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Inter-party violence is something that I personally find to be one of the best things about tabletop sessions. Though when it's done completely randomly then it certainly loses it's flavour. One of the groups I've been in has equally erratic behaviour and overall silliness, this is with 'adults' though. Eventually one of the more serious RPers will step in and the threat that an interparty fight can happen is what is needed. I've played a character that lost his nerve and killed a player character continually hindered the party and lead to the death of innocents. The DM allowed it and I was grateful, said person rage quit the group too.

I think with kids its especially hard and giving them the same freedom as you would with a more experienced player is perhaps a mistake, but then why let them play? If they're going to play they should play. Just make the consequences more sever. Attacking a statue with a great sword? Oh no, you damaged your sword as its now blunt and does -2 damage. Destroyed the chest of it was full of alchemist fire, your on fire now and punching hard stone, take 1D4 damage + your own strength modifier. If they wish to continue playing that way then they will eventually die, which isn't fun in a one off but you dont rent out a game to find out about how fast you can die by doing stupid stuff.

Another way is asking why? If this person is roleplaying make them explain their characters reasoning, if it isn't good enough. either disallow or remove a small amount of xp.


That explains my confusion! Thank you for your help!


I appreciate the breakdown a lot! You've certainly made it more clear to how it works. Now if I can just find out if the Eidolon shares my feats like it shares my skill points!


Then I misunderstood the description of toughness. But my original maths from my understanding was correct :-P


you gain +3 hit points for every hit dice you possess. beyond the third you gain +1.
3 HD means +3 for each one then a +1 for each HD after. a static +1 is dnd3.5 not pathfinder.


 You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

http://www.d20pfsrd.com/feats/general-feats/toughness---final


Toughness is 3 extra hitpoints for the first 3 HD. It is then reduced to 1 extra hitpoint for each HD after the 3rd. The


so any feats the Summoner takes the Eidolon receives zero benefit?


So in my research of the feat toughness for synthesis it came quick to realise a lot of people say the Eidolon doesn't get it. But why?

I'm pretty sure any other feat is transferred. like weapon finesse. Or am I wrong and no feats are transferred?

I think the main reason why people say no is because of the double 3 HP bonus. an extra 18 hit points at level 3 is pretty insane.

Would it be overruled so the Eidolon only gets 1 extra? But then that gets complicated in the lower levels.

A standard Summoner can get toughness and his Eidolon can get it as well. Giving a better bonus to HP than the synthesis.

The standard Summoner also has a much better action economy, buffing and attacking in the same round! The synthesist's only major bonus is the HP. So why is it so quick to nerf and deny improving their strongest feature. I mean the Eidolon can ONLY be healed by the Summoner rejuvenate spells anyway!


Thank you for all your help!


What if I have multiple natural attacks and choose to use only 1 (or can use only 1 due to movement) does that become 1.5 strength mod?


One more thing.

Eidolon primary and secondary attacks.

I read somewhere that primary attacks go on full attack bonus and secondary a minus 5 regardless of number of attacks.

Eidolons get multiattack though which state additional attacks are at minus 2 instead of minus 5.

thank you for feedback. that all makes sense.


Forgive any random typos! I'm using my phone.

Wow does a Synthesis look complicated! I was hoping I could get some opinions to take to my DM before he gets the final say. I'll keep my questions short and sweet.

1. The summon is bound to the Eidolon' max attacks. let's say that is 3. The Eidolon has 2 claw attacks but the summoner being lizard folk has a natural claw attack to. Do the Summoner attacks go towards these max attacks, and would he have 4 arms, the 2 arms he has and the two for the Eidolon (since the Eidolon is translucent)

2. Being Lizard folk gives me a bonus to constitution. a +2. Does that bonus go to the Eidolon or is it overwritten from the Eidolons.

3. Lizard folk already have a tail. Does that essentially give the Eidolon a free evolution or would the tail evolution need to be added before tail slap can be added.

4. The Summoner and Eidolon share health. Does the Summoners hit dice go from his constitution score and the Eidolon goes from his?

5. The Eidolon gets no feats, does the Summoner gain access to the Eidolons feats and expend his improvements to improve the Eidolon.

6. The Eidolon gets no skills but can still get the skillful evolution, does that stack with the Summoner skills instead?

7. Could the aquatic based Eidolon be attached to the Summoner using the Summoner's lungs to sustain itself on land and his own gills to sustain both in water. This is mainly curiosity.

From what I could gather I think the Eidolon overwrites everything physical including Summoner attacks, the only thing that remains from the Summoner is the spells. I hope these questions don't seem to noobie, I just don't want to accidentally make an already powerful class even better.

Oh on for the record the race Lizard Folk is an RP alternative given by the DM as to where our party currently is. I know it's a poor choice for this class :-)


I'm currently running a campaign in a world I created a developed over many years. I scraped all the standard races and wrote up my own and created a 100 year history. The layout of the world and everything inside it grows as the party explores it. I add things to the world map as they're created.

Keeping everything small and close to earth is smart and only using a single continent leaves room for exploration and invaders. I've changed the colour of a few areas to make them stand out. A green desert and a plain of blue grass.

I give the players bonus xp for contributing to the setting. Adding a settlement or monsters. Always use the rules of something in pathfinder though. Example would be in our world we have these little werecats called Brakshi. They use Goblin rules.

Just do a texture overhaul over things already in the game. It's not like the players would notice!


