as you have all of these abilities, and only one full action per turn to doing stuff with. But you will be the last party member to fall.
I get to start at level 12 since the premise of the game is to travel across other planes in a quest to gain divinity. We got 2 GM's, so one is mandatory evil, the other is mandatory good.

Coventry
2016-11-13, 12:58 PM
I get to start at level 12 since the premise of the game is to travel across other planes in a quest to gain divinity. We got 2 GM's, so one is mandatory evil, the other is mandatory good.

Oh now, that campaign description opens up so many role playing hooks.

The Sidebar: Non-Human Aasimar (http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar) section states that you can use the Aasimar racial rules, but gives examples of using Halfling, Half-orc or even catfolk appearance and size, instead of being human.

The bonuses for the Aasimar race are perfect (+2 to WIS and CHA; acid, cold and electric resistance; bonus on Perception skill checks), as they are. If the Eidolon's form is a Bipedal winged angel, then the hook is that the eidolon is a gift of divine power being sent to aid you on your quest for divinity from your patron. Or maybe even from yourself (see Rose Tyler and Dark Wolf).

Assuming your DM allows the 25 point buy system, put 9 into STR, 8 into DEX, 13 into CON, 16 into INT, 16+2 into WIS, 14+2 into CHA to start, increase INT 3 times and WIS once using the ability score increases at level 4,8,12,16.

Use the Biped eidolon form (at level 12, it will have 21 STR, 17 DEX, 13 CON ... add the ability score increases to STR and DEX so you have effective scores of 22 and 18) give it wings (Flight for 2 Evolution Points), improved natural armor (3 times for 3 EPs), the racial bonus to perception (+8 for 1 EP), Extra limbs (2 EP), Extra Claws (1 EP), and you still have 8 EPs left over for things like Large, Fast Healing, and Energy Attacks.

You may want to spend feats on Extra Evolution to get more EPs.

For the Shaman Wandering Spirits, you get to swap them out each day as you need to tune your character. At level 12, you have three minor spirits to select hexes from, and two wandering spirits for spirit abilities.

By default, I would recommend:

Battle for the first Wandering Spirit (you get the Greater Spirit ability [which is an on-demand addition of Bane to a weapon], and the Battle Master hex, giving you Weapon Specialization for your 4 claw attacks). Use Life as your second wandering spirit (gives your familiar fast healing and you the Life Link hex and Channel Energy), and Lore as the other minor spirit (for Arcane Enlightenment hex)

For gear, you want the best Headband of Mental Superiority you can acquire.

I would pick up an Extra Hex feat, so you can always have the Healing Hex. At 12th level, it is a 2d8+10 healing once per day per target. Line them up, and you can heal as many as 600 people an hour.

If you have a known period of safe time, you can swap the spirits to get the Witch's Cauldron hex (Brew Potion) or the Shaman Fetish hex (craft Wondrous item) and craft things at half price. For example, that Headband of Mental Superiority.


Added during the edit:

A catfolk angel could use the quadruped eidolon base form instead of the biped ... and could get access to pounce. Yummy.

Zhentarim
2016-11-13, 01:08 PM
I will put that in the evil game.

For the good game, I'm doing a Barbarian/Alchemist heavy hitter with the Master Chymist prestige class.

Elricaltovilla
2016-11-13, 01:20 PM
Qwanch, I would actually suggest playing a Sorcerer//Oracle gestalt. Hear me out.

I know that people always recommend picking one "active" and one "passive" class for your gestalt build, and that both Sorcerer and Oracle are "active" classes. However, both run off of the same key ability scores, and both have a number of useful passive features that can be paired together really well.

With the right combination of Oracle Mystery and Bloodline, you can become effectively CHA SAD, with a great deal of flexibility in your spells, two good saves, 3/4 BAB and plenty of weapon/armor proficiencies as necessary. Lunar or Nature mysteries get you CHA to AC, and can net you an animal companion as well. ORC bloodline can get you bonus damage on your sorcerer spells and a scaling STR bonus. You're a spontaneous caster on both sides, but with careful spell selection you can have plenty of spells to cover most any situation, and the stats to keep you safe if something goes wrong.

