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If the Summoner takes the Toughness Feat, does his Synthetic Eidelon benefit from it when determining her HP? Seems only fair, since the Eidelon can't take feats, only the Summoner.


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joeyfixit wrote:
If the Summoner takes the Toughness Feat, does his Synthetic Eidelon benefit from it when determining her HP? Seems only fair, since the Eidelon can't take feats, only the Summoner.

No


I'm only just now getting into really taking a hard look at the synthesist, so a more experienced voice would be appreciated. But my initial thought reflects that of Finkmilkana.

The summoner takes the feat, and only the summoner gets the additional HP's. IF you gave it to both the summoner and the eidelon, the character as a whole would effectively get to double-dip from that feat.

I mean -- look at it this way -- through the appropriate use of the Fused Link class feature, the summoner already gets to bestow his added Toughness hp to his combined character.


To elaborate:

Toughness gives you +x Hp, your Eidolon doesn't have Toughness (or any of your feats actually, you just get it's physical scores, evolutions, type and Hp as temp HP, it gets, well nothing from you) thus it has no extra HP.

Besides HP are one of the things Synthesists have allready quite a lot of.


Just remember that for the synthesist archetype, the eidilon gains no skills or feats of its own. :/

Dark Archive

Can you cast False life on a Eidelon, to increase its HP, thus increasing your own Temp HP?


1 person marked this as FAQ candidate.
CptTylorX wrote:
Can you cast False life on a Eidelon, to increase its HP, thus increasing your own Temp HP?
Synthesist wrote:
Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature.

I'm not sure how False Life interacts with your class temp HP though.

Dark Archive

1 person marked this as FAQ candidate.

Don't temporary hit points stack?

Dark Archive

Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature.

from synthesist


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Mergy wrote:
Don't temporary hit points stack?

They sure don't.

Silver Crusade RPG Superstar 2014 Top 16

Name Violation wrote:

Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature.

from synthesist

Yep. So if you cast the spell on yourself without the eidolon present, you'd have a small pool of temp HP. So, if you cast it when your eidolon is present, it still affects you, so it would be temp HP added to YOUR total and then the temp HP from the eidolon would go on top of that. This means if the eidolon temp HP got knocked all the way down, it would dismiss, and then you'd have the false life temp HP to go through before your actual HP was hit.

Scarab Sages

Ravingdork wrote:
Mergy wrote:
Don't temporary hit points stack?
They sure don't.

I would question this in the case of Ioun stones.

Scarab Sages

cartmanbeck wrote:


Yep. So if you cast the spell on yourself without the eidolon present, you'd have a small pool of temp HP. So, if you cast it when your eidolon is present, it still affects you, so it would be temp HP added to YOUR total and then the temp HP from the eidolon would go on top of that. This means if the eidolon temp HP got knocked all the way down, it would dismiss, and then you'd have the false life temp HP to go through before your actual HP was hit.

You are a single creature. There is no separation of spells. If you cast Bull's Strength on yourself without your eidolon, it will still be in effect when your eidolon is summoned.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Artanthos wrote:
Ravingdork wrote:
Mergy wrote:
Don't temporary hit points stack?
They sure don't.
I would question this in the case of Ioun stones.

There are exceptions to every rule (when explicitly called out).

Dark Archive

Ravingdork wrote:
Artanthos wrote:
Ravingdork wrote:
Mergy wrote:
Don't temporary hit points stack?
They sure don't.
I would question this in the case of Ioun stones.
There are exceptions to every rule (when explicitly called out).

For example, a synthesist who uses a wand of false life with UMD is wasting his time?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Mergy wrote:
For example, a synthesist who uses a wand of false life with UMD is wasting his time?

I believe so, yes. Unless his temporary hit points are about to run out, and he is trying to replace them by overlapping a larger sum, he isn't going to gain any benefit.

The Exchange

Pathfinder Rulebook Subscriber

In 3.5 temporary hp from different sources stacked. Ie having aid cast, and casting vampiric touch. What language was removed or introduced to end this?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Seraphimpunk wrote:
In 3.5 temporary hp from different sources stacked. Ie having aid cast, and casting vampiric touch. What language was removed or introduced to end this?

I distinctly remember this NOT being the case.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

v3.5 Main FAQ, page 113, right column, 2nd paragraph:
Do temporary hit points from two applications of the same effect stack? What about from different effects? If I have temporary hit points from multiple sources, how should I apply damage?

