Gark the Goblin |
If your eidolon is knocked down past its negative Constitution score and returned to its home plane, in regular play it can be summoned the next day at half its maximum hit points. In Pathfinder Society play, however, I've found that I usually don't have time to summon it again before the scenario ends - and consequently can't heal it to full health. Will it be assumed at full health by the next scenario, or do I need to heal it during adventures?
andreww |
I am fairly sure PFS adventures assume an indeterminate time between them so there should be no problem with healing it back to full. As a similar example Staves start each session fully charged.
Also just because you finish the mission and return to your VC that shouldn't prevent you dropping in "I resummon my eidolon the next day and spend some time patching him up". There is no game over screen just because you have completed the mission.
Alex McGuire |
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Assuming you have a way to heal it; eidolons don't heal naturally. Just pick up the first level healing spell and you are good. Also remember that eidolons don't recover ability damage naturally, so unless you have a way to fix it or adventure with a cleric, you will have to pay for spellcasting services after any scenario your eidolon takes ability damage.
FLite Venture-Captain, California—Sacramento |
thaX Venture-Lieutenant, Indiana—Martinsville |
Also remember, Eidolons can not naturally regenerate, nor can they be given regenerative powers/spells. You can heal them (with Rejuvenate Eidolon) but anything that gives regenerate (number) for a time does not work.
I wish I could remember the spell I am thinking of, but I can't and it isn't listed in the PRD.
BretI Venture-Lieutenant, Minnesota—Minneapolis |
As has been said, you have to be able to heal it.
Mnemonic Vestment is a great way to deal with this. Keep a scroll of lesser restore eidolon and your best rejuvenate eidolon to use in the vest. Once a day you can use the scroll to cast the spell with the vestment without using up the scroll. Since there is an unspecified amount of time between adventures, you just keep doing it until the Eidolon is cured.
FLite Venture-Captain, California—Sacramento |
FLite Venture-Captain, California—Sacramento |
Raisse |
1 person marked this as a favorite. |
Also remember, Eidolons can not naturally regenerate, nor can they be given regenerative powers/spells. You can heal them (with Rejuvenate Eidolon) but anything that gives regenerate (number) for a time does not work.
I wish I could remember the spell I am thinking of, but I can't and it isn't listed in the PRD.
I see no reason regeneration or fast healing would not work on an eidolon. In fact, fast healing is available via a 4-point evolution at 11th level. The text that says they don't heal naturally is only there to state that they don't heal over time by resting, like a normal creature would.
FLite Venture-Captain, California—Sacramento |
thaX Venture-Lieutenant, Indiana—Martinsville |
I am not sure about the particulars, but I believe being summoned and being a particular creature type is the culprit. It has nothing to do with the class itself.
It can be healed with CLW and Rejuvinate Eidolon.
FLite, Rejuvinate Eidolon heals 1D10 hp +1 per level (Max +5). It does not have any restriction on what archtype the Summoner is. Is there a another spell you are thinking of?
Jeff Merola |
I am not sure about the particulars, but I believe being summoned and being a particular creature type is the culprit. It has nothing to do with the class itself.
It can be healed with CLW and Rejuvinate Eidolon.
FLite, Rejuvinate Eidolon heals 1D10 hp +1 per level (Max +5). It does not have any restriction on what archtype the Summoner is. Is there a another spell you are thinking of?
Reread his post. He's saying he thinks people are confusing a restriction of the synthesist's eidolon (can only be healed by Rejuvinate Eidolon) with a restriction of the normal eidolon.
thaX Venture-Lieutenant, Indiana—Martinsville |
Dhjika |
Akari Sayuri "Tiger Lily" wrote:Are you thinking of Infernal Healing not working on Eidolons? I had the pleasure of having you point that particular little rule niggle to me in person when I was playing Pip and Fluffy at WYC :)Yes, that is the particular spell I was thinking of.
So you are saying it is your opinion fast healing from a spell does not work, but fast healing from an evolution does work?
In my experience far more GMs let infernal healing and cure light wounds work on eidolons than ones that don't.
FLite Venture-Captain, California—Sacramento |
Akari Sayuri "Tiger Lily" |
The debate seems to be whether IH accelerates natural healing (and Eidolons explicitly do not have natural healing to accelerate), or whether it counts as its own magical healing effect. There's a thread requesting an FAQ on the topic.
FLite Venture-Captain, California—Sacramento |
FLite Venture-Captain, California—Sacramento |
Curaigh |
Huh. I would have thought that the fact that it has an evolution that gives it fast healing would answer that question. If fast healing doesn't work on it, the Evo does nothing.
The evolution gives it fast healing. There's an evolution to get a flight too, but until you take it the eidolon doesn't have it (or even wings).