Coventry
2016-11-13, 07:28 PM
So, I built the character in Hero Labs (technically, two characters and merged them, since Hero Labs does not have the gestalt option for Pathfinder), and this is the result at level 12;


Bryoni Dei
Male aasimar summoner (synthesist) 12/shaman (unsworn shaman) 12 (Pathfinder RPG Advanced Class Guide 35, 112, Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 80)
N Large outsider (native)

General Appearance when fused: Large winged cat-like centaur
. . when not fused: catfolk with aaismar traits

Fused eidolon form

Init +9 (+13 with rabbit familiar); Senses darkvision 60 ft.; Perception +28 (+30 with rabbit familiar)
--------------------
Defense
--------------------
AC 44, touch 16, flat-footed 39 (+6 armor, +2 deflection, +5 Dex, +18 natural, +4 shield, -1 size)
hp 106 (12d8+48); fast healing 1; 76 temporary hp (fused eidolon)
Fort +16, Ref +17, Will +22 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 6/evil; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft., fly 40 ft. (average)
Melee +1 dagger +19/+14 (1d6+11/19-20) or
. . bite +20 (1d8+12 plus 1d6 cold), 2 claws +20 (1d6+12 plus 1d6 cold), 2 claws +20 (1d6+12 plus 1d6 cold)
Space 10 ft.; Reach 5 ft.
Special Attacks channel positive energy 6/day (DC 21, 6d6), minor spirit hexes (arcane enlightenment, healing[APG], life link, scar[UM])
Spell-Like Abilities (CL 12th; concentration +17)
. . 1/day—daylight
Summoner Spell-Like Abilities (CL 12th; concentration +17)
. . 8/day—summon monster VI
Summoner (Synthesist) Spells Known (CL 12th; concentration +17)
. . 4th (4/day)—greater evolution surge[APG] (DC 19), overland flight, purified calling[APG], transmogrify[APG] (DC 19), wall of stone
. . 3rd (5/day)—black tentacles, dispel magic, heroism, greater invisibility, rejuvenate eidolon[APG], restore eidolon[UM] (DC 19)
. . 2nd (6/day)—alter self, barkskin, lesser evolution surge[APG] (DC 17), haste, invisibility, lesser restore eidolon[UM] (DC 18), summon eidolon[APG]
. . 1st (7/day)—enlarge person (DC 16), grease, life conduit[UC], long arm[ACG], magic fang, protection from evil, reduce person (DC 11), lesser rejuvenate eidolon[APG]
. . 0 (at will)—detect magic, mage hand, mending, message, open/close (DC 15), read magic
Shaman (Unsworn Shaman) Spells Prepared (CL 12th; concentration +18)
. . 6th—prognostication, programmed image (DC 22), summon nature's ally VI; heal[S] or mass owl's wisdom[S]
. . 5th—hunter’s blessing, telekinesis, true seeing, wall of force; breath of life[S] (DC 21) or contact other plane[S]
. . 4th—confusion (DC 20), detect scrying, divine power, scrying (DC 20); legend lore[S] or restoration[S]
. . 3rd—clairaudience/clairvoyance, magic vestment, sleet storm, slow (DC 19), stinking cloud (DC 19); locate object[S] or neutralize poison[S]
. . 2nd—alter self, augury, fear the sun (DC 18), resist energy, warp wood (DC 18), wild instinct; lesser restoration[S] or tongues[S]
. . 1st—bless, chill touch (DC 17), comprehend languages, entangle (DC 17), illusory crowd (DC 17), obscuring mist; detect undead[S] or identify[S]
. . 0 (at will)—create water, detect poison, guidance, purify food and drink (DC 16)
. . S spirit magic spell;

