Aspect of the Beast and Synthesist


Rules Questions


Simple question, would you still have access to the "Aspect of the Beast" feat while fused with your Eidolon?


Wonder if my bracers thread made everyone over look this question.


Pathfinder Maps Subscriber

(looks up aspect of the beast)

Short answer: Mostly. The manifestations all appear to work as written with one exception. The question comes with the claws. If your eidolon does not have any limbs evolutions, it's not clear that the Synthesist could still use his own (and therefor the granted claws) when fused. If your eidolon has limbs but they all already have associated attacks, then the claws also have nowhere to manifest. At best, if your eidolon has a set of limbs with no associated attacks, then you MIGHT get a "free" claws evolution as your manifestation.


aspect of the beast:

Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.

Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).

Predator’s Leap (Ex): You can make a running jump without needing to run 10 feet before you jump.

Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.


I read the post once but was unsure how to answer it at first.

part of fused eidolon text:

While fused with his eidolon, the synthesist can use all of his own abilities and gear.

Fusing with your eidolon is not a polymorph effect and thus you do not follow polymorph rules. Thus the only thing you follow is the specific text of synthesist fusing ability. Which does not mention anywhere that you lose abilities. in fact it says you can use all your own abilities.

So I would say that you definitely keep night senses, predator's leap, and wild instinct. I would also think you keep claws of the beast except that the eidolon sort of covers you like saran wrap. So I am not sure how claws that form on your arms or legs are going to work with the eidolon covering you.


thepuregamer wrote:

** spoiler omitted **

I read the post once but was unsure how to answer it at first.

** spoiler omitted **

Fusing with your eidolon is not a polymorph effect and thus you do not follow polymorph rules. Thus the only thing you follow is the specific text of synthesist fusing ability. Which does not mention anywhere that you lose abilities. in fact it says you can use all your own abilities.

So I would say that you definitely keep night senses, predator's leap, and wild instinct. I would also think you keep claws of the beast except that the eidolon sort of covers you like saran wrap. So I am not sure how claws that form on your arms or legs are going to work with the eidolon covering you.

I'd argue that if you used the ability before fusing you'd lose the abilities granted:

UM page 80 wrote:


"The synthesist directs all of the eidolon’s actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature. 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 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."

It would seem that the physical abilities of the eidolon would supersede those of the synthesist.


Skylancer4 wrote:
thepuregamer wrote:

** spoiler omitted **

I read the post once but was unsure how to answer it at first.

** spoiler omitted **

Fusing with your eidolon is not a polymorph effect and thus you do not follow polymorph rules. Thus the only thing you follow is the specific text of synthesist fusing ability. Which does not mention anywhere that you lose abilities. in fact it says you can use all your own abilities.

So I would say that you definitely keep night senses, predator's leap, and wild instinct. I would also think you keep claws of the beast except that the eidolon sort of covers you like saran wrap. So I am not sure how claws that form on your arms or legs are going to work with the eidolon covering you.

I'd argue that if you used the ability before fusing you'd lose the abilities granted:

UM page 80 wrote:


"The synthesist directs all of the eidolon’s actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature. 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 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."
It would seem that the physical abilities of the eidolon would supersede those of the synthesist.

I can agree with the darkvision as it specifically says senses. However it specifically says ability scores, not natural abilities.


Captain Sir Hexen Ineptus wrote:


I can agree with the darkvision as it specifically says senses. However it specifically says ability scores, not natural abilities.

I consider having two arms and opposible thumbs a natural ability, however it was stated in another thread that the summoner who chooses a quad basic form doesn't have arms to pick up or use items unless they purchase the evo:arms. That being said the devs seem to be pushing the use of the eidolons physical body and not the summoners. Given that the aspect abilities are EX they would be tied to the summoners body, if they had claws on their hands and then fused, the eidolon wouldn't have claws unless they were given the evolution expanding on the ruling by the dev in that thread.

That also means the races that have natural attacks are possibly (read probably) losing out with the synth archtype. At least until they can get a larger size and buy more/improved natural attacks.

Given how melee centric the synth archtype is, I can only hope they might throw us a bone and clean up some of the larger issues with it in Ultimate Combat as well as give us a feat similar to Boon Companion, so that multiclassing isn't so ridiculous for the archtype.


I would say that Wild Instinct (Init / Survival) should clearly apply... That is more of a mental ability.

Predator`s Leap doesn`t have any text implying your own body has changed to become a better jumper, so it plausibly involves your TECHNIQUE at jumping, and/or a primal will to jump (?) ...So even though your Acrobatics/Jump modifier changes (from Eidolon`s Physical Stats) it seems reasonable to still use that ability. Just because an ability is (Ex) doesn`t mean it`s tied to physical form - It just happens that all non-magical physical form-tied abilities are (Ex), but that doesn`t hold for the reverse.

The claws and sensory stuff wouldn`t apply.


Skylancer4 wrote:
Captain Sir Hexen Ineptus wrote:


I can agree with the darkvision as it specifically says senses. However it specifically says ability scores, not natural abilities.

I consider having two arms and opposible thumbs a natural ability, however it was stated in another thread that the summoner who chooses a quad basic form doesn't have arms to pick up or use items unless they purchase the evo:arms. That being said the devs seem to be pushing the use of the eidolons physical body and not the summoners. Given that the aspect abilities are EX they would be tied to the summoners body, if they had claws on their hands and then fused, the eidolon wouldn't have claws unless they were given the evolution expanding on the ruling by the dev in that thread.

That also means the races that have natural attacks are possibly (read probably) losing out with the synth archtype. At least until they can get a larger size and buy more/improved natural attacks.

Given how melee centric the synth archtype is, I can only hope they might throw us a bone and clean up some of the larger issues with it in Ultimate Combat as well as give us a feat similar to Boon Companion, so that multiclassing isn't so ridiculous for the archtype.

Can you provide a link? I haven't heard that interpretation from any of the devs before, and a brief search doesn't seem to turn up anything. Maybe I'm just bad at searching. At any rate it would be appreciated.


Zephyr Runeglyph wrote:


Can you provide a link? I haven't heard that interpretation from any of the devs before, and a brief search doesn't seem to turn up anything. Maybe I'm just bad at searching. At any rate it would be appreciated.

Posting from a almost dead phone atm, but if I remember correctly it was one of the synth posts about natural attacks maybe? I never looked at what the links posted back to as the whole topic really goes back to "ask the DM." Don't get me wrong I like the idea of the archtype, but it really needs a rewrite ;-(


Yeah, the Synthesist as written seems to leave too much up to interpretation, and given the Summoner wasn't exactly the most straightforward class to start with, this means you need way too much DM fiat/outright houseruling to make it a feasible class to play.

Even a blog post going in-depth on its mechanics would be a great help.


Zephyr Runeglyph wrote:

Yeah, the Synthesist as written seems to leave too much up to interpretation, and given the Summoner wasn't exactly the most straightforward class to start with, this means you need way too much DM fiat/outright houseruling to make it a feasible class to play.

Even a blog post going in-depth on its mechanics would be a great help.

On one hand it seems like the intent is that you replace the eidolon's feats with your-own, so in some weird way it should stretch to work. So if you take the low-light vision, it is the same as your eidolon getting the feat.

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