Do Eidolons begin each scenario fully healed?


Pathfinder Society

Dark Archive

I have been tacking for granted that my Eidolon begins each game fully healed just like players. I figure the faction can reserve a space for him when a Cleric channels positive energy. Since they cannot heal from sleep, was I oversteping? If we really have to keep track from one game to another, I presume getting a GM to initial the end game hp(after other PCs have a chance to offer their left over spells/channels per day) is good enough? I do not wan to heal every point from my wands and have not chosen the spell for it.

4/5

Raymond Lambert wrote:
I have been tacking for granted that my Eidolon begins each game fully healed just like players. I figure the faction can reserve a space for him when a Cleric channels positive energy. Since they cannot heal from sleep, was I oversteping? If we really have to keep track from one game to another, I presume getting a GM to initial the end game hp(after other PCs have a chance to offer their left over spells/channels per day) is good enough? I do not wan to heal every point from my wands and have not chosen the spell for it.

I do not think you were overstepping.

Most conditions and effects do not carry from mod to mod. It seems reasonable that somehow the hp would come back.

The Exchange 5/5 RPG Superstar 2010 Top 16

Well, conditions like diseases and poisons need to be resolved before the end of a session, so it seems reasonable that eidolon damage might be the same.

Before ending a session, you and the GM should figure out how you're getting the eidolon back up to the hit point total you want to have at the beginning of the next game session.

The Exchange 2/5

Chris Mortika wrote:

Well, conditions like diseases and poisons need to be resolved before the end of a session, so it seems reasonable that eidolon damage might be the same.

Before ending a session, you and the GM should figure out how you're getting the eidolon back up to the hit point total you want to have at the beginning of the next game session.

+1. Since the rules specifically say that Eidolons don't heal normally, I usually make sure I cast rejuvenate eidolon on mine prior to the adventure ending, or ask the party cleric to please heal him.

That said, I've never had a GM actually ask me if my eidolon was at full hit points when I summoned him.

Dark Archive 4/5

As long as the summoner has rejuvenate eidolon on their spell list, i would say you can pretty much hand wave it. since there is time between the scenarios, it really doesn't matter.


Todd Morgan wrote:
As long as the summoner has rejuvenate eidolon on their spell list, i would say you can pretty much hand wave it. since there is time between the scenarios, it really doesn't matter.

+1.

Heck, I'd probably be a terrible GM and just assume that the eidolon starts at full HP anyways, regardless of whether they have Rejuvenate Eidolon.

Shadow Lodge 5/5

Todd Morgan wrote:
As long as the summoner has rejuvenate eidolon on their spell list, i would say you can pretty much hand wave it. since there is time between the scenarios, it really doesn't matter.

+1

Yes. If you do not have rejuvenate eidolon on your list (or have the capability of healing your own via another method), I would expect that you will need to have it healed via other methods. If you chose to spend gold to heal, that should be listed on the chronicle sheet, otherwise I would want to write down the current remaining hit point total.


Ryan Bolduan wrote:
If you chose to spend gold to heal, that should be listed on the chronicle sheet, otherwise I would want to write down the current remaining hit point total.

Of course, it would always be at least half of maximum (considering you can kill your eidolon and resummon it later if it's injured worse than that).


+1

Handwaived. This is honestly probably one of the very, very few rules I consider to be arbitrary and stupid in the entirety of the Pathfinder ruleset. It needs to be errata'd away.

Grand Lodge 5/5

hogarth wrote:
Of course, it would always be at least half of maximum (considering you can kill your eidolon and resummon it later if it's injured worse than that).

I think I would not allow this (without a really dang good reason for doing it) as it kinda falls under no PVP. Sorta. Maybe. A bit.


godsDMit wrote:
hogarth wrote:
Of course, it would always be at least half of maximum (considering you can kill your eidolon and resummon it later if it's injured worse than that).
I think I would not allow this (without a really dang good reason for doing it) as it kinda falls under no PVP. Sorta. Maybe. A bit.