--------------------
Statistics
--------------------
Str 30, Dex 20, Con 19, Int 22, Wis 23, Cha 20
Base Atk +9; CMB +20; CMD 37
Feats Augment Summoning, Extra Evolution[UM], Extra Evolution[UM], Extra Evolution[UM], Improved Initiative, Spell Focus (conjuration)
Skills Acrobatics +5 (+13 to jump), Bluff +17, Diplomacy +22, Disguise +6, Fly +18, Handle Animal +9, Heal +21 (+24 to treat poison), Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +21, Perception +28 (+32 with Alertness from familiar), Ride +9, Sense Motive +7 (+9 with Alertness from familiar), Spellcraft +21, Stealth +13, Survival +20, Use Magic Device +20; Racial Modifiers +2 Diplomacy, +10 Perception
Languages Abyssal, Aklo, Aquan, Auran, Catfolk, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Sylvan, Terran, Treant, Undercommon
SQ aspect (skilled), devotion, fused eidolon, fused link, maker's jump, shielded meld
Combat Gear wand of cure light wounds, healer's kit; Other Gear +1 dagger, amulet of mighty fists +2, belt of physical perfection +2, boots of striding and springing, bracers of armor +6, cloak of resistance +4, handy haversack, headband of mental superiority +4 (bluff, stealth), page of spell knowledge (alter self)[UE], page of spell knowledge (heroism)[UE], page of spell knowledge (invisibility, greater)[UE], page of spell knowledge (invisibility)[UE], page of spell knowledge (magic fang)[UE], page of spell knowledge (overland flight)[UE], page of spell knowledge (reduce person)[UE], ring of protection +2, ring of sustenance, traveler's any-tool[UE], antidote kit[UE], backpack, bedroll, belt pouch, candle (10), chalk, cold weather outfit, crowbar, everburning torch, explorer's outfit, familiar satchel[UE], flint and steel, hammer, hemp rope (50 ft.), mess kit[UE], noble's outfit, piton (4), pot, sack (2), silk rope (50 ft.), silver holy symbol of Gozreh, soap, spell component pouch, sunrod (3), tindertwig (4), torch (10), trail rations (5), waterskin, wooden holy symbol of Gozreh, 3,258 gp, 2 cp
--------------------
Special Abilities
--------------------
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Automatic Writing (2/day) (Su) Meditate for 10 min, creating writings which function as divination (90% success).
Damage Reduction (6/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fly (40 feet, Average) You can fly!
Fused Eidolon 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
Greater Shielded Meld (Ex) At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws. This ability replaces greater shield ally.
Healer's Touch (Su) As a standard action, move up to half speed & touch up to 6 people to auto-stabilize them.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Life Link (12 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Maker's Jump (2/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
Monstrous Insight (8/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Scar (6 at a time, DC 22) (Su) This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. T
Shaman Channel Positive Energy 6d6 (6/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Animal (spirit animal (rabbit named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Summon Monster VI (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.


Base Form Quadruped
Evolutions Claws, Claws, Extra Limbs (arms), Fast Healing (1), Flight (wings), Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Large Size
Ability increases +1 STR, +1 DEX

One point was transferred to Bryoni for "Skilled (Perception)".



Assembled from two characters built in Hero Lab, so here's their legalese notice:

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.



His AC is 44 before using spells to boost it higher. Barksin adds +5 enhancement to Natural Armor, Magic Vestment adds +3 enhancement to AC, so, and if he learns Cat's Grace in place of some level 2 shaman spell it will improve his DEX by +2 more that the belt currently gives, bringing the total to 54 for the boss fight.


When the eidolon is not active, these changes apply:

Drops to Init +0 (+4 with rabbit familiar)
Drops to AC 20, touch 12, flat-footed 20 (+6 armor, +2 deflection, +2 natural)
Drops to hp 82 (12d8+24)
Drops to Fort [/b]+10, Ref +8, Will +18
Loses evasion
Loses DR 6/evil
Skills Acrobatics -3 (-7 to jump), Fly +12, Ride +1


Why would that happen? Waking up from being asleep, social calls on important people, or deciding to use his Summon Monster VI ability. They last 12 minutes at this level, so he has time to re-summon the eidolon and still have 11 minutes of overlap.

For short-duration social calls, use Alter Self to appear as a normal humanoid.


There is one detail. I assumed a starting gear value of 108,000 gold, and that he would use the shaman fetish hex to craft anything that he possibly could in order to cut the prices in half. The items bought that way were:


Amulet of mighty fists
Belt of physical perfection
Bracers of Armor +6
Cloak of Resistance +4
Handy Haversack
Headband of mental superiority


... totaling 155,500 in full cost, 77,750 in crafting cost. If the DM disallows crafting of gear like that then back off the headband to +2 (returning 48,000 gp; drop the Bluff skill)the Bracers to AC 4 (returning 20,000 gp), and the amulet of mighty fists to +1 (returning 12,000 gp). You get 2,250 gold to add to the remaining 3,258 gold to spend on something else.

