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I appreciate all of your responses. I'm going to allow it for only the comical value that will come out afterwards. He may make 1500g, but there will be a consequence.


Vod Canockers wrote:
Does he realize that female Axebeaks eat their mates?

Actually they don't. From the Bonus Beastiary:

Axe beaks are relatively social creatures, forming small
groups in which both males and females hunt together. They
nest in immense mounds made of sticks, branches, leaves,
and whatever else they can scavenge (including the bones
and equipment of previous meals), with each nest used by
a large group of axe beaks. Females typically lay clutches
of 1d4+1 eggs once per year, which the parents take turns
keeping warm for 2 months. At the end of this period, the
axe beaks break hatchlings out of their shells. These
young are fed by their parents for 2 more months
before they begin hunting on their own.


3 people marked this as a favorite.

I have a druid in my group with an Axe Beak. After finding out how much baby Axe Beaks are worth, He asked if he could use Wild Shape to turn into an Axe Beak to fertilize the eggs. I really don't know what to say and Paizo doesn't cover this.


I know this has been brought up many of times. Crossbows and firearms while prone rules are in my opinion far from what is acceptable. Here are my rules in my campaign:

Firing Crossbow or Firearm while prone: +2 to Attack Roll.
Reason: Anyone with the slightest of weapons training knows that it's vastly easier to hit the 300 lying down than standing up.

Firing Crossbow or Firearm while prone with the feat: +4 to attack roll.
Reason: Like most feats, you basically are specialized at firing while prone.

Here's a custom rule that I also use:
Supported Firing Position: +1 to Attack roll
Reason: Ranged can suck sometimes when firing into Melee, this is something that I feel helps balance out ranged/melee. A supported firing position is when you prop your weapon onto something like a table, chair, fence, wall, what have you, for stability.

Anyone have any thoughts on these rules?


oh... a campaign author isn't a master at the game, they are just an excellent story teller...


wow... been a while since i checked this. OK, Synthesist class is broken. So be it. But Evan, the issue I have with you is that you tend to favor a player you've been friends with for over twenty years. You strive to find a way to give him a one-up over other players. And there is no rule that says that a fused eidolon doesn't benefit from bracers of dex. You lose the benefits of your armor, not magic items. When you fuse into 1 creature, the magic item affects him as well.


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 eidolon’s senses and speaks through its voice, as the two are now one creature.

see? addressed.

If you want to flag this to FAQ, I encourage it. That way we know a real answer.


You know what's funny about this post? Is that your Eidolon doesn't even have a form according to the book. In order for the eidolon to have a form, it has to be a creature. Because it melds with your essence, it is enhancing you. This is a case that it addresses and it is removed from the all other cases.


does it use Eidolon rules? no. Does it use Eidolon Progression, yes. So basically if it walks like a duck and moos like a cow, it's definately not a duck. Eidolon gets feats, Synthesist Eidolons don't. Eidolons have a movespeed, SE don't. Merge forms puts the summoner inside the eidolon, and when hes banished to his home plane, the summoner takes 4d6 damage. Synthesist Eidolons are not a separate creature in itself, and when banished, it just vanishes without the damage. The thing you are missing is that the synthesist's Eidolon is completely reworked but still using some of the tables. A cleric of gozreh walks like a druid, and talks like a druid, but is a cleric of gozreh.


Here's a quick sheet using a level 10 at the 16,14,13,12,11,10 build.
I'm just going to used fused. Stat focuses for the synthesist is cha while using the biped stats on the fused Eidolon. This is base stats with nothing else

HP: 54(48 temp)(104 total)
AC: 30=10 + 4 Dex + 16 Natural
STR: 28+9
DEX: 18+4
CON: 13+1
INT: 13+1
WIS: 14+2
CHA: 20+5
Evolutions:
nat attacks allowed 5
legs
claws
limbs
+2 str
+2 str
+2 dex
+2 ac
+2 ac
+2 ac
Imp Damage Claws
Limbs
claws
bite

BAB +8
Attack Bonus: +8/+3
Melee attack bonus: +17/+13
Full Attack: claws (1d6+9 x2)x4 bite (1d6+9 x2)
+17/+15/+15/+15/+15/+11

Fort: +6
Ref: +5
Will: +11
CMB: +17
CMD: 31/27 FF

Heres the same build but how it reads in the book:

HP: 54(40 temp)(94 total)
AC: 26=10 + 2 Dex + 14 Natural
STR: 22+6
DEX: 14+2
CON: 13+1
INT: 13+1
WIS: 14+2
CHA: 20+5
Evolutions:
nat attacks allowed 5
Limbs
Claws
+2 str
+2 str
+2 ac
+2 ac
Imp Damage Claws
Limbs
claws
bite

BAB +8
Attack Bonus: +8/+3
Melee attack bonus: +14/+9
Full Attack: claws (1d6+9 x2)x4 bite (1d6+9 x2)
+14/+12/+12/+12/+12/+7

Fort: +6
Ref: +5
Will: +11
CMB: +14
CMD: 28/24 FF

Which one really looks more reasonable?


1 person marked this as FAQ candidate.
MC Templar wrote:

I am also failing to follow the logic of "Because Option A would make the first paragraph false, it cannot be so"

Unless I am vastly missing something... in order to "Synthesist Gains the STR, DEX, and CON while retaining his INT, WIS, CHA" the eidolon would need to have all of these stats.

