Meld into Eidolon


Rules Discussion

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Pathfinder Adventure Path, Lost Omens Subscriber
Starocious wrote:
Blake's Tiger wrote:
Meld into Eidolon wrote:
While Manifested in this way, you use its statistics, and you can't act except to direct it to use Manifest an Eidolon to unmanifest it.

You, the summoner, can't act.

I believe the "you" in the first part of the clause is the player. You, the player, use the eidolon's statistics (i.e., not the summoners, which includes not the summoner's mental statistics). You, the summoner, can't act except to direct (tell) the eidolon to unmanifest.

On the contrary, that is included purely because the eidolon's list of actions (ie, how it can act) does not include a dismiss itself. Therefore that text was included to say "you cant use any of your normal actions, except the action to dismiss the eidolon because an eidolon cant do that to itself by default."

You are not conveniently ignoring rules text that does not support your interpretation. Debate can no longer proceed.

I will say that if that was what they meant by "you can't act," then it would have been more succinct to say, "The eidolon can Dismiss itself."


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No, I'm just taking "you become your Eidolon" literally.

And good ol' ambiguous rules "If one version is too good to be true, it probably is."


Pathfinder Adventure Path, Lost Omens Subscriber
Starocious wrote:
Guntermench wrote:

The summoner isn't piloting the Eidolon like piloting a mech suit. They're Eddie Brock along for the ride as Venom goes on a rampage, with the minor additional control of being able to tell Venom to bugger off.

You become the Eidolon is effectively you are replaced by the Eidolon.

You stating your opinions that disregard the rules text and every explanation based on the text is getting old.

Oh, the irony.


Alright, lets quote the whole thing, full context and break it down.

Meld Into Eidolon wrote:
Your physical form can (1)combine with that of your eidolon, granting benefits but limiting your capabilities. You Manifest your Eidolon, but instead of summoning it into an adjacent open space, (2)you become it. While Manifested in this way, (3)you use its statistics, and you can't act (4)except to direct it to use Manifest an Eidolon to unmanifest it.Since you can't act, you can't Cast Spells, activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the tandem trait, or use other abilities that require you, and not the eidolon, to act. Your can't be (5)separately targeted while you are melded into it. When (6)you reach 0 HP, your eidolon unmanifests, leaving your body behind, unconscious and dying.

1a. The feat literally says you "combine". Not are replaced. Not that you cease to exist. Not that you unsummon yourself.

1b. The feat states it grants "you" benefits. Which makes sense. But under your baseless interpretation that you arent there, having been replaced, or that "you" refers to the player, not the character, this would make no sense, because "you" arent being granted the listed benefits, instead just "only being an eidolon".

1c. The feat states it limits your capabilities, it would not say this if you effectively didnt exist. You cant limit the capabilities of something that doesnt exist.

2. The feat states you become your eidolon. It does not state you are replaced by your eidolon. It does not state you ever stop being your character. Again, redhead becomes doctor does not equal redhead ceases to be redhead or is replaced by a doctor. (Very simple analogy)

3. The feat states you use its statistics. It doesnt state it uses its own statistics. It includes this because the character is the one using the eidolon's statistics.

4. The feat states that again, you still have the ability to act to do this one thing. Something you would not be able to do if you weren't still present.

It goes on to list the ways the summoner is restricted in what actions they can take. Again, which would be redundant if the Summoner wasnt still there. It does not say any effects cease, suspend of otherwise are cured.

5. Stressing here that you cant be targeted "seperately" because you and the eidolon are one being. That would be completely redundant if the summoner was effectively not there.

6. Again, you, not the eidolon, because you dont "functionally" or "effectively" not exist or are replaced.

Lastly "You cant act", in game terms simply means "you cant take your actions", thankfully the feat explicitly also allows you to use your eidolon statistics, which come with their own actions. The feat even lists one way in which you can still take actions: the action to dismiss your eidolon, included because eidolon's dont have this capability by default.