Zhentarim
2016-11-13, 07:35 PM
So, I built the character in Hero Labs (technically, two characters and merged them, since Hero Labs does not have the gestalt option for Pathfinder), and this is the result at level 12;


Bryoni Dei
Male aasimar summoner (synthesist) 12/shaman (unsworn shaman) 12 (Pathfinder RPG Advanced Class Guide 35, 112, Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 80)
N Large outsider (native)

General Appearance when fused: Large winged cat-like centaur
. . when not fused: catfolk with aaismar traits

Fused eidolon form

Init +9 (+13 with rabbit familiar); Senses darkvision 60 ft.; Perception +28 (+30 with rabbit familiar)
--------------------
Defense
--------------------
AC 44, touch 16, flat-footed 39 (+6 armor, +2 deflection, +5 Dex, +18 natural, +4 shield, -1 size)
hp 106 (12d8+48); fast healing 1; 76 temporary hp (fused eidolon)
Fort +16, Ref +17, Will +22 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 6/evil; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft., fly 40 ft. (average)
Melee +1 dagger +19/+14 (1d6+11/19-20) or
. . bite +20 (1d8+12 plus 1d6 cold), 2 claws +20 (1d6+12 plus 1d6 cold), 2 claws +20 (1d6+12 plus 1d6 cold)
Space 10 ft.; Reach 5 ft.
Special Attacks channel positive energy 6/day (DC 21, 6d6), minor spirit hexes (arcane enlightenment, healing[APG], life link, scar[UM])
Spell-Like Abilities (CL 12th; concentration +17)
. . 1/day—daylight
Summoner Spell-Like Abilities (CL 12th; concentration +17)
. . 8/day—summon monster VI
Summoner (Synthesist) Spells Known (CL 12th; concentration +17)
. . 4th (4/day)—greater evolution surge[APG] (DC 19), overland flight, purified calling[APG], transmogrify[APG] (DC 19), wall of stone
. . 3rd (5/day)—black tentacles, dispel magic, heroism, greater invisibility, rejuvenate eidolon[APG], restore eidolon[UM] (DC 19)
. . 2nd (6/day)—alter self, barkskin, lesser evolution surge[APG] (DC 17), haste, invisibility, lesser restore eidolon[UM] (DC 18), summon eidolon[APG]
. . 1st (7/day)—enlarge person (DC 16), grease, life conduit[UC], long arm[ACG], magic fang, protection from evil, reduce person (DC 11), lesser rejuvenate eidolon[APG]
. . 0 (at will)—detect magic, mage hand, mending, message, open/close (DC 15), read magic
Shaman (Unsworn Shaman) Spells Prepared (CL 12th; concentration +18)
. . 6th—prognostication, programmed image (DC 22), summon nature's ally VI; heal[S] or mass owl's wisdom[S]
. . 5th—hunter’s blessing, telekinesis, true seeing, wall of force; breath of life[S] (DC 21) or contact other plane[S]
. . 4th—confusion (DC 20), detect scrying, divine power, scrying (DC 20); legend lore[S] or restoration[S]
. . 3rd—clairaudience/clairvoyance, magic vestment, sleet storm, slow (DC 19), stinking cloud (DC 19); locate object[S] or neutralize poison[S]
. . 2nd—alter self, augury, fear the sun (DC 18), resist energy, warp wood (DC 18), wild instinct; lesser restoration[S] or tongues[S]
. . 1st—bless, chill touch (DC 17), comprehend languages, entangle (DC 17), illusory crowd (DC 17), obscuring mist; detect undead[S] or identify[S]
. . 0 (at will)—create water, detect poison, guidance, purify food and drink (DC 16)
. . S spirit magic spell;

