Another Synthesist question: Going negative!


Rules Questions


Greetings,

I'm preparing a Synthesist and got stuck in a simple rules question: Considering a level 1 Summoner, with 6HP and a fused eidolon with 6HP, his total HP would be 6 + 6 Temp HP. So far so good.

Now, by the rule Fused Link, I can prevent my eidolon dying by sacrificing my own HP. Rule here.

Spoiler:
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 sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

So, considering the PC get attacked and hit for 15 dmg, can he give away 10 HP of his own (going -4) and still be active with 1 Temp HP?

Here are the rules for Temp HP

Spoiler:
Temporary Hit Points

Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points.

Here the rules regarding Injury and Death

Spoiler:
Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn't hindered in any way until your hit points drop to 0 or lower.

Disabled (0 Hit Points)

When your current hit point total drops to exactly 0, you are disabled.

You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.

Thanks in advance.


No reason you can't, but if your eidolon goes away you're dying.

Dark Archive

Your current hit point total drops to -4, leaving you dying (which renders you unconcious and causing the eidolon to be dispelled)


Caderyn wrote:
Your current hit point total drops to -4, leaving you dying (which renders you unconcious and causing the eidolon to be dispelled)

Both our numbers are wrong, but you are more correct.

He started with 12HP. He took 15 damage. No matter how he splits that up among the 6 permanent and 6 temporary hit points, he's going to come up 3 short.

So he's going to end up at -3 and dying no matter how he finagles it.

I got thrown originally by the suggestion of the PC giving away 10 of his permanent HP to prevent temporary damage, which he can't do since he only had 6 permanent HP.

Scarab Sages

He could choose to give up 10 hp, leaving himself at -4 and the eidolon at 1 hp. He immediately falls unconscious and the eidolon disappears.

This leaves the synthesist with the ability to resummon the eidolon after he is healed, with the increased risk of death.

@Ximen You can loose real hp up to the point of death. What else would that negative number represent?


By reading more carefully the Temp HP entry, they are IN ADDITION to main HP, so it's just math.

If overall HP is bellow 0, the PC is dying.

Thanks for answering.


and your eidolon would be better off outright dying if you didnt need him, cause he would be unsummonable for 24 hrs, but come back at full, otherwise, next time you summoned him "he" would have 1 hp...

can only give 7... at 7 you would go out...

and hows your eidolon only have 6 HP?!?!?! is a d10+con... so d10+1 hp...

Scarab Sages

6 hp is the average starting for an eidolon.

@IejirIsk When you go unconscious after giving 7 hp, your eidolon disappears, you take any remaining.

The advantage is, if your teammates revive you, you can resummon and heal your eidolon immediately instead of waiting 24 hours.


alright, that's fair. was under impression 1st HD was max... dont see any RAW saying otherwise, but alright. unless eidolon was small, shouldnt it still be 7...>.>

and only like 2 ways to heal eidolon :P

rejuv and... >.> hmm... summoning after dead >.> surely there is another way...

Scarab Sages

I was going with PFS rules, which round down on companions, mounts and eidolons. Home games may vary.

Rejuvinate Eiidolon and summoning after death are the only two ways to heal a sytnthesist's eidolon until much higher level, when Purified Calling becomes an option.


As this thread kept rolling, I decided to make another question:

When a Fused Eidolon has an hability that depends on HD, like Breath Weapon, the PC uses his own HD or the Eidolon's?

Thanks again.

Scarab Sages

The eidolon's.

FAQ


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Also -- shouldn't a 1st level summoner have more than 6 hp? Assuming that he does not devote his favored class bonus to hp, he would have to have a Con of 6-7 in order for his 1st level hp to be only 6. With his eidolon summoned, he should have 9 hp (assuming that the eidolon is Medium -- 8 hp if Small).

But even then all the summoner would gain would be a quicker ability to regain his eidolon suit after somebody heals him, as the summoner goes into negative hit points if his eidolon suit has even one temporary hit point left, at which point the suit is dismissed and the character's negative hit point total may drop even lower if his Con is less than that of the eidolon.


David knott 242 wrote:
Also -- shouldn't a 1st level summoner have more than 6 hp? Assuming that he does not devote his favored class bonus to hp, he would have to have a Con of 6-7 in order for his 1st level hp to be only 6. With his eidolon summoned, he should have 9 hp (assuming that the eidolon is Medium -- 8 hp if Small).

My stats are STR, DEX and CON 10, INT 14, WIS 14, CHA 19.

So 1d6 maximized for 1st level = 6 + 0 (CON) = 6.

Eidolon 1d10 = 5 + 1 (CON) = 6.

Scarab Sages

Summoner uses a d8, not a d6.

You also use your eidolons con bonus for determining hp while fused.

You would have 8 hp unfused, 9 hp while fused. Be careful, losing hp when your eidolon goes away works just like a barbarian losing hp when coming out of rage.


Artanthos wrote:
Summoner uses a d8, not a d6.

My mistake. Thanks for pointing.

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