Eidolon healing


Rules Questions


I did a search but did not find anything about this.

I know eidolans do not heal naturally, and when killed they return at half their max HP. I know there are summoner spells that heal/rejuvenate them. But the question is can eidolans be healed thru magical means such as potions, items, or spells like CLW? And if so, if they are healed up, do they retain the HP as long as they are dismissed and not killed?

Thanks


Yes.


channeling will not affect them unless the cleric took the outsider channeling feat--at least that is how I read it. And if the cleric channeled to heal the eidelon, then he could not heal the party.


Hakken, you are incorrect. Positive energy heals anything with a constitution score, even outsiders. The reason for the alignment or elemental channeling feats is so that you can heal/harm outsiders or elementals specifically.

Example:
Cleric has positive energy. He cannot harm outsiders with it. He takes Alignment Channel (Evil) and can now harm evil outsiders.

Example 2:
Cleric has negative energy. He cannot heal outsiders with it. He takes Alignment Channel (Evil) and can now heal evil outsiders.

- Gauss

Edit: the specific wording can be found on CRB p40. Channel Energy is stated to heal/harm 'living creatures'. Typically 'living creatures' are anything with a constitution score.

Edit 2: Living creatures are defined on CRB p215 (during a reference to spells):

CRB p215 wrote:
Many spells affect “living creatures,” which means all creatures other than constructs and undead. Creatures in the spell’s area that are not of the appropriate type do not count against the creatures affected.


that is good to know---how then does that work with a synthesist summoner? I have had two GMs now not let us heal the "temporary" hps the summoner get from his eidelon. Both said it could only be healed with his rejuvenate eidelon.


First,
Temporary hps are not subject to healing. You can refresh them but they are just that, temporary. The text on the synthesist eidolon states that the Eidolons hitpoints BECOME temporary Hitpoints for the synthesist. Just because there is a work-around given to heal what has become temporary hitpoints does not mean that the original concept must also use that work-around.

Second,
The rationale for 'rejuvenate ediolon' is really quite easy. The Summoner MUST have a way to heal his own Eidolon. If they gave him cure spells it would detract from those classes that already have it. So, they create a spell that ONLY heals the Eidolon.

An class spell to heal a class feature should not be taken as defacto proof that that creature cannot be healed by other methods. Your GM's are not in error about the temporary hps but if they do not let you heal a normal eidolon you should show them that outsiders are in fact alive (via CRB p215). With nothing in eidolon text to contrary that makes them alive too.

So in summary:
1) Eidolon is an outsider with normal hitpoints and the ability to be healed by normal means and the rejuvenate eidolon spell.

2) An Eidolon being used by a Synthesist Summoner has its hitpoints converted to temporary hitpoints to be used by the Synthesist Summoner. (BTW, during Split-Form the eidolon returns to a 'normal' eidolon which means it can be healed normally.)

3) Temporary Hitpoints are normally not able to be healed by ANY means (although they may be refreshed if you have the means). However, in the case of a Synthesist Summoner he can heal the temporary hitpoints granted to him by his Eidolon by using the spell Rejuvenate Eidolon. This is probably intended as a way to limit the hitpoint boost of the Synthesist so that he must be responsible for those extra (temporary) hitpoints. (Note: There are workarounds via Fused Link and Split Forms.)

4) Your GMs are correct regarding the temporary hps.

- Gauss

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