| evilbob |
Two things about eidolons make no sense: the fact that once it is below half its hit points it's more efficient at the end of the day to -kill it outright- than to heal it, and the fact that once an eidolon goes into negative HP it's actually more of a burden than if it had just died (since you have to spend a standard action to dismiss it so you can start using summon monsters).
The negative HP thing seems simple enough to fix: just house rule it so that it dies at 0 HP instead (like all other summon monsters). Problem solved. (It's unfortunate that it seems like the "death at -Con" thing was done to help summoners out, but actually it makes them worse.)
However, the "kill yourself to heal" mechanic is more problematic. I can understand that they don't want summoners using a natural healing mechanic to game damage in some way, either by having it "resting" while it's not summoned (but the summoner is adventuring) or even "resting" while the summoner is resting, thus effectively doubling the summoner's HP (at later levels especially). So, I propose that eidolon healing be changed so that when a summoner is healing naturally (resting), he may choose to heal himself or his eidolon but not both. Whatever amount of healing or ability damage he could normally heal is spread between the summoner and the eidolon as he sees fit. It even works out thematically since they share a Life Link and they are bonded so closely. (If people are worried about long-term care abuse, you could rule that long-term care cannot apply to the eidolon since it is not present, but I think that's getting a bit nit-picky.) If you're less worried about gaming the "double HP" system, you could also remove the restriction that the healing is spread between the two, and just say that while the summoner is resting, so is his eidolon.
This also has the advantage of solving the additional problem of how eidolons heal from ability damage, which is so far unaddressed. The only downside that I see is that a summoner may end up lagging the group, causing them to slow down and take extra time to rest, since ideally he would want to heal both himself and his eidolon to full - and given that the eidolon is an expendable battle resource, it will often take a while to heal it. It might be necessary to also keep the "next day it has 1/2 HP" rule intact to help with this, and/or try the variant above where both summoner and eidolon heal naturally while the summoner is resting.
Another, different suggestion would be to change Purified Calling to a 1st level spell. This would be a significant drain on the summoner's resources at early levels, which would help balance out its effectiveness. However, at later levels having a 750g wand that can rejuvenate your eidolon would be too powerful, so you'd have to set a restriction that it could only be cast once per day.
Thoughts, constructive criticism?