Nothing you are trying to argue appears as comprehensively covered by the feat text. Yours is based not on the quoted text, but on a misunderstanding/massive oversimplification of the word "become", ignoring the larger context of the whole feat's text, and you're attempting to use that to justify overhauling what the feat is written to do.

The feat is clearly designed and written to function similarly to 1e's synthesist. It does no more or less than what the feat text says.

Blake's Tiger wrote:
I will say that if that was what they meant by "you can't act," then it would have been more succinct to say, "The eidolon can Dismiss itself."

It has no need to say that, because you are still present and you are the one acting as the eidolon. If the eidolon was the only thing present and you were no longer present, it would say "the eidolon can dismiss itself". But it doesnt, specifically because you are the eidolon and still you.

Silver Crusade

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Gortle wrote:
pauljathome wrote:

Sorry, most of this seems like sophistry to me.

And you get to the truth from sophistry by providing arguments and evidence

pauljathome wrote:


I think the intent is clear. Only the Eidolon is effectively present. It can do what the Eidolon could do if the summoner was present and no more.
Well that is succinct why didn't it say that.

You know VERY well that Paizo isn't always as clear as one would like :-). See all the wild shape arguments we've both been involved in for absolute proof of that :-).

I want to change my statement.

The current words are quite unclear and I expect there to be significant table variation.

At a normal table, check with your GM and come to some kind of agreement.

At PFS, I'd expect so much table variation that I'd avoid this feat altogether (or only use it in the clearest cases) in order to avoid the drama. I'd most certainly NOT build a rogue with a summoner archetype in PFS expecting the Eidolon to be able to sneak attack or a monk expecting to be able to flurry.

Its quite possible that I'm wrong and that a consensus will form. But I'd wait to see that consensus before relying on it :-). And I personally have no idea what that consensus would be


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pauljathome wrote:
I'd most certainly NOT build a rogue with a summoner archetype in PFS expecting the Eidolon to be able to sneak attack or a monk expecting to be able to flurry.

Monk being able to flurry while melded is out of the question. Flurry is an action that as an eidolon you cant use. The same as every other action you have prior to melding that are restricted. (Except dismiss eidolon)

The discussion is around passive effects and conditions that persist through melding. Just popped in to clarify that so people dont get confused.


pauljathome wrote:
Gortle wrote:
pauljathome wrote:

Sorry, most of this seems like sophistry to me.

And you get to the truth from sophistry by providing arguments and evidence

pauljathome wrote:


I think the intent is clear. Only the Eidolon is effectively present. It can do what the Eidolon could do if the summoner was present and no more.
Well that is succinct why didn't it say that.

You know VERY well that Paizo isn't always as clear as one would like :-). See all the wild shape arguments we've both been involved in for absolute proof of that :-).

I want to change my statement.

The current words are quite unclear and I expect there to be significant table variation.

At a normal table, check with your GM and come to some kind of agreement.

At PFS, I'd expect so much table variation that I'd avoid this feat altogether (or only use it in the clearest cases) in order to avoid the drama. I'd most certainly NOT build a rogue with a summoner archetype in PFS expecting the Eidolon to be able to sneak attack or a monk expecting to be able to flurry.

Its quite possible that I'm wrong and that a consensus will form. But I'd wait to see that consensus before relying on it :-). And I personally have no idea what that consensus would be

Thankyou. That really is the only decision I can come to as well after reading these rules. It is really the point I am trying to make. Multiple interpretations are possible. I can justify what Starocious and I have been saying but its an argument about a gap, the other point of view is based on a shared understanding which is not explicit in the rules.

I really would have hoped this would not be the case. But in my opinion these things are unclear in the rules:
a) what happens to conditions and effects on the Summoner /Eidolon when it Melds and unMelds
b) does the Melded Eidolon keep any passive non action abilities the Summoner had?

GMs will make a ruling and GMs will do it differently.

Silver Crusade

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Gortle wrote:


I really would have hoped this would not be the case. But in my opinion these things are unclear in the rules:
a) what happens to conditions and effects on the Summoner /Eidolon when it Melds and unMelds
b) does the Melded Eidolon keep any passive non action abilities the Summoner had?