Temporary hit points from two applications of the same effect don’t stack; instead, the highest number of temporary hit points applies in place of all others. Temporary hit points from different sources stack, but you must keep track of them separately.

For example, imagine a character who gained 15 temporary hit points from an aid spell. After taking 8 points of damage, she has 7 temporary hit points left from the spell. If another aid spell were cast on the same character granting 12 temporary hit points, this total would replace the other spell’s total, meaning the character would now have 12 temporary hit points (rather than 19). If the character then cast false life on herself, she would add the full benefit of that spell to the temporary hit points from the aid spell.

This also applies to temporary hit points gained from energy drain and similar special abilities. Each successful attack counts as one application of the effect (meaning that an attack that bestows 2 or more negative levels still counts as only one application of the effect). For example, a wight gains 5 temporary hit points each time it bestows a negative level with its slam attack. If it bestows another negative level while it has 2 temporary hit points remaining from the first attack, the new temporary hit points would replace the old ones.
Temporary hit points are “first-in, first-out.” Damage should be taken off the oldest temporary-hit-point-granting effect first; when that effect is exhausted, apply damage to the next oldest effect. For this reason, you must track each supply of temporary hit points separately.

I REALLY HATE MY MEMORY.

The Exchange

Pathfinder Rulebook Subscriber

http://paizo.com/forums/dmtyzdcs?Temporary-Hit-Points-Stacking

http://community.wizards.com/go/thread/view/75882/19539770/Do_Temporary_Hit points_stack

http://www.minmaxboards.com/index.php?topic=1675.0

"Temporary hit points gained from multiple applications of the same effect don’t stack. Instead, the highest number of temporary hit points gained from that effect apply.  If temporary hit points are gained from multiple, different sources that stack, keep track of those sources and when they were gained separately. Any damage taken is first subtracted from the oldest effect that granted temporary hit points.  When those are gone, subtract damage from the next oldest effect, and so on."

FAQs from 3.5 seem to support temporary hit points from different sources as stacking. So again, just asking what changed? Was it wording on the magic rules? Or did opinion of the FAQ writers change?

Dark Archive

Ravingdork, I don't see anything of the sort in the Pathfinder rules regarding temporary hit points.

The Exchange

Pathfinder Rulebook Subscriber

My memory does the same thing. It's worse w numbers. No worries

The Exchange

Pathfinder Rulebook Subscriber

FAQ it then for pathfinder to hash out in their edition as well then?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

My synthesist is much happier at least. False life happens to be one of my favorite spells.


Well then when a MC Synthesist Barbarian that Rages after eidolon is summoned, doesn't his rage hp stack with the eidolons hp

The Exchange

Pathfinder Rulebook Subscriber

wouldn't the summoner's hp go up via rage, not the eidolon's?


Yes, but the confusion might be that the Synthesist uses the eidolon's Con score while fused.

Regardless, rage would still add real HP


Seraphimpunk wrote:
wouldn't the summoner's hp go up via rage, not the eidolon's?

well when the eidolon is summoned you cant target the summoner and eidolon independtly. now as far as i understand it, if the MC barb Synth did not have the eidolon summoned, raged, did moment of clarity and performed the summmon eidolon (spell not ritual), the summoners hp would be the one with extra hp correct?

otherwise if raged after eidolon is summoned then hp applied to eidolon but like i stated before do the temp hp stack?


The rage does not add directly to the eidolon, it adds to the fused synthesist who cannot be targeted separately.

There is no difference in raging before or after summoning your eidolon.

For it to add directly to the pool of temp HP from the eidolon it would have to modify the eidolon before it's ever summoned. Or, IOW affect the base creature...


PFSRD wrote:
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. [...]Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor.

Aka - if a multiclassed synthesist/barbarian rages, his con and str goes up - and the eidolons does as well. This gives him an increase in his normal hp and it increases the temporary hp he gets from his eidolon.

The hp from his eidolon are temporary hp's - that means that they do not stack with spells like False Life or Vampiric Touch.

The Synthesist uses all of his own abilities and gear. The synthesists and the eidolon is one creature. Aka - the toughness feat gives hp to both the synthesist and the eidolon.

