Pathfinder Synthesist Armor

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.

The synthesist directs all of the eidolon’s actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature.

While fused, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains her own mental ability scores.

Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level.

This racial trait replaces the adaptability racial trait.

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.

This ability replaces (*but still acts "as" such for feat qualification [interpretation and judge vote])the class’s eidolon ability, bond senses, and life bond.

Fused Link ~ If the eidolon takes enough damage that brings it to zero, which would return it to it's plane, the summoner can, as a free action, sacrifice hit points to prevent an equal amount of damage to the eidolon.

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).

SHOW COMMENTS

Comments Pathfinder Synthesist Armor

  • Tasanto Nysys Satin Knights Living Pathfinder RPG Wiki FANDOM.
    Reply

    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.…

  • RPGBOT - Pathfinder - Base Classes
    Reply

    Pathfinder - Base Classes Disclaimer. I support a limited subset of Pathfinder's rules content. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance. I will use the color coding scheme which has become common among Pathfinder build handbooks.…

  • Pathfinder Armor Class Guide - YouTube
    Reply

    DescriptioWelcome to the D6Damage guide to Armor Class or AC. That is the dice check that has to be made in order for you to be hit or hit another character.…

  • Archives of Nethys Pathfinder RPG Database -
    Reply

    Max Dex Bonus. Armor Check Penalty. Arcane Spell Failure Chance.…

  • Summoner Pathfinder.
    Reply

    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.…

  • Synthesist as a tank? Morrus' Unofficial Tabletop RPG News
    Reply

    Improved Natural Armor gives +2 natural armor to AC for the low cost of one evolution point. You get your eidolon's armor bonus, so you'll be able to get a decent armor bonus, a good natural armor bonus you can further increase with Barkskin, plus whatever your eidolon's Dexterity score gives you.…

  • Pathfinder Roleplaying Game Reference Document
    Reply

    The Pathfinder Reference Document contains all errata to the Roleplaying Game line of products as of 9/30/2015, and errata from the Pathfinder Campaign Setting Technology Guide as of 12/16/2014.…

  • How to Get a High Armor Class in Pathfinder -
    Reply

    Dodge bonuses are the only ones that stack, and you've seen how rare they are. While it might be possible to achieve a ridiculously high armor class in the 40s, make sure you didn't accidentally count a few bonuses twice. Secondly, a high armor class isn't really all that impressive.…

  • A Guide to the Barbarian Pathfinder HobbyLark
    Reply

    The barbarian may lack the fighter’s sheer number of feats or the rogue’s massive pool of skills, but he makes up for that by being one of Pathfinder’s most mobile and versatile martial classes. Thanks to a selection of excellent rage powers, many of which are better than feats, the barbarian is a serious contender in the running to be.…

  • Synthesist - Jade Regent - Google Sites
    Reply

    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.…

The Latest from csa-graal.ru ©