I think the other unclear thing (related but definitely different) is what happens to conditions on the Eidolon when the Eidolon isn't manifested. Do they end, continue, temporarily go away but come back when the Eidolon remanifests.

The clearest example of the problem is ongoing damage.

These questions are getting into the fundamental nature of what an Eidolon actually is. As such, I unfortunately don't really expect an answer from Paizo as it seems to me to be likely to fall into the category of "The GM gets to decide how such things work in their campaign"


Guntermench wrote:

The summoner isn't piloting the Eidolon like piloting a mech suit. They're Eddie Brock along for the ride as Venom goes on a rampage, with the minor additional control of being able to tell Venom to bugger off.

You become the Eidolon is effectively you are replaced by the Eidolon.

This is the best mental model for how things should work while Melded, I’d say.


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Are you saying can the Summoner unmanifest a normal Eidolon to negate ongoing damage, then remanifest it the next round.

Do they lose all their conditions, spell effects and statuses, or not?

Applies to a typical Eidolon, not specifically to one manifested in any particular way.

AFAICT the rules are silent.

Silver Crusade

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Gortle wrote:

Are you saying can the Summoner unmanifest a normal Eidolon to negate ongoing damage, then remanifest them the next round.

Do they lose all their conditions, spell effects and statuses, or not?

Applies to a typical Eidolon, not specifically to one manifested in any particular way.

AFAICT the rules are silent.

Yes.

I think the question is thematically related. It basically gets to the core of what happens to an Eidolon when it isn't manifested. Which arguably may be pretty much the same thing that happens to the summoner when he is merged with the Eidolon.

Or may not be at all related :-(


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Doesn't an unmanifested eidolon simply return to its home plane?

If so, I'd think that any ongoing conditions would persist.


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Ravingdork wrote:

Doesn't an unmanifested eidolon simply return to its home plane?

If so, I'd think that any ongoing conditions would persist.

Eidolons seem to be created with Essense to resemble things on other planes. It is not at all clear if they exist on another plane.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gortle wrote:
Ravingdork wrote:

Doesn't an unmanifested eidolon simply return to its home plane?

If so, I'd think that any ongoing conditions would persist.

Eidolons seem to be created with Essense to resemble things on other planes. It is not at all clear if they exist on another plane.

Erh, what isn't clear about it?

The rules clearly state they have home planes where they go, when not manifested.

Reading an Eidolon Entry, Secrets of Magic, page 58 wrote:
Home Plane This is the eidolon's home plane, where it goes when unmanifested. This can help you determine the effects of abilities dependent on a creature's home plane, such as banishment.


Can't wait for a Summoner to use Meld and then they get hit with Banishment.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Guntermench wrote:
Can't wait for a Summoner to use Meld and then they get hit with Banishment.

LOL. I imagine it would simply end the Meld, sending the eidolon to its home plane and leaving the summoner alone.

Still, I could see a GM stranding a summoner on another plane being used as an interesting plot hook. ;)


Ravingdork wrote:
Gortle wrote:
Ravingdork wrote:

Doesn't an unmanifested eidolon simply return to its home plane?

If so, I'd think that any ongoing conditions would persist.

Eidolons seem to be created with Essense to resemble things on other planes. It is not at all clear if they exist on another plane.

Erh, what isn't clear about it?

The rules clearly state they have home planes where they go, when not manifested.

Reading an Eidolon Entry, Secrets of Magic, page 58 wrote:
Home Plane This is the eidolon's home plane, where it goes when unmanifested. This can help you determine the effects of abilities dependent on a creature's home plane, such as banishment.

You are correct. Thanks.

So does that means the effects on them would just continue when they disappear and still be there when they come back? But what about persistant damage?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gortle wrote:

So does that means the effects on them would just continue when they disappear and still be there when they come back? But what about persistent damage?

Without assistance or lucky dice rolls, I guess the eidolon and summoner die.


Ravingdork wrote:
Guntermench wrote:
Can't wait for a Summoner to use Meld and then they get hit with Banishment.
LOL. I imagine it would simply end the Meld, sending the eidolon to its home plane and leaving the summoner alone.