There is no mentioning of some abilities only affecting the synthesist and some abilities only affecting the eidolon. They are fused into one creature - all effects are added to them as one creature. Toughness makes you gain +1 hp per lvl/HD.

That is how I read it.


Derwalt, see the above posted rules quote about temporary HP stacking.


Derwalt wrote:
PFSRD wrote:
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. [...]Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor.

Aka - if a multiclassed synthesist/barbarian rages, his con and str goes up - and the eidolons does as well. This gives him an increase in his normal hp and it increases the temporary hp he gets from his eidolon.

The hp from his eidolon are temporary hp's - that means that they do not stack with spells like False Life or Vampiric Touch.

The Synthesist uses all of his own abilities and gear. The synthesists and the eidolon is one creature. Aka - the toughness feat gives hp to both the synthesist and the eidolon.

There is no mentioning of some abilities only affecting the synthesist and some abilities only affecting the eidolon. They are fused into one creature - all effects are added to them as one creature. Toughness makes you gain +1 hp per lvl/HD.

That is how I read it.

Pretty sure that's not right...

You only gain the morale bonus to Con once from rage. The Summoner and eidolon are fused into a single being.
This bonus grants real HP, not temp HP.
Synthesists are not that broken.

Try to think of being fused as more of a "buff" they get rather than attempting to apply every effect to them twice.

(Further, I'm not convinced that rage is "targeted"... and the eidolon sure doesn't have it)

Scarab Sages

- An eidolon derives hit points from it's Con.

- If an eidolons Con increases, so does its hit points.

- With the synthesist; eidolon hit points are calculated as per normal rules

- Those hit points are then treated as temporary hit points.

- Rage increases Con, which increases both the synthesists real hit points and his eidolon's hit points.

- The rules for decreasing Con work the same way: sucks to be a synthesist and get hit by Con reducing effects. (Note: actual ability damage has a specific ruling for synthesist - it decreases the base stat and is not a modifier.)

.

.

p.s. Summoners don't need to multiclass to get rage. It is on their spell list.

Dark Archive

Lune wrote:
Derwalt, see the above posted rules quote about temporary HP stacking.

The 3.5 FAQ is not the Pathfinder FAQ.

The Exchange

Pathfinder Rulebook Subscriber
Mergy wrote:
Lune wrote:
Derwalt, see the above posted rules quote about temporary HP stacking.
The 3.5 FAQ is not the Pathfinder FAQ.

it hasn't been addressed in a Pathfinder FAQ, but i was legitimately asking before: has the wording changed for temporary hit points / same effects stacking, in such a way that it would decimate the conclusion reached in the previous edition?

Dark Archive

Temporary Hit Points wrote:
Certain effects give a character temporary hit points. These hit points are in addition to the character’s current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character’s temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character’s current hit points. When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.

That's all the CRB has to say about temporary hit points. I would say temporary hit points from the same source do not stack, so no casting false life multiple times, but there is no reason why a synthesist with three levels of wizard can't cast it on himself for more of a buffer.


I'm glad all these questions keep coming up - building my 'Overfiend' as we speak.


Understood that the RAW states Eidolon gets no Skills/Feats of it's own.

But, shouldn't the fused/suited form benefit from the Eidolon's presumably innate "Class Skills"? Essentially, making them Class Skills for the Summoner when in fused/suited form?

Maybe only untrained Skills.

Lastly, understood that one can purchase +8 as a racial bonus via evolution. And, assuming this will not stack with Summoner "racial bonus" to the same skill per stacking rules?

Just a couple of thought I didn't find specifically addressed.

Why am I saying this... trying to add utility/flavor/story (organically, sans evolutions) to the Synthesist and stop all the "tank-talk".

Access to additional skills like Bluff or Sense Motive can help with Combat Maneuvers and related Feats. This especially helps Biped forms. Who don't want to look "monstrous".


As to Toughness, I feel the spirit of the archetype suggests ONLY the Summoner benefits. Or else, you'd be "double-dipping".

It's not a matter of real or temp. The benefit of Toughness give +1 per HD (or class level). If you applied each/both, you'd be approximately doubling the benefit.

Other Feats... are what I'd call "use based", since you're fused and take action in tandem... they are not effectively doubled.


Under Evolutions:

In "The summoner must be at least 8th level before selecting this evolution."...

Is this equivelant to a Caster Level requirement?