These stats are outlined in the base forms section.

More importantly.. from the FAQ makes it clear that synthesist have base forms (see bold below)

"Summoner: Can a synthesist (page 80) make attacks from his own body (such as manufactured weapons, unarmed strikes, or natural attacks) and attacks from the fused eidolon in the same round?
Yes, but the fused character's natural attacks are still subject to the Maximum Attacks entry in the table for an eidolon of his level. For example, a 1st-level synthesist is limited to 3 natural attacks per round, whether those natural attacks are from the eidolon, the synthesist, or a combination of the two.

If the synthesist wants to use his eidolon's natural attacks and use his own manufactured weapons or natural weapons in the same round, his eidolon needs to have enough limbs to account for all of these attacks. For example, a gnome synthesist fused with a two-armed biped eidolon has two arms it can use to make attacks; if the synthesist wants to make claw attacks with his eidolon's claws and also make weapon attacks (such as with a dagger or staff), he needs to give his eidolon additional arms evolutions to hold those weapons (as an extension of the summoner's own limbs)--a two-armed eidolon can't make two claw attacks and also make a dagger attack or staff attack in the same round.

Remember that the synthesist is still subject to the rules of combining manufactured weapon attacks and natural weapon attacks in the same round (in that the natural weapons are always considered secondary and therefore have a -5 attack penalty).

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

That may be the problem right there. You are not using an unofficial answer. According to the book up to the new revision: Rather than summon an eidolon to serve by his side, the

synthesist fuses his eidolon’s essence to his own. Instead of
two creatures, the synthesist is a fusion of the summoner
and eidolon into a single being.

You CANNOT have 2 base forms. Your character is the form in which the eidolon attaches itself to. What makes this harder to explain is that you got munchkins flooding the message boards trying to create some overpowered being when if you look at the actual released stuff out there, it can be quite powerful. You do not have the eidolon ability for the exception of what is stated in it's class.


MC Templar wrote:

How do you reconcile this statement with the viewpoint that they don't get a base form?

"Split Forms (Su): At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon."

At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon.

The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner’s class level.

The way it reads, you basically create a clone of yourself but one of them is you and the other is your eidolon.


That post has some logic, but it doesn't cover the fact that When something has something similar, but describes the differences, then decide to make it replace the ability. Logic there means that its difference. Removing the Eidolon ability actually makes the summoner unable to summon an eidolon. Describing the Fused Eidolon ability in its entirety which as an ability to replace eidolon abilities, but still using the evolution points and the eidolon chart makes the entirety of the eidolon ability gone. Unless in the entirety of the description states that it receives a base form, it does not.

By the logic you are using, a Monk of the 4 winds can do its fire damage and stun the target for 1 round at the same time. Any class that takes an archtype also gets the core abilities even if it states otherwise.


Rocky Williams 530 wrote:
You can choose whatever form you wish. It's been stated in the main Synthesist thread this is the case. You just have to have a form with hands to cast spells.

its been stated both ways in the main thread. But nothing has been officially ruled yet, leaving to the last post about the class. And that reads that you LOSE the Eidolon ability and GAIN the Fused Eidolon ability. The Fused eidolon ability does not state that you get the base form. You are its base form because you two are 1 creature, not 2. A good example is Eidolon Brood ability from the Broodmaster archetype. where it states that they get their own form.


For everyone who chose a base form for their synthesist: You LOSE Eidolon Ability picking up the fused eidolon ability which does not grant you a base form. So the base stats for the fused eidolon is 10's and at first level you need to spend 2 to get limbs.


So I answered my own question with the last part: You LOSE the eidolon ability and instead is replaced by eidolon armor if you will. This really balances out synthesist summoners because he can use evolution points to strengthen himself.


Let's break it down:

First Paragraph: 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 eidolon’s senses and speaks through its voice, as the two are now one creature.

This paragraph relays the information that the Eidolon is being worn like armor. In order for the statements in this paragraph to be true, you cannot choose the quadruped or the aquatic forms. Choosing these forms would make this paragraph false.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. 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. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

2nd Paragraph: Synthesist Gains the STR, DEX, and CON while retaining his INT, WIS, CHA. Also, He gains the AC, and Natural armor, and temp HP. "The Eidolon must have limbs in order to cast spells with somatic components." If that was necessary to be said there's only 2 possibilities: A} You can select a base form or B) You do not get to select a base form.

Because Option A would make the first paragraph false, it cannot be so. That only leaves Option B.

While fused, the synthesist loses the benefits of his armor. He counts as both his 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. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

Third Paragraph: Pretty Self Explanitory.

This ability replaces the class’s eidolon ability, bond senses, and life bond.

Now this is the part that tells 90% of the people they are playing their character wrong an allows it to be changed:

Eidolon Ability

A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).


If that is true, then after leveling one up to 20, and comparing it with a 19 fighter using the advanced template. This shows me that whoever created this archetype is in fact a noob.


1 person marked this as FAQ candidate.

I've been scouring the forums for an answer to this question: Do Synthesist Summoner's Eidolons really get to choose a base form. I've emailed customer service and they gave me a pretty crappy response. I was looking for an official answer seeing as how the rules are very vague.

And finally the Question: Does a Synthesist's eidolon get to choose a base form and get the stats for it? The wording of the text implies that it does not, but people act as if it does.