But per above, they're now one.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Guntermench wrote:
Ravingdork wrote:
Guntermench wrote:
Can't wait for a Summoner to use Meld and then they get hit with Banishment.
LOL. I imagine it would simply end the Meld, sending the eidolon to its home plane and leaving the summoner alone.
But per above, they're now one.

*BAMF!*

Summoner: What the? What just happened?

Ediolon: *sigh* Guess I'll get the air mattress out.

XD


Or the roles switch and now the Eidolon is a summoner on their home plane and can summon a human/elf/whatever "Eidolon" :D

Liberty's Edge

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We have long known that the Witch is their Patron's familiar after all.

Witch MC Summoner with their Patron as Eidolon. Familiar : "Hi, boss."

Liberty's Edge

Gortle wrote:
Ravingdork wrote:
Gortle wrote:
Ravingdork wrote:

Doesn't an unmanifested eidolon simply return to its home plane?

If so, I'd think that any ongoing conditions would persist.

Eidolons seem to be created with Essense to resemble things on other planes. It is not at all clear if they exist on another plane.

Erh, what isn't clear about it?

The rules clearly state they have home planes where they go, when not manifested.

Reading an Eidolon Entry, Secrets of Magic, page 58 wrote:
Home Plane This is the eidolon's home plane, where it goes when unmanifested. This can help you determine the effects of abilities dependent on a creature's home plane, such as banishment.

You are correct. Thanks.

So does that means the effects on them would just continue when they disappear and still be there when they come back? But what about persistant damage?

"If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again."

Because of this text, I would say all effects affecting an eidolon just cease because its physical form dissolves.

Same if it is banished while Melded, leaving the Summoner behind. If the eidolon can even be targeted by Banishment while Melded, that is, what with the "Your can't be separately targeted while you are melded into it" clause.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

*BAMF!*

Party: Worry not young sister! We've traveled far through trial and tribulation to come and resc...

*Takes in the sight of a cozy dining area with the eidolon serving the summoner tea and crumpets around a small table table surrounded by various stuffed animals and dolls dressed up to look like the party members*

...cue...you...?

Summoner: *deadpans* Oh good. You've finally come.

Eidolon: *awkwardly feigned cheerfulness* Can I interest you all in some tea before returning to work?

XD


Well.

I kinda want this to happen now.

Silver Crusade

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Gortle wrote:
Ravingdork wrote:

Doesn't an unmanifested eidolon simply return to its home plane?

If so, I'd think that any ongoing conditions would persist.

Eidolons seem to be created with Essense to resemble things on other planes. It is not at all clear if they exist on another plane.

And my plant Eidolon is native to the Material Plane so no extra planar shenanigans there at all


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
pauljathome wrote:
Gortle wrote:
Ravingdork wrote:

Doesn't an unmanifested eidolon simply return to its home plane?

If so, I'd think that any ongoing conditions would persist.

Eidolons seem to be created with Essense to resemble things on other planes. It is not at all clear if they exist on another plane.
And my plant Eidolon is native to the Material Plane so no extra planar shenanigans there at all

Interesting. I guess it's effectively immune to banishment spells and attempts to Manifest Eidolon to dismiss it then.

:P


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Ravingdork wrote:
pauljathome wrote:
Gortle wrote:
Ravingdork wrote:

Doesn't an unmanifested eidolon simply return to its home plane?

If so, I'd think that any ongoing conditions would persist.

Eidolons seem to be created with Essense to resemble things on other planes. It is not at all clear if they exist on another plane.
And my plant Eidolon is native to the Material Plane so no extra planar shenanigans there at all

Interesting. I guess it's effectively immune to banishment spells and attempts to Manifest Eidolon to dismiss it then.

:P

WHy would it affect Manifest? It's a Teleportation not a Summons.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
graystone wrote:
Ravingdork wrote:
pauljathome wrote:
Gortle wrote:
Ravingdork wrote:

Doesn't an unmanifested eidolon simply return to its home plane?

If so, I'd think that any ongoing conditions would persist.