Thanks for the advice! I will certainly relinquish control of the companions and give that back to the players. I love the idea of a guest star. Might have to see if that is a possibility with some of my mates! Thank you for the advice.

With them controlling the monsters I think it will be a less frequent thing. it's just because they're so many! I just hope they don't do silly things like force AoO every turn. Still should be interesting.


So my next session in tomorrow and the party find themselves against 9 things. 8 of them juststandard and 1 leader. They've also convinced an NPC to be with them and they also have an animal companion and an eidolon which gives me 12 things to control. Now I'm fully capable of making quick decisions and adding the rolls up but in hindsight I feel having 75% of the turn being me doing things might leave too much down time.

I'm thinking of allowing the Druid and Summomer to control their minions and give each player 2 of the standard monsters to control. I think it will be interesting to see how the group reacts and how challenging they make the fight for themselves. It'll be nice to see if they choose their own characters as targets or do they choose the NPC. Hell they might decide a mutiny is in order and attack the leader.

If nothing else it's certainly an experiment and should be a good laugh!

Opinions wanted as ever. Is this a terrible idea? Does this break immersion? Should I add special rules they must follow? Should I suggest it to the group instead of just giving them control? Or was this an amazing idea (from another poster in this forum, don't give me credit)?

Thanks in advance!


I love wizards and I love spell prep. I love that finding a scroll means I have a new spell in my book and the wizardly thing to do in a settlement is to hide away scribing scrolls.

First of all scrolls are your friends. As mentioned above they should be your situational spells. I have a scroll of invisibility and expeditious retreat at hand at all times. Because I don't want to die! But I don't want them filling spell slots all the time.

As for the prep itself. Think about where you are, what you're about to do. Speak to your party before preparation and get an idea on what your going to prepare for. Get lots of ranks in knowledge skills and make a check for where your going, your DM might mention lots of locked doors, undead or fire elementals.

Never pick super situationals. You're not meant to be this powerful jack of all trades. Wizards are best at excelling at one thing on any given day. Choose if you want to deal damage, control the battlefield or support your allies. Prep spells around your mood.

Wizards can change the roll they wish to fulfil from day to day. That is what makes them versatile. And if you see a new spell and think. I want to try that. Buy a scroll. If you like it. Write it into your spell book!

I apologise of any mistakes, english wise. I'm on my phone and it likes to change things!


Thank you all for the advice! This is very much appreciated!


Thank you for all the advice. I do certainly fudge the DCs that I've decided or make up a small rule for a one time thing. This wa during a chase setting and the npc moving with the party continued to fail his perception check on the first card. A PC one card ahead continued to fail a climb check. The group asked if she could run back to show him the way which I allowed, I theb decided he gives her a leg up to give her a +2 circumstance bonus and she made it. I then added more things following down where people could disable traps or kill mobs to remove the check for other people. It worked out well. seamless and they had no idea I made it easy. I'm fine with that. But what I don't like about fudging dice rolls (as I do roll in view) is that removes the element I'm not in control of. I'm happy to give bonus' but I like the dice to be part of the story telling. Simply put memorable things happen because of the dice.

I will shepard the group a bit more and perhaps tweak the CR to reduce the odds of a repeat incident.


Thanks for the advice. our first session was world building and the campaign style is open world. I explained the possibility of characters dying and they did accept that. I think they just didn't expect the possibility happening so soon and they think the chance of it happening again is pretty high. Even after I worked out the odds.

I think I may have to give them their options on a plate.


Hello, thank you for taking the time to read. I've been playing DnD and PF for a total of 11 years.I've DM'd a few times in this time but have recently got back into DMing. In the most recent session we held one of the player characters got killed. It was an extremely lucky shot from a bow that caused a crit. I worked out the odds of it happening and it was 300 to 1.

We laughed, we giggled and the game went on as normal. I explained that a new character needed to be made and I allowed him to get the xp from the session and to let it carry over. I felt this was fair and it did show my group of people that shit happens, people die.

Now this was the group's 3rd session, they're all new to PF and I did feel bad that one of them got unlucky enough to be instantly killed (a small note, he was on 2 hp at the time of the kill shot) one of the members of this group linked me a subreddit post about DMs who fudge dicerolls. Then asked me to give this new character a free pass to not die instantly, should the unlikiness happen again.

To me this was her asking me to 'cheat' and I completely dismissed the idea entirely. I explained to her the odds of it happening in the first place let alone it happening again. I then further explained the multiple ways that death can be avoided. such a healing spells which they had available but didnt use. withdrawing from the engagement or hiding behind something if you feel things are getting too rough. Surely the excitement of knowing something can go terribly wrong will be removed should they believe I'm willing to hold back on my rolls. Surely they would ignore buying potions or filling up spell slots with defensive magic if they believe I wont allow another character to die in the next few weeks.

In my eyes fudging dice rolls removes the viability of certain classes, builds, spells and preperations and armour in fact! It removes the excitement of success, it removes the 'plan B' because something went wrong. Some of my favourite moments lie in the bad rolls that killed my character or made a plan go sour. On top of those moments of heroic events, fighting against the odds just to save your fellow player from dying!

I believe I went off on a tangent then. Back to the point. Because I said no to fudging dice and explained the freedom of how to avoid being killed she then insinuated that I was a bad DM. A bad DM because I won't fudge dice rolls.
opinions and advice please. should I fudge or should I help them understand their unlimited options