Pathfinder Synthesist Armor

The synthesist is still limited to the eidolon’s maximum number of natural attacks. While fused, the synthesist counts as both her original type and as an outsider for any effect related to type, whichever is worse for the synthesist.Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected.(Lucerne Hammer) Armor/Weapons ~ Light Armor Proficiency, Simple Weapons, Can cast in light armor without ASF Spell Casting ~ Spontaneous, arcane, charisma based caster Fused Eidolon ~ Essentially overlaid battle skin ~ A synthesist summons the essence of a powerful outsider to meld with her own being.

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(FAQ clarification) Sufficient ~ The eidolon must have sufficient limbs to accomplish tasks.

Limbs "Remember also that the summoner is wearing the eidolon like a biological, all-encompassing "suit," and the eidolon's shape limits what the summoner can do.

The synthesist gains the eidolon’s hit points as temporary hit points.

When these hit points reach 0, the eidolon is sent back to its home plane.

While fused with her eidolon, the synthesist can use all of her own abilities and gear.

In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use her summon monster ability while the eidolon is present).

Race: Half-elf Class: Synthesist 4 / Monk 2 Monk of the Sacred Mountain Master of Many Styles Level: 6 Experience: 20,558 XP, (23,000 TNL) Alignment: LN Languages: Common, Elven, Orcish, Inner Sea Deity: The Ivy King Background: closed First Seen: The Dunn Wright Inn Location: Through the Looking Gate Half-elf Eidolon Fusion STR: 14 2 (02 pts) 2 Belt STR: 19 (15table 2Ab Incr 2Belt) DEX: 7 -2 (-4 pts) DEX: 15 CON: 14 2 (05 pts) CON: 13 INT: 12 1 (02 pts) INT: 12 WIS: 18 4 (10 pts) 2 Racial WIS: 18 CHA: 15 2 (05 pts) 1 4th lvl CHA: 15 HP: 58 Body ~*~ 0 Skin HP: 52 Body ~*~ 29 Skin Vision: Low-light Vision: Darkvision 60' and Low-light Perception: 15 Perception: 23 Speed: 30' Speed: 40' Type: Humanoid (human,elf) Type: Humanoid (human,elf,outsider) (Max-2) HP: 58 = [4d8(26) CON (2*4) FC (0)] (Synthesist 2) [2d8(12) CON (2*2) FC (2)] (Monk 2) [ Toughness (6) ] AC: 13 = [10 DEX (-2) Armor (0) Shield (0) Natural (1$) Size (0) WIS (4) Misc (0)] AC Touch: 12 = [10 DEX (-2) Size (0) WIS (4) Misc (0)] AC Flatfooted: 15 = [10 Armor (0) Shield (0) Natural (1$) Size (0) WIS (4) Misc (0)] INIT: -2 = [DEX (-2) Misc (0)] BAB: 4 = [Synthesist (3) Monk (1)] CMB: 6 = [BAB (4) STR (2) Misc (0)] CMD: 18 = [10 BAB (4) STR (2) DEX (-2) WIS (4)] Fortitude: 7# = [Synthesist (1) Monk (3) CON (2) Cloak (1)] Reflex: 3 = [Synthesist (1) Monk (3) DEX (-2) Cloak (1)] Will: 12#^= [Synthesist (4) Monk (3) WIS (4) Cloak (1)] Speed: 30' Damage Reduction: 00/Any Spell Resistance: 00 Spell Failure: 00 ^ = Additional 2 vs Enchantment (half-elven racial) # = Additional 2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects (Dragon Style) $ = Iron Monk provides 1 Natural Armor (Max-2) HP: 52 real = [4d8(26) 2d8(12) CON(1*6) T(6) FC(2)](Syn3&Monk2) 29 temp = [3d10(26) CON(1*3)] (Eidolon 3) AC: 28 = [10 DEX (2) Mage Armor (4) Shield (2) Natural (6) Size (0) WIS (4) Misc (0)] AC Touch: 16 = [10 DEX (2) Size (0) WIS (4) Misc (0)] AC Flatfooted: 26 = [10 Mage Armor (4) Shield (2) Natural (6) Size (0) WIS (4) Misc (0)] INIT: 2 = [DEX (2) Misc (0)] BAB: 4 = [Eidolon (3) Monk (1)] CMB: 8 = [BAB (4) STR (4) Misc (0)] CMD: 24 = [10 BAB (4) STR (4) DEX (2) WIS (4) Misc (0)] Fortitude: 8# = [Synth(1) Monk(3) CON(1) Meld(2) Cloak (1)] Reflex: 9 = [Synth(1) Monk(3) DEX(2) Meld(2) Cloak (1)] Will: 14#^= [Synth(4) Monk(3) WIS(4) Meld(2) Cloak (1)] Speed: 40' Damage Reduction: 00/Any Spell Resistance: 00 Spell Failure: 00 Evasion: Yes ^ = Additional 2 vs Enchantment (half-elven racial) # = Additional 2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects (Dragon Style) Shielded Meld: 2 AC as shield bonus and 2 saves as circumstance bonus