Eidolons seem to be created with Essense to resemble things on other planes. It is not at all clear if they exist on another plane.
And my plant Eidolon is native to the Material Plane so no extra planar shenanigans there at all

Interesting. I guess it's effectively immune to banishment spells and attempts to Manifest Eidolon to dismiss it then.

:P

WHy would it affect Manifest? It's a Teleportation not a Summons.

So they get teleported to "some other location" on the Material Plane? Like a secluded grove or something?

I guess that could work.


Banishment explicitly fails, Manifest returns it to... incorporeality? Something. Since you maintain a telepathic link even when the eidolon is not manifested. (It's debatable if it can borrow your senses during that)


The Raven Black wrote:
Gortle wrote:


So does that means the effects on them would just continue when they disappear and still be there when they come back? But what about persistant damage?

"If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again."

Because of this text, I would say all effects affecting an eidolon just cease because its physical form dissolves.

Same if it is banished while Melded, leaving the Summoner behind. If the eidolon can even be targeted by Banishment while Melded, that is, what with the "Your can't be separately targeted while you are melded into it" clause.

Your rationale doesn't really makes sense if all that is happening to the Eidolon is that it is teleported to another plane or location.

Yes this is one of two reasonable responses to this question. The effects continue or they don't. I just don't see any rules reason to favour it.

We know what happens to hitpoints - you use the Summoners HitPoints when the Eidolon returns. We know what happens to Slow and Haste effects - they remain on the Summoner. We don't what happens to a confusion spell, a poison effect that weakens or stupifies, a longstrider spell that might last for 8 hours. Quite a lot of different effects.

Does it make a difference if the Eidolon returns a round later, 10 minutes later or a day later?

There are pluses and minus to ruling either way.


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More information, duplicating another post back into this thread.

No RAW answer.

However I've been thinking. If we look at the wider lore ... let me give you this quote from Secrets of Magic page21 on Conjuration modern scholars agree that summoning creates facsimiles

If we apply this to manifesting - and manifesting is conjuration - I think we can work out an answer.

The eidolon that manifests is a copy of the eidolon from its home plane/location.

So the eidolon we see is a copy that is created on manifesting, and a copy that is destroyed on unmanifesting. The real eidolon is on its home plane and is safe.

So spells, conditions and effects on it go down when it unmanifests. When it remanifests it is a fresh clean copy, that has whatever hitpoints the Summoner has.

Silver Crusade

Gortle wrote:


The eidolon that manifests is a copy of the eidolon from its home plane/location.
/QUOTE]

I sort of like this. Makes sense, allows one to extrapolate into other cases, etc.

It does imply some things though. The manifested Eidolon would presumably (?) not have any memory of whatever happened in other manifestations.

It is also, of course, not even a tiny bit the only possible answer. It would be really nice for Paizo to weigh in on this topic.

Liberty's Edge

I like the copy idea and I think the eidolon still knows what has happened.


Gortle wrote:
So the eidolon we see is a copy that is created on manifesting, and a copy that is destroyed on unmanifesting. The real eidolon is on its home plane and is safe.

Except the passage RavingDork quoted states the home plane is where it goes when unmanifested. Not where it always exists while people summon copies. Where it goes.

Gortle wrote:
let me give you this quote from Secrets of Magic page21 on Conjuration modern scholars agree that summoning creates facsimiles

People agree on stuff that's wrong all the time.

Just look at the people trying to claim that a melded summoner ceases to exist if you need examples.


The Summoner's Precaution Spell suggests it's not a copy.

Quote:

You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends.

Sever Conduit Reaction (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a death effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage.

So, the eidolon is real ( there would be no reason to say that a copu would still suffers any other effect that accompained the damage ) and simply unmanifest ( return to where it came from ).

Somebody could dig even deeper thinking about "what if an eidolon suffering from persistent damage unmanifests ( assuming persistent damage on the blocked blow which let it unmanifest )"? May the eidolon die in his dimension ( not being tied to the summoner's health pool since unmanifested now ) resulting in the summoner never able to summon it again?

