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Gjorbjond wrote:
I'm pretty sure you summon the eidolon the same way with a synthesist as with a regular summoner. It's a 1 minute ritual that summons it with the same HP it had when it was dismissed. If it's killed, it comes back at 1/2 HP when summoned the next day and you have to cast Rejuvenate Eidolon to bring it back to full health.

Absolutely. The question here is whether the fused summoner taking taking damage that reduces the granted pool of temporary HP also simultaneously reduce that actual Hit Points of the outsider entity, which is what determines how many Temporary Hit Points are granted at the time of summoning/fusion. If the Outsider never takes actual HP damage until the moment that the "kill condition" of the Summoner's Temp Hit Point pool reaching Zero, then dismissing and re-summoning the Eidolon would reset the Temporary Hit Point Pool before any event happens that would affect the actual Outsider's HP.

Amrel wrote:

The misconception that the Eidolon's Hp counting as temp hp for the player means that its Hp is temporary with respect to itself. This isn't the case.

When the eidolon takes damage, its hp is reduced. Since the player gets to add the eidolon's current Hp as temp hp for itself, its temp hp goes down.

Sorry, but I'm not sure I understand what you are trying to say here. I dont think the Outsider itself gets Temporary hit points or anything, it's just that by my read the Ousider's actual HP dont actually ever take damage unless and until something otherwise unrelated happens, specifically that the Summoner uses up the Temporary Hit Points it grants when it is summoned, which then triggers a banishment and is sent back to it's home plane. At that point it would come back at half-HP so it would only be able to grant half the normal amount of HP.


Please Check My Logic here:

The FAQ has clarified that a Synthesist's Fused Eidolon gives the Summoner Temporary Hit Points (equal to the Eidolon's HP)when summoned, rather than offering actual hit points in any way, which complicates how you can heal an Eidolon (see link for full text). Separately the Fused Eidolon entry states that if this pool of temporary HP are depleted, the Eidolon is killed and returns to its native plane, at which point it's reduced to half HP when it returns. It sounds like, by the RAW, this means that the Eidolon creature/outsider's own HP are not actually affected during normal combat until the moment those Temporary HP are fully depleted (barring maybe a Sunder attempt or some such?).

That would mean that if the Synthesist had even one of the Temporary HP left he could, with enough time, dismiss his Eidolon (standard action) and re-summon it (typically 1 minute ritual or the Summon Eidolon Spell) and he'd receive a full pool of Temporary Hit Points once again. The only time he'd need to heal the Eidolon (by using the Eidolon specific spells) would be if it were actually slain (via loss of all Temporary HP or some other series of circumstances that would affect the outsider).

Does that work under the RAW?


True. It only has benefit in low levels, or in a low magic/low gear campaign where you cant count on having magical sources of Armor Bonus.


Secondary attacks can start to have some utility if you are doing a build that mixes Weapon attacks and Natural Attacks, since the weapon attacks don't count toward the Max Natural Attack limit, at that point all natural attacks are secondary, though the cost-benefit of evolution points starts to get very specific to your intended tactics.

You can do some silly things with Multi-Weapon fighting and a bag of Light Weapons, with all of them at a flat -2. By 11th level you have Multi-attack regardless, so the penalty on all Natural Attacks (counted as secondary because of the Manufactured Weapons) is also only a -2. At that Point I think Tentacle is the most cost-effective evolution for natural attacks, since you dont have to buy limbs/heads/tails/etc to get it, they are a flat 1 EP per attack. It cost the same as a Limb weapon attack, but you can apply things like Grab or Improved Damage to them fairly cheaply; and Energy Attack can really start to add up.

Using this route it looks like you could get a max of 33 attacks per round, all at full BAB-2. Assuming you bought the Extra Evolution feat every chance you got (total 31 EP @ 20th), had a biped base, bought 5 tentacles (5 EP), and 13 pairs of arms (26 EP). You'd have 2 claw attacks, 5 tentacle attacks, and 26 light one-handed weapon attacks.


It was the phrase in bold and the use of the word "Modified" that had me confused, made it sound like the AC from base and Evolutions were typically Natural Armor but were all part of a single Armor Bonus that could be allocated either way, rather than being two separate (but obviously stackable) bonuses.


I have a few question about how the Armor Bonus of an Eidolon can be allocated, and I cant seem to find an answer. In my case I'm Playing a Gnoll Synthesist in a Low-Gear campaign, where armor (and magic items in general) are going to be scarce, but the question is more general.

The Eidolon Armor Bonus Entry says

Quote:
The number noted here is the eidolon’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.
The Synthesist Fused Eidolon Entry Says
Quote:
The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores.

My questions are:

a)Can I allocate all of the Eidolon's Armor as an Armor Bonus, or just the portion that is listed in the chart. For example, the Base form lists AC as "+2 Natural Armor" and the only armor evolution also specifies " +2 Natural Armor", so a level 2 Eidolon would have a 16 AC, +2 from the Armor Bonus per the chart, and +4 from Base Form and Evolutions. Can I declare that to all be an Armor Bonus, or am I limited to a +2 Armor Bonus and a +4 Natural Armor.

b)If the answer is that I can make it all an Armor Bonus, then the case of a Synthesist would that let my racial Natural Armor stack (by the example above giving me a total AC 18), or does the net +0 Natural Armor of the Eidolon replace any racial Natural Armor Bonus I may have?


Brox Varr'Uk wrote:

Does anybody know of a list of "Orc" Weapons? Or is it just the Orc Double Axe?

Has anybody come across any special weapons in their adventures that randomly had the "orc" tag on weapon that are generally not listed as such?

My DM ruled it that the weapons an Orc or Half-Orc get from their racial Weapon Familiarity counted for this feat, which at least brought the total applicable weapons up to three: falchion, great axe, and Orc double axe. I also was not able to find any others