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Synthesist as a tank?
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<blockquote data-quote="SteelDraco" data-source="post: 5688425" data-attributes="member: 359"><p>Well, true, but since you can take damage yourself if it would result in your eidolon being dismissed, I'm not sure why you'd ever allow that to happen. Seems to be a better idea to just take Resilient Eidolon at 1st level and desperately call out for healing when you get knocked out, like a barbarian does - you have to get healed when you get knocked out before your eidolon disappears, or you'll almost certainly die when your Constitution goes down when the eidolon dissipates. The difference between your Con and your eidolon's can be very dangerous, just like a barbarian's increased Con from raging can kill him if he's not careful.</p><p></p><p>Hm. I guess that's a reasonable reason to allow your eidolon to get knocked out, just seems like you'd be out of the fight anyway if you put all your character build into being fused with your eidolon. I suppose the Summon Eidolon spell would allow you to hop back in for a bit, at least.</p><p></p><p></p><p>Well, not being efficiently self-healing isn't a huge problem - most tanks aren't, after all. Paladins get that as one of their big tanking benefits.</p><p></p><p>Personally, I'd be inclined to allow the fast healing evolution to heal the temporary hit points granted by the eidolon. I'd also consider an evolution or feat that allowed the temporary hit points to be treated like regular hit points for the purposes of external healing, but that's clearly just house rules at that point.</p><p></p><p>The life conduit series of spells do allow you to get some benefit from others healing you - you can take damage to heal your eidolon as a swift action, shuffling around damage so that you can be healed by outside sources, but it's not a whole lot (1d6, 2d6, or 3d6 per round for a 1st/3rd/5th level spell that lasts 1 round/level).</p><p></p><p></p><p>Yeah, that's clearly the way to go.</p><p></p><p>Your AC isn't going to start out great, true. Depending on base form and evolutions, you'll have a natural armor bonus from +2 to +6 (aquatic form with Improved Natural Armor evolution). You'll have a Dex from 12 to 18 (serpentine form with Ability Increase). Honestly, that's right in line with where you'd be normally with light armor and a normal caster-type Dexterity score. The ability to use mage armor on top of that is just gravy.</p><p></p><p>I'm frankly astonished that Pounce doesn't have a minimum summoner level requirement - that just seems silly. So much charop stuff keys off of pounce that it doesn't make much sense to me that it'd be available at 1st level when other classes have to wait until 7th level or so. That's when a druid's big cat animal companion and the beast shape II spell can both get pounce.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 5688425, member: 359"] Well, true, but since you can take damage yourself if it would result in your eidolon being dismissed, I'm not sure why you'd ever allow that to happen. Seems to be a better idea to just take Resilient Eidolon at 1st level and desperately call out for healing when you get knocked out, like a barbarian does - you have to get healed when you get knocked out before your eidolon disappears, or you'll almost certainly die when your Constitution goes down when the eidolon dissipates. The difference between your Con and your eidolon's can be very dangerous, just like a barbarian's increased Con from raging can kill him if he's not careful. Hm. I guess that's a reasonable reason to allow your eidolon to get knocked out, just seems like you'd be out of the fight anyway if you put all your character build into being fused with your eidolon. I suppose the Summon Eidolon spell would allow you to hop back in for a bit, at least. Well, not being efficiently self-healing isn't a huge problem - most tanks aren't, after all. Paladins get that as one of their big tanking benefits. Personally, I'd be inclined to allow the fast healing evolution to heal the temporary hit points granted by the eidolon. I'd also consider an evolution or feat that allowed the temporary hit points to be treated like regular hit points for the purposes of external healing, but that's clearly just house rules at that point. The life conduit series of spells do allow you to get some benefit from others healing you - you can take damage to heal your eidolon as a swift action, shuffling around damage so that you can be healed by outside sources, but it's not a whole lot (1d6, 2d6, or 3d6 per round for a 1st/3rd/5th level spell that lasts 1 round/level). Yeah, that's clearly the way to go. Your AC isn't going to start out great, true. Depending on base form and evolutions, you'll have a natural armor bonus from +2 to +6 (aquatic form with Improved Natural Armor evolution). You'll have a Dex from 12 to 18 (serpentine form with Ability Increase). Honestly, that's right in line with where you'd be normally with light armor and a normal caster-type Dexterity score. The ability to use mage armor on top of that is just gravy. I'm frankly astonished that Pounce doesn't have a minimum summoner level requirement - that just seems silly. So much charop stuff keys off of pounce that it doesn't make much sense to me that it'd be available at 1st level when other classes have to wait until 7th level or so. That's when a druid's big cat animal companion and the beast shape II spell can both get pounce. [/QUOTE]
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