In the above requirement and if Multi-Classing with 2 levels of "other class", would the Magical Knack Trait make the Summoner eligible with 6 levels of Summoner?

For equity's sake, sort of how it would work for other classes.


Hassan Ahmed wrote:

Under Evolutions:

In "The summoner must be at least 8th level before selecting this evolution."...

Is this equivelant to a Caster Level requirement?

In the above requirement and if Multi-Classing with 2 levels of "other class", would the Magical Knack Trait make the Summoner eligible with 6 levels of Summoner?

For equity's sake, sort of how it would work for other classes.

"caster level" and "class level" are not the same thing.

You actually have to be a Summoner 8 to select that evo.


I get the distinction, which is why I'm asking the question.

So, in the spirit of the rule... An evolution may be too powerful for a certain level of campaign (assuming no multi-classing).

So, this evolution would be appropriate for an 8th level campaign, party, adventure, etc...

If the Summoner happens to be 6/2 Summoner/Other, she's 8th Level. And, still doesn't have the ability, power, access to unlocking this evolution. Given.

Now, with Magical Knack... again, the spirit of the trait is to allow spell-casters to maintain their potency, while rounding out their character by multi-classing.

So, I'm inferring that Magicak Knack should allow the 6/2 Summoner to access an this evolution. That is in effect, the benefit of having a "knack".

As opposed to another Summoner, 6/2 who does not have Magical Knack... and could not do the same.

Liberty's Edge

Hassan Ahmed wrote:

I get the distinction, which is why I'm asking the question.

So, in the spirit of the rule... An evolution may be too powerful for a certain level of campaign (assuming no multi-classing).

So, this evolution would be appropriate for an 8th level campaign, party, adventure, etc...

If the Summoner happens to be 6/2 Summoner/Other, she's 8th Level. And, still doesn't have the ability, power, access to unlocking this evolution. Given.

Now, with Magical Knack... again, the spirit of the trait is to allow spell-casters to maintain their potency, while rounding out their character by multi-classing.

So, I'm inferring that Magicak Knack should allow the 6/2 Summoner to access an this evolution. That is in effect, the benefit of having a "knack".

As opposed to another Summoner, 6/2 who does not have Magical Knack... and could not do the same.

You can infer (wrongly) all you wish, the rules simply do not work like that evolutions are tied directly to class level, not to caster level. Period, end of story. If they had meant caster level, they would have said caster level.

If you wish it to be otherwise, ask your GM. Maybe he'll let you slide. (I certainly wouldn't, but different strokes for different folks.)


So, without the editorial/commentary regarding my inference... you're basic answer is... "RAW".

Guess I was hoping for a discussion. Exchange of ideas, viewpoints, exploration, reasoning, etc...

Thanks!

Dark Archive

That's just not the way it works, discussion or no. Magical knack only covers things that rely on caster level, and the eidolon is in no way affected by his master's caster level.

Dark Archive

So do you think Boon Companion would work then Mergy?


There is nothing, currently, that lets you use character level, as opposed to class level, for the eidolon. It's not a matter of RAW vs RAI, it's just flat out the way it is. Boosting the eidolon is a huge thing. Maybe, and I'm not a guy who's good at determining whether feats are balanced or not, you could houserule a feat that let you add a level or two to your summoner level, up to your character level, but it would increase your summoners power quite a bit. Four levels would just be way too much.

Edit: You could, of course, house rule anything. The maybe part was just intended to say I wasn't sure it would be a good/balanced feat to house rule.


CptTylorX wrote:
So do you think Boon Companion would work then Mergy?

Boon Companion is very specific about what it works on, and Eidolons aren't on the list.

Dark Archive

Chengar Qordath wrote:
CptTylorX wrote:
So do you think Boon Companion would work then Mergy?
Boon Companion is very specific about what it works on, and Eidolons aren't on the list.

i believe SKR said the RAI of boon companion should include eidolons


Name Violation wrote:
Chengar Qordath wrote:
CptTylorX wrote:
So do you think Boon Companion would work then Mergy?
Boon Companion is very specific about what it works on, and Eidolons aren't on the list.
i believe SKR said the RAI of boon companion should include eidolons

Wow... Ok. Can you show me where? Cause, that seems pretty cool to me. My synthesist summoner is gonna take a 4 level dip in fighter or barbarian maybe, and not lose any eidolon abilities.

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