| Bobson |
| 2 people marked this as FAQ candidate. |
I haven't been paying a great deal of attention to the various discussions of the synthesist, and there's been enough that a simple search doesn't turn up answers easily. I checked the FAQ, but it doesn't have answers for me. So if these questions have been answered before, you can just link me to the post...
1) If you're wearing a physical-stat boosting item, does the bonus transfer to the fused form, or is it overridden?
2) Can you put gear on the eidolon-shell which disappears when the shell does, and reappears when it is resummoned? Does it make a difference if it's slot-based (such as a ring), physically attached (such as a belt pouch), or held (such as a weapon)?
| Derwalt |
I do not believe that question one is unknown or lacks clarification.
It says very clearly in the synthesist description that the synthesists' gear functions as normal. The summoner and eidolon is one creature. This creature uses the physical stats of the eidolon. These stats are affected by f.ex. a Belt of Giant Strength.
About question 2; the summoner wears the gear - the synthesist as a whole benefit. The gear does not disappear if the eidolon disappears.
| Bobson |
What if it's gear the summoner can't wear? If you give a regular eidolon a sword that's too heavy for the summoner to carry, it just goes away wen the eidolon does. What if the synthesist can't carry it without the eidolon around?
What if the synthesist doesn't even have hands, but the eidolon-shell does...?
Thalin
|
You need hands for a sword, and if it is detached the "shell" picks it up. The gear only applies to slotted gear; which as stated is worn by the synthesist.
The Eidilon shell still gains no benefit from armor; Their "shifty form can't hold it". Basically designer shenanigans because the eidilons AC is already far too high to try to hit after about level 6.
| Bobson |
I feel like I'm not getting answers to the question I'm asking. I'll spell out the whole thing, and hope my players don't stumble across this thread (unlikely, but if you do - shoo!).
I'm creating a will-o'-wisp synthesist. It uses its eidolon shell to interact with things and to engage in combat. But will-o'-wisps have no hands, nor any of the typical slots, nor the strength to carry anything useful. So what is it able to "store" with the shell so that it's not around unless it's fused with its eidolon? Can the wisp put a belt on the eidolon-shell while fused, and have the belt disappear when the eidolon does, or will it fall to the ground (because the wisp can't wear it itself)? Likewise with a sword - can the eidolon take it with when the shell disappears, or does the wisp have to find some way to transport it when not fused?
| Gignere |
I feel like I'm not getting answers to the question I'm asking. I'll spell out the whole thing, and hope my players don't stumble across this thread (unlikely, but if you do - shoo!).
I'm creating a will-o'-wisp synthesist. It uses its eidolon shell to interact with things and to engage in combat. But will-o'-wisps have no hands, nor any of the typical slots, nor the strength to carry anything useful. So what is it able to "store" with the shell so that it's not around unless it's fused with its eidolon? Can the wisp put a belt on the eidolon-shell while fused, and have the belt disappear when the eidolon does, or will it fall to the ground (because the wisp can't wear it itself)? Likewise with a sword - can the eidolon take it with when the shell disappears, or does the wisp have to find some way to transport it when not fused?
This is a terrible idea. The FAQ has ruled that a synthesist can't cast/use weapons when fused if the Eidolon suit does not have arms. So all your question are answered. All the gear will be worn by the summoner, your wisp shell can not wield weapons/gear, nor cast spells.
| Derwalt |
@Gignere: Read it again - it's the other way around :) It's a Will-o'-wisp which is also a Synthesist - and have a humanoid eidolon(-suit). Actually a nice idea although a little strange :)
I believe that you are now in house-rule country. As a GM you decide. But according to RAW I believe that the rules say this: "While fused with his eidolon, the synthesist can use all of his own abilities and gear."
Can the Will-o'-wisp use the gear you refer to normally? No? Well, then neither can it use that gear, when fused with it's eidolon.
| Gignere |
@Gignere: Read it again - it's the other way around :) It's a Will-o'-wisp which is also a Synthesist - and have a humanoid eidolon(-suit). Actually a nice idea although a little strange :)
I believe that you are now in house-rule country. As a GM you decide. But according to RAW I believe that the rules say this: "While fused with his eidolon, the synthesist can use all of his own abilities and gear."
Can the Will-o'-wisp use the gear you refer to normally? No? Well, then neither can it use that gear, when fused with it's eidolon.
My bad I thought he was doing the will o wisp shell. But yeah I agree this is definitely house rule country.
If I was GM, I will probably rule no gear for the suit that the body can't use. Since will O wisps can't use any published gear it will be gearless.
| Bobson |
@Gignere: Read it again - it's the other way around :) It's a Will-o'-wisp which is also a Synthesist - and have a humanoid eidolon(-suit). Actually a nice idea although a little strange :)
Definitely strange. Also absurdly powerful for the CR, simply because of the combination of summon eidolon and the wisp's native invisibility. When the suit pops, it goes invisible, and flies away, then summons it back (with the half hp after it pops from damage). It also renders him immune to having the eidolon banished, since it can't be targeted separately from the magic-immune will-o-wisp. On the other hand, the glowing rune that can't be concealed negates the wisp's native invisibility while the eidolon is out, so it isn't pure gain.
If the plan wasn't to have the wisp run away to preserve itself (and report) after the real boss was killed, I think it would be TPK time.