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Statistics
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Str 30, Dex 20, Con 19, Int 22, Wis 23, Cha 20
Base Atk +9; CMB +20; CMD 37
Feats Augment Summoning, Extra Evolution[UM], Extra Evolution[UM], Extra Evolution[UM], Improved Initiative, Spell Focus (conjuration)
Skills Acrobatics +5 (+13 to jump), Bluff +17, Diplomacy +22, Disguise +6, Fly +18, Handle Animal +9, Heal +21 (+24 to treat poison), Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +21, Perception +28 (+32 with Alertness from familiar), Ride +9, Sense Motive +7 (+9 with Alertness from familiar), Spellcraft +21, Stealth +13, Survival +20, Use Magic Device +20; Racial Modifiers +2 Diplomacy, +10 Perception
Languages Abyssal, Aklo, Aquan, Auran, Catfolk, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Sylvan, Terran, Treant, Undercommon
SQ aspect (skilled), devotion, fused eidolon, fused link, maker's jump, shielded meld
Combat Gear wand of cure light wounds, healer's kit; Other Gear +1 dagger, amulet of mighty fists +2, belt of physical perfection +2, boots of striding and springing, bracers of armor +6, cloak of resistance +4, handy haversack, headband of mental superiority +4 (bluff, stealth), page of spell knowledge (alter self)[UE], page of spell knowledge (heroism)[UE], page of spell knowledge (invisibility, greater)[UE], page of spell knowledge (invisibility)[UE], page of spell knowledge (magic fang)[UE], page of spell knowledge (overland flight)[UE], page of spell knowledge (reduce person)[UE], ring of protection +2, ring of sustenance, traveler's any-tool[UE], antidote kit[UE], backpack, bedroll, belt pouch, candle (10), chalk, cold weather outfit, crowbar, everburning torch, explorer's outfit, familiar satchel[UE], flint and steel, hammer, hemp rope (50 ft.), mess kit[UE], noble's outfit, piton (4), pot, sack (2), silk rope (50 ft.), silver holy symbol of Gozreh, soap, spell component pouch, sunrod (3), tindertwig (4), torch (10), trail rations (5), waterskin, wooden holy symbol of Gozreh, 3,258 gp, 2 cp
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Special Abilities
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Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Automatic Writing (2/day) (Su) Meditate for 10 min, creating writings which function as divination (90% success).
Damage Reduction (6/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fly (40 feet, Average) You can fly!
Fused Eidolon 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
Greater Shielded Meld (Ex) At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws. This ability replaces greater shield ally.
Healer's Touch (Su) As a standard action, move up to half speed & touch up to 6 people to auto-stabilize them.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Life Link (12 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Maker's Jump (2/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
Monstrous Insight (8/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Scar (6 at a time, DC 22) (Su) This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. T
Shaman Channel Positive Energy 6d6 (6/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Animal (spirit animal (rabbit named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Summon Monster VI (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.


Assembled from two characters built in Hero Lab, so here's their legalese notice:

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.



His AC is 44 before using spells to boost it higher. Barksin adds +5 enhancement to Natural Armor, Magic Vestment adds +3 enhancement to AC, so, and if he learns Cat's Grace in place of some level 2 shaman spell it will improve his DEX by +2 more that the belt currently gives, bringing the total to 54 for the boss fight.


When the eidolon is not active, these changes apply:

Drops to Init +0 (+4 with rabbit familiar)
Drops to AC 20, touch 12, flat-footed 20 (+6 armor, +2 deflection, +2 natural)
Drops to hp 82 (12d8+24)
Drops to Fort [/b]+10, Ref +8, Will +18
Loses evasion
Loses DR 6/evil
Skills Acrobatics -3 (-7 to jump), Fly +12, Ride +1


Why would that happen? Waking up from being asleep, social calls on important people, or deciding to use his Summon Monster VI ability. They last 12 minutes at this level, so he has time to re-summon the eidolon and still have 11 minutes of overlap.

For short-duration social calls, use Alter Self to appear as a normal humanoid.


There is one detail. I assumed a starting gear value of 108,000 gold, and that he would use the shaman fetish hex to craft anything that he possibly could in order to cut the prices in half. The items bought that way were:


Amulet of mighty fists
Belt of physical perfection
Bracers of Armor +6
Cloak of Resistance +4
Handy Haversack
Headband of mental superiority


... totaling 155,500 in full cost, 77,750 in crafting cost. If the DM disallows crafting of gear like that then back off the headband to +2 (returning 48,000 gp; drop the Bluff skill)the Bracers to AC 4 (returning 20,000 gp), and the amulet of mighty fists to +1 (returning 12,000 gp). You get 2,250 gold to add to the remaining 3,258 gold to spend on something else.

Thank you. I will try this on the Evil version.

Coventry
2016-11-13, 07:39 PM
Thank you. I will try this on the Evil version.

Wow, you're fast. I edited it slightly (to spell out how the eidolon's evolution points were spent), and found that you had already replied.

Zhentarim
2016-11-13, 07:41 PM
Wow, you're fast. I edited it slightly (to spell out how the eidolon's evolution points were spent), and found that you had already replied.

Thank you.

I like how my evil character is the defensive member of the party and my good character is a monster with full BAB and 44 str.

Topaz
2016-11-14, 06:52 PM
So, I built the character in Hero Labs (technically, two characters and merged them, since Hero Labs does not have the gestalt option for Pathfinder)

FYI, there is a Community-supported Gestalt package for Pathfinder (http://forums.wolflair.com/showthread.php?t=49908) if you haven't checked it out.

Coventry
2016-11-15, 12:17 AM
FYI, there is a Community-supported Gestalt package for Pathfinder (http://forums.wolflair.com/showthread.php?t=49908) if you haven't checked it out.

Thanks! I was not aware of that.