But I'd prefer to take all the flavor, put it in a sealed box and throw it into the black deep waters, as what we need to know is just this:

- Summoner and eidolon mechanics ( health pool, saves, aoe effects, etc... ).
- When summoned and visible, even a thug would be able to know that summoner and eidolon are somehow "tied" together because of the sigil.
- When unmanifest, the eidolon token is removed until summoned again.

Anything else is not a real concern for the rules, unless the player itself wants to make it a real concern even if not needed.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I mean, it becomes an issue if all the player needs to do to cure an ongoing affliction on their eidolon is to unmanifest and remanifest their eidolon.

That would be quite the panacea! And would completely change how eidolons are played. If nothing else, they'd become great trap disarmed. What's a poisoned dart without the poison?


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Ravingdork wrote:

I mean, it becomes an issue if all the player needs to do to cure an ongoing affliction on their eidolon is to unmanifest and remanifest their eidolon.

That would be quite the panacea! And would completely change how eidolons are played. If nothing else, they'd become great trap disarmed. What's a poisoned dart without the poison?

Right.

I think Summoner's Precaution's wording opens up a can of worms (or keeps it open). "Why would it need to state the Eidelon's taking effects if it's unmanifesting?" => An unmanifested Eidelon takes the effects.

But what's that mean for when the Eidelon returns???
Does that mean I can buff my Eidelon w/ Energy Aegis, send it away, then bring it back melded and buffed? Important since the Summoner can't otherwise buff a melded Eidelon. And with a 24 hour duration, one could cast it before sleeping.

What about durations? If I assume they're running (seems legit, even important). May I just wait out the temporary effects, even most poisons? What if they're potentially lethal (and not just through hit points which become nebulous at that point, or do they?) And if I unmanifest and then manifest within a duration, what stage of poison or of a spell w/ different effects over time? Does a Cockatrice's Calcification carry over so that bringing back the Eidelon slows the Summoner? (Oh my, what does happen to the Summoner if an Eidelon gets petrified this way???)


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Castilliano wrote:


I think Summoner's Precaution's wording opens up a can of worms (or keeps it open). "Why would it need to state the Eidelon's taking effects if it's unmanifesting?".

Sometimes I have the feel that paizo likes to watch the "world" ( forum) burn ;)


I have a hopefully SIMPLER question regarding Meld Into Eidolon, probably a dumb one but I mostly want to make sure I'm not the only one reading it this way: If I take the Meld Into Eidolon feat can I still summon it normally or does the meld COMPLETELY override the regular manifest action?!

The first two sentences are what is really confusing to me. The first sentence reads: "Your physical form CAN combine with that of your eidolon, granting benefits but limiting your capabilities." but the second is: "You Manifest your Eidolon, but INSTEAD of summoning it into an adjacent open space, you become it." There is nothing that states this is a different action than the regular manifest or if overrides, there might be errata/clarification somewhere but I'm not aware of it at present.

Maybe this ISN'T a simpler question after all?!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That question is easy.

Quote:


Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities. You Manifest your Eidolon, but instead of summoning it into an adjacent open space, you become it. While Manifested in this way, you use its statistics, and you can't act except to direct it to use Manifest an Eidolon to unmanifest it. Since you can't act, you can't Cast Spells, activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the tandem trait, or use other abilities that require you, and not the eidolon, to act. Your can't be separately targeted while you are melded into it. When you reach 0 HP, your eidolon unmanifests, leaving your body behind, unconscious and dying.

The second sentence describes what happens when you choose to do the optional thing in the first sentence. They go together, they are not parsed separately.


Blake's Tiger wrote:
...(if you require real world logic, think of it as trying to shout instructions to your fighter ally so that they can sneak attack). ...

But you don't have to shout to tell it what to do: "Your connection with your eidolon allows you to communicate with it telepathically at all times, even when it isn’t manifested."(SoM page 53, paragraph BETWEEN(cause someone is going to argue this is part of --->) Act Together and Share Senses)

Boy I'm dumb, pointing out something like this is only going to continue the argument! I'm a glutton for punishment!

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