Unarmed Strike: Attack: 6 = [BAB (4) Str (2) Misc (0) Magic (0)] Damage: 1d6 2 1d6 shock, Crit: 20/x2, Special: B/P, monk Lucerne Hammer: Attack: 7 = [BAB (4) Str (2) MW (1) Magic (0)] MW Cold Iron Damage: 1d12 3, Crit: 20/x2, Special: B/P, brace, reach Hanbo: Attack: 6 = [BAB (4) Str (2) Misc (0) Magic (0)] Damage: 1d6 2, Crit: 20/x2, Special: bludgeoning, monk, trip Dagger: Attack: 6 = [BAB (4) Str (2) Misc (00) Magic (00)] Damage: 1d4 2, Crit: 19-20/x2, Special: P/S Thrown Dagger: Attack: 2 = [BAB (4) Dex (-2) Misc (00) Magic (00)] Damage: 1d4 2, Crit: 19-20/x2, Special: P/S; Range 10' Sling: Attack: 2 = [BAB (4) Dex (-2) Misc (0) Magic (0)] Damage: 1d4 2, Crit: 20/x2, Special: Range Increment 50' Stunning Fist: 3/day, DC 16, declare before attack Swift/Immed actions: Enter Snake Stance AC or touch AC = d20 14 against one strike miss provokes Ao O with 2 retributive unarmed attacks Claw/Claw: Attack: 8 = [BAB (4) Str (4) Misc (0) Magic (0)] Damage: 1d4 4 1d6 shock, Crit: 20/x2, Special: B/S/P Primary, 10' Reach and Bite: Attack: 8 = [BAB (4) Str (4) Misc (0) Magic (0)] Damage: 1d6 4 1d6 shock, Crit: 20/x2, Special: B/S Primary Pounce Unarmed Strike: Attack: 8 = [BAB (4) Str (4) Misc (0) Magic (0)] Damage: 1d6 4 1d6 shock, Crit: 20/x2, Special: B/P, monk Damage: 1d6 6 1d6 shock, Special: 1st unarmed strike in a round Lucerne Hammer: Attack: 9 = [BAB (4) Str (4) MW (1) Magic (0)] (MW Cold Iron) Damage: 1d12 6, Crit: 20/x2, Special: B/P, brace, 10' reach Hanbo: Attack: 8 = [BAB (4) Str (4) Misc (0) Magic (0)] Damage: 1d6 4, Crit: 20/x2, Special: bludgeoning, monk, trip Dagger: Attack: 8 = [BAB (4) Str (4) Misc (0) Magic (0)] Damage: 1d4 4, Crit: 19-20/x2, Special: slashing or piercing Thrown Dagger: Attack: 6 = [BAB (4) Dex (2) Misc (0) Magic (0)] Damage: 1d4 4, Crit: 19-20/x2, Special: Range Increment 10' Sling: Attack: 6 = [BAB (4) Dex (2) Misc (0) Magic (0)] Damage: 1d4 4, Crit: 20/x2, Special: Range Increment 50' Stunning Fist: 3/day, DC 16, declare before attack Swift/Immed actions: Enter Snake Stance AC or touch AC = d20 14 against one strike miss provokes Ao O with 2 retributive unarmed attacks Ability Adjustments: 2 (WIS) Size: medium Speed: 30' Favored Class: Synthesist ( 1/4 Evolution Point, taken 4x) and Monk ( 1 HP, taken twice) Vision: Low-light Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a 2 racial saving throw bonus against enchantment spells and effects.

Eidolon Healing ~ The temporary HP of the eidolon can only be healed with spells that specifically heal eidolons such as Rejuvenate Eidolon.

(FAQ clarification) Worn Armor ~ Worn armor does not function while fused, but does not need to be removed before fusion.

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Comments Pathfinder Synthesist Armor

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    No improved natural armor evolutions. Ability improvements may only be applied to Strength. Shield spells will not work with the eidolon. Mage armor does not stack with the eidolons natural armor/armor bonus. While merged, a synthesist gains only half of the Eidolons hit points as temporary hit points.…

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    The synthesist uses the eidolon's base attack bonus, and gains the eidolon's armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon's special abilities and the eidolon's evolutions. The synthesist is still limited to the eidolon's maximum number of natural attacks.…

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    Summoner Synthesist Archetype Armor/Weapons ~ Light Armor Proficiency, Simple Weapons, Can cast in light armor without ASF Spell Casting ~ Spontaneous, arcane, charisma based caster Fused Eidolon ~ Essentially overlaid battle skin ~ A synthesist summons the essence of a powerful outsider to meld with her own being. The eidolon appears around.…

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