Arguably the fast healing evolution, would also give the eidolon natural healing, but natural healing works when sleeping and eidolon's don't do that. Even if they did, fast healing would restore them to full in a couple of minutes, so natural healing becomes moot.
So I think the evolution is the specific overuling the general. At least in terms of people having a question.
Yiroep |
This FAQ talks about synthesist and how that you can't normally heal their eidolon because it is temporary hit points, except by rejuvenate eidolon spells. This implies that a regular eidolon can be healed normally by other means.
As well, an eidolon is a living creature. If it can be harmed by negative energy, it can be healed by positive energy.
FLite Venture-Captain, California—Sacramento |
FLite wrote:Huh. I would have thought that the fact that it has an evolution that gives it fast healing would answer that question. If fast healing doesn't work on it, the Evo does nothing.The evolution gives it fast healing. There's an evolution to get a flight too, but until you take it the eidolon doesn't have it (or even wings).
Arguably the fast healing evolution, would also give the eidolon natural healing, but natural healing works when sleeping and eidolon's don't do that. Even if they did, fast healing would restore them to full in a couple of minutes, so natural healing becomes moot.
So I think the evolution is the specific overuling the general. At least in terms of people having a question.
But this arguement is more like: Eidolons don't have wings. Therefore if you cast fly on them, they get no benefit.
SCPRedMage |
But this arguement is more like: Eidolons don't have wings. Therefore if you cast fly on them, they get no benefit.
Agreed. The "no natural healing" clause is clearly intended to say that in the absence of anything else, an eidolon doesn't heal on its own. Casting a spell on it (to grant fast healing) does not fall under that purview.
You don't do anything, eidolon doesn't heal. You cast infernal healing on it, it heals one point a round for ten rounds. Seriously, how is it that magically induced healing linked to freaking devils can be considered "natural" healing?
DesolateHarmony |
FLite wrote:But this arguement is more like: Eidolons don't have wings. Therefore if you cast fly on them, they get no benefit.Agreed. The "no natural healing" clause is clearly intended to say that in the absence of anything else, an eidolon doesn't heal on its own. Casting a spell on it (to grant fast healing) does not fall under that purview.
You don't do anything, eidolon doesn't heal. You cast infernal healing on it, it heals one point a round for ten rounds. Seriously, how is it that magically induced healing linked to freaking devils can be considered "natural" healing?
Perhaps because it is called out as exactly such?
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
Fast Healing (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Format: fast healing 5; Location: hp.
link
All that said, I agree that it is probably magical healing, but if we are to go by RAW, it says it is just like natural healing. Does it work on eidolons? I don't know.
SCPRedMage |
Perhaps because it is called out as exactly such?
** spoiler omitted ** link
** spoiler omitted **...
Yes, congratulations, you can point out that fast healing itself calls out that it works like natural healing. I'll even take a pass on making an argument about fast healing only saying that so that you know that it only restores HP like natural healing, instead of like regeneration, whose HP restoration also includes regrowing body parts.
Instead I'll just repeat the question with a little more emphasis: how is it that magically induced healing linked to freaking devils can be considered "natural" healing?
FLite Venture-Captain, California—Sacramento |
James, he wasn't advocating that ruling, just explaining how people got to it. As it happens, I understand how they get to it, I just don't understand why they take that interpretation.
As I said, it is as if people were arguing that, for example tieflings say they have wings that do not grant them flight, and so people were arguing tha casting flight on them doesn't do anything.
Curaigh |
I think James is just poking at the logic of the rule.
Magic=natural? Devil=natural? Really? That's what I read anyway.
But this arguement is more like: Eidolons don't have wings. Therefore if you cast fly on them, they get no benefit.
Not completely, specific creatures can fly without wings. The spell also specifically calls out that the target can fly. The specific (fly) trumps the general (needs wings).
We agree some people are confused. The question was 'why when this example exists?' In my best guess, the answer is: 'specific trumps general.' The fast healing evolution is so specific it doesn't address the concerns of the general.
FWIW "...fast healing is just like natural healing..." doesn't mean, natural healing is a prerequisite of fast healing IMHO.
kinevon |
James, he wasn't advocating that ruling, just explaining how people got to it. As it happens, I understand how they get to it, I just don't understand why they take that interpretation.
As I said, it is as if people were arguing that, for example tieflings say they have wings that do not grant them flight, and so people were arguing tha casting flight on them doesn't do anything.
Which also leads to contention over whether Infernal Healing (and Stabilize) stops bleed damage or not.
Chris Mortika RPG Superstar 2010 Top 16 |
(Or, for that matter, if channeling positive energy stops bleed damage. There are two different definitions of bleed in the rules. In one definition, the effect is stopped by any magical healing. In the other, only by spells that restore hit point damage (or by a Heal check). Channeling positive energy isn't a spell, so ... it depends on which definition of bleed you subscribe to.)