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Thanks for the input, everyone. I'm going to go with the "Can't take it with you" route and say that this wisp is entirely gearless. Of course, eidolons don't need gear, but that's another problem.
Pounce for Claw, Claw, Bite, touch-shock, FTW :)
| Gignere |
Derwalt wrote:@Gignere: Read it again - it's the other way around :) It's a Will-o'-wisp which is also a Synthesist - and have a humanoid eidolon(-suit). Actually a nice idea although a little strange :)Definitely strange. Also absurdly powerful for the CR, simply because of the combination of summon eidolon and the wisp's native invisibility. When the suit pops, it goes invisible, and flies away, then summons it back (with the half hp after it pops from damage). It also renders him immune to having the eidolon banished, since it can't be targeted separately from the magic-immune will-o-wisp. On the other hand, the glowing rune that can't be concealed negates the wisp's native invisibility while the eidolon is out, so it isn't pure gain.
If the plan wasn't to have the wisp run away to preserve itself (and report) after the real boss was killed, I think it would be TPK time.
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Thanks for the input, everyone. I'm going to go with the "Can't take it with you" route and say that this wisp is entirely gearless. Of course, eidolons don't need gear, but that's another problem.
Pounce for Claw, Claw, Bite, touch-shock, FTW :)
Invisibility is called out specifically to be able to hide the glowing rune, so it is all gain for the will o wisps. I can't even imagine the BBEG given that a WoW synthesist even gearless will be super nasty.
| Bobson |
Bobson wrote:Invisibility is called out specifically to be able to hide the glowing rune, so it is all gain for the will o wisps. I can't even imagine the BBEG given that a WoW synthesist even gearless will be super nasty.Derwalt wrote:@Gignere: Read it again - it's the other way around :) It's a Will-o'-wisp which is also a Synthesist - and have a humanoid eidolon(-suit). Actually a nice idea although a little strange :)Definitely strange. Also absurdly powerful for the CR, simply because of the combination of summon eidolon and the wisp's native invisibility. When the suit pops, it goes invisible, and flies away, then summons it back (with the half hp after it pops from damage). It also renders him immune to having the eidolon banished, since it can't be targeted separately from the magic-immune will-o-wisp. On the other hand, the glowing rune that can't be concealed negates the wisp's native invisibility while the eidolon is out, so it isn't pure gain.
If the plan wasn't to have the wisp run away to preserve itself (and report) after the real boss was killed, I think it would be TPK time.
------------
Thanks for the input, everyone. I'm going to go with the "Can't take it with you" route and say that this wisp is entirely gearless. Of course, eidolons don't need gear, but that's another problem.
Pounce for Claw, Claw, Bite, touch-shock, FTW :)
Oooh. I missed that. It just got even scarier. I think I'm going to deliberately not use that, unless the PCs are steamrolling the encounter. This is already going to be hard enough. I'd take away a level or two, except that I'd then lose the summon eidolon spell.
The BBEG isn't actually as scary as this wisp. Standard halfway intelligent advanced troll with a few fighter levels. Reasonably well equipped, moderately optimized. He hits hard, and can really mess someone up, but he's still just a troll.
I'm not sure whether I'm going to start the wisp in eidolon form in the fight, or whether it's going to be hiding in wisp form, buff the boss from hiding, then emerge...
| Bobson |
Actually, afaik, they have never even answered the question of where a regular eidolons items (like weapons) go when it dies or is dismissed. Dropped in a pile? Goes back with the Eidolon?
Really? I thought they said it went with, so you didn't need to re-equip every time. Good to know that it's unclear there, as well...
| Bobson |
That would make eidilon's the best transportation system ever.
Make the Eidilon pick up giant statue
Dismiss it
Have it reappear, in new location with giant statue in hand
Profit :).Would also be a great way to hide that vital item the PCs want :).
Paladin mounts used to work that way in 3.5, IIRC. Though, since Pathfinder got rid of that, it probably wasn't intended on bringing it back with the eidolon.
| Heaven's Agent |
| 3 people marked this as FAQ candidate. 1 person marked this as a favorite. |
I do not believe that question one is unknown or lacks clarification.
I don't know about that. The mere fact that the question's come up three separate times in the past few weeks seems to indicate that it is in need of clarification.
Per the description of the ability the belt functions normally. But the abilitiy also differentiates between eidolon and summoner ability scores. The item could then work one of two ways:
Both are possible according to the rules as they are written. As a result a clarification is needed.
| thoynan |
I think the gear would just fall down, but, as long as the suit has hands and slots, it can wear the gear, cast spells etc, per the FAQ, you can ride inside the eidelon, it can cover you like a glove, etc, it's up to you haha.
Make it a lady body, and when they come upon a lady getting dressed by a stream or river, she was just taking a bath, not putting on the gear her unseen servant carries before getting ready to attack them, haha.
Also, a wisp sythesist could be in that form all day if it wanted too.
| Qik |
I've heard the whole "gear disappearing or not" thing could go either way. I'm running a summoner who sometimes uses his eidolon as a mount, and when the eidolon is dismissed, its saddle goes with it. There was a bit of debate about this among those I play with, but we settled on this pretty quickly.
If I were running this, I'd have no problem saying the gear can go with the eidolon. I think it makes sense, and that it's a foggy enough issue that you might as well rule in your own favor. ;)