Eidolon Battles


Homebrew and House Rules


I always hear that Eidolons are overpowered. I had the thought of what if there only was Summoners for battles? Kind of reminds me of Pokemon, but whatever.

Probably would require a lot of house ruling, but any comments on this thought?

(Oh when I say only summoners, I mean it. No feat-feasting fighter, no wonderful wizards, no pristine paladins, no NOTHING. Just summoners... and maybe their buff spells.)


Reminds me more of Digimon or Metabots. It sounds like you're talking about a Summoner only game, right? Other than a lack of healing magic, I can't see too many problems with it.

Except maybe when there are a bunch of Summons out. That will probably slow combat down a bit.

The Exchange

Skilled UMD would fix the lack of healing magic, and Summoners heal the Eidolons anyway. Sounds completely awesome.


I'm not talking about the PC's being the only Summoners though. If it's a true Summoner Only game, then Cure Light wouldn't exist.


You know, I didn't really have the other summons in mind from Summon Monster. I just focused on the eidolon. Also, might be a thought, but maybe just keep the summoner spells out of it too.

By the way, what lack of healing? Granted if you take Minor Magic, you only get it once per day (until level 7.), but you can get Cure Light Wounds via Minor Magic. There's also Major Magic for Cure moderate wounds and lesser restoration. Then Ultimate Magic allows for Cure Serious Wounds.

The Exchange

Azten, you raise a good point. If it is a true Summoner Only game, then you would be correct. But there is a skill for that called Heal. Skilled Heal actually works now!

D20PFSRD wrote:

Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

Time: 8 hours.


I love the Heal skill. But it's not magic! ;)

I did forget about the Magic evolutions though, so there is still that.

The Polysummoner, found here may be of interest in such a game.


Summoners have very good, er, decent healing spell available. Especially when embedded into wand.


Not to mention that some of the higher level Summons from the Summon Monster Ability can heal to a limited extent.

Dark Archive

Tirq wrote:

Azten, you raise a good point. If it is a true Summoner Only game, then you would be correct. But there is a skill for that called Heal. Skilled Heal actually works now!

D20PFSRD wrote:

Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

Time: 8 hours.

actually you want this use too

Treat Deadly Wounds*
Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.

When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.

Time: 1 hour.

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