Synthesist questions


Rules Questions

Grand Lodge

Sorry that this is yet another set of questions about this archetype.

I see in the rules text that you can benefit from your equipment when fused, does this extend to any armour that you are wearing?

Does the fused summoner use their own base saves (modified by the eidolon's stats, or do they use the base saves of the eidolon). The text says that the eidolon only loses skills and feats gained hence my confusion.

I assume that when the RAW says the eidolon has no feats of it's own it is talking about the 'feats gained' column and not abilities such as multiattack?

How does healing the eidolon work?

Once again, I apologise for the stream of questions however after a search of the messageboards I couldn't find any conclusive answers for these questions.

Many thanks for any help with this.


4 people marked this as FAQ candidate.
ratlord wrote:

Sorry that this is yet another set of questions about this archetype.

Quite all right. Until there is some FAQ loving for the synthesist most of these questions will have to be solved by your friendly GM.

ratlord wrote:


I see in the rules text that you can benefit from your equipment when fused, does this extend to any armour that you are wearing?

Some say yes because of the text you mentioned above. Some say no because eidolons cannot wear armor (from APG). Either way its a GM decision.

ratlord wrote:


Does the fused summoner use their own base saves (modified by the eidolon's stats, or do they use the base saves of the eidolon). The text says that the eidolon only loses skills and feats gained hence my confusion.

You use the summoners base saves.

ratlord wrote:


I assume that when the RAW says the eidolon has no feats of it's own it is talking about the 'feats gained' column and not abilities such as multiattack?

Good question. Had not thought of this one. But you are correct in saying that the eidolon does not gain any feats in the eidolons feat column. The summoners chosen feats are the only feats used. So for all intents and purposes a summoner will ignore the Good Saves, Bad Saves, Skills and Feats columns of the Eidolon Base Statistics Table.

As for Multiattack: "An eidolon gains Multiattack as a bonus feat..." this could go either way again. No because eidolon gets no feats. Yes because summoner does gain the eidolons special abilities so the text could be seen to instead read as "The synthesist gains Multiattack...". Check with your GM.

ratlord wrote:


How does healing the eidolon work?

FAQ! Help! This is a GM decision. Currently there are many ideas as to how it could work. Most posted here. I will attempt to list them, though if I miss an idea someone will inevitably pipe up. "Temp hp" below I use to mean the temporary hit points gained from the eidolons hp and not the extra hp that a summoner gains from having a higher Con stat when in fused form.I ignore the exta hp from Con for this discussion as it just confuses matters even more horribly.


  • No temp healing: Temp hp cannot be healed and damages eidolon. The only way to get eidolon back to have some hp is to have it die and resummon it at 1/2 hp. This one is usually disregarded as an option.
  • Insta-resummon healing: Temp hp cannot be healed and eidolon can never be damaged (effectively its hp is just a marker indicating how much temp hp a synthesist gains). When summoner resummons his eidolon all temp hp are automatically restored. This one seems a bit overpowered.
  • Summoner and Eidolon as One: When temp hp is lost, the eidolon is also damaged. This damage is healed with normal clerical spells. This is more likely but still raises the question as to whether the fused synthesist can benefit from rejuvinate/restore eidolon spells as well.

Basically have your GM choose one or make one that he can live with until the FAQ (which may or may not include a ruling for this).

ratlord wrote:


Once again, I apologize for the stream of questions however after a search of the messageboards I couldn't find any conclusive answers for these questions.

That is because there are none. (except the saves one) :) Hope this is at least a little useful so that a GM can make some decisions.


Avianfoo wrote:



  • No temp healing: Temp hp cannot be healed and damages eidolon. The only way to get eidolon back to have some hp is to have it die and resummon it at 1/2 hp. This one is usually disregarded as an option.
  • Insta-resummon healing: Temp hp cannot be healed and eidolon can never be damaged (effectively its hp is just a marker indicating how much temp hp a synthesist gains). When summoner resummons his eidolon all temp hp are automatically restored. This one seems a bit overpowered.
  • Summoner and Eidolon as One: When temp hp is lost, the eidolon is also damaged. This damage is healed with normal clerical spells. This is more likely but still raises the question as to whether the fused synthesist can benefit from rejuvinate/restore eidolon spells as well.

I didn't like option #3 at first. You can't heal temporary hit points. Everyone knows that! But I'm starting to think it might be the best option... fist off, healing would take up party resources rather than be a free doubling of your HP every time you're out of combat. That's at least balanced with everyone else in the group. Secondly, it avoids the rather silly situation you could easily end up with for options #1 and #2: You are taking damage and are sacrificing your own health to keep the eidolon around for the rest of the fight. Now, after the fight, you are going to want to kill the eidolon yourself (stab yourself in the leg or something) so that you can resummon it with full (or half) health and a new batch of temp hp (since dismissing it with 1 hp left will just mean it will grant you 1 temp hp the next time you summon it. You really want the thing to die).

I don't know what a good system would be. Maybe let it refresh its health the first time you summon it in a given day? So that it's full temp hp has to last you the rest of the day? Maybe it can only be healed through your own summoning spells so you CAN replenish some temp hp, but it will be really costly in spell resources. It would certainly suck if that was the only way to recover the health of the eidolon though. Could take days to heal it up to full - much easier to just kill it and settle for half. ;)


I also prefer option 3. But then there are three sub categories for option 3:


  • Heal-all: A case could be made that both clerical healing and restore/rejuvenate eidolon spells affect both eidolon and synthesist when fused (split as the synthesist chooses, not doubling up) since the eidolon and synthesist are one and the same. This may be a bit overpowered, allowing the synthesist to be his own healer.
  • Eidolon-to-eidolon, summoner-to-summoner:It could also be decided that eidolon spells are the only way of healing the eidolon. And clerical spells only heal the summoner.
  • No eidolon spells: Only clerical healing spells work for both, the rejuvinate/restore eidolon spells have no effect on fused synthesist. Makes life much easier for GM and frees up some spells known slots for the synthesist.

The fast healing evolution can be split up similarly:


  • Eidolon only: This might just work, but no healing to the summoner does make it feel wrong.
  • Heal-all: healing is split between summoner and eidolon as the summoner chooses. Similarly, one could also say that the summoner must be healed fully first and then the eidolon gains its healing.
  • Summoner only: Less powerful than the heal all but still marginally functional, provided the summoner can handle the eidolon tmp hp hovering around 0 while the fast healing heals the summoner. A bit useless in the beginning of the battle.


With the synthesist that I'm playing, my GM has allowed the following in regards to healing.


  • The eidolon's "temporary hp" doesn't follow the normal rules for temporary hp and is its own HP pool that can be cured in the same way that an eidolon can be cured. Regular curing spells can be distributed to either hp pool as the synthesist decides. Spells that are made to only cure eidolons can only restore the temporary hp.

  • The fast healing evolution heals the eidolon's temporary hp until full, then starts healing the synthesist afterwards.

Grand Lodge

Many thanks for the help and advice chaps, as much as I want to play one in PFS I think I might leave it a little while yet. I think I'm going to have to mull this over for a bit and restrict myself to playing this class in regular games. Once again thanks for the advice and links.

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