My eidolon died while bravely fighting off a horde of invading demon-cows single-handedly (in between adventures). HOW DARE YOU BESMIRCH HIS GOOD NAME!!!

Spoiler:
;-)

Dark Archive

I _LOVE_ the above post.

Can sombody please help me find that part about having to settle stuff like disease at the table?

Thanks for all the insight so far.
RML

5/5

hogarth wrote:
Todd Morgan wrote:
As long as the summoner has rejuvenate eidolon on their spell list, i would say you can pretty much hand wave it. since there is time between the scenarios, it really doesn't matter.

+1.

Heck, I'd probably be a terrible GM and just assume that the eidolon starts at full HP anyways, regardless of whether they have Rejuvenate Eidolon.

+1 even though it is comparable to allowing a fighter's damaged weapon/shield/armor to start at full hp without repairing it first.


Raymond Lambert wrote:

I _LOVE_ the above post.

Can sombody please help me find that part about having to settle stuff like disease at the table?

Thanks for all the insight so far.
RML

I am too tired right now to dig out the Guide and find the correct quote, but basically, anything that can heal naturally without saving throws is automatically healed when you play your next scenario with that character. Anything that requires a saving throw to be witnessed by a GM or any magic healing that needs to be officially noted on your chronicle sheet by a GM must be done at the end of the scenario where it occurred or the GM must include a note on the chronicle stating that your character is suffering from whatever the condition is and that it will still be present in that character's next scenario. Also, there sometimes may be time to resolve these things at the beginning of a session before the scenario officially starts. But the general rule is that if there is something that requires the presence of a GM to declare a condition cleared or healed, then it can only taken care of at the table.

Sovereign Court 4/5

Boy this seems vague. Is there an official ruling on this yet?

Grand Lodge 4/5 *

Deussu wrote:
Boy this seems vague. Is there an official ruling on this yet?

Yes, there is - Guide p28, last paragraph in the second column.

"At the end of a scenario, a PC may have been afflicted with any number of possible conditions. If these conditions are resolved before the table breaks up, then you have nothing to worry about. However, if the player is unable to resolve a condition before moving on to the next
scenario, you will need to write the condition in the Items Sold / Conditions Gained box and initial next to what you wrote. Please write clearly and legibly at all times, but it’s specifically important that you note conditions legibly as it could cause problems down the line. Later, when the condition is resolved, another GM will list the condition as cleared under Items Bought / Conditions Cleared on the chronicle sheet for the scenario in which the condition was cleared. If the PC purchased the casting of a spell to clear the condition, the GM will need to make sure the player wrote that in the Items Bought / Conditions Cleared box at the bottom of the chronicle. If another
PC cleared the condition by casting a spell, it should still be listed in the Items Bought / Conditions Cleared box, but with a 0 gp value and the casting character’s full Pathfinder Society number (XXXX-XX) written in next to the spell’s name."

I had a player with filth fever who wanted to try and ride out the effects rather than pay for a cure disease. Failed 2 saves and was getting dangerously close to dying before he decided to pay up instead (which *still* requires rolls, by the way, but at a big bonus). You can't hand-wave away stuff that requires in-game mechanics to resolve.

However, the OP's question about eidolons - RAW it doesn't automatically happen, but it should be easy enough to arrange in-game healing where possible, or just do it yourself at the end of the game with rejuvinate eidolon (and if you don't have that, well, you're not really taking care of your eidolon properly, are you?)

Dark Archive

Eidolons often need more healing than a limited # of spells per day, especially of a given slot level, can provide. This is why I bought a wand instead. Gets him back to full in between all those fights with no cleric in group. Also opens up slots to take care of em with mage armor, or cast grease, magic fang, And all the other options at the level of the higher alternatives. Of course the wand uses a charge every time it is used.

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