How do you rule effects on unmanifested eidolons?


Rules Discussion


Do they keep going if it's something that can still affect the Summoner like persistent damage, since you share HP, or do they pause and resume when the eidolon is manifested again?


Eidolon can be either summoned ( present in that very moment ) or not.

If unsummoned ( removed ) from the game, it doesn't affect the summoner anymore and viceversa.

I wouldn't dig too deep when it comes down to mechanics that are just meant for combat purposes.


I guess persistent damage as a singular example to give was bad. I was thinking about long term effects too like curses, diseases and other afflictions that affect the eidolon.


We have talked about it a few times. The rules don't say.
Persistent Damage is just one example, there are plenty of lingering spell effects. Some positive, some negative.

Hit points don't change when they are unmanifested. Beyond that its up to each GM. Choose.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

In my games, the players don't get a magical cure-all for their eidolon.


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Ravingdork wrote:
In my games, the players don't get a magical cure-all for their eidolon.

It's not that though: pausing means both positive and negative effects are affected for good and bad. If it doesn't pause you can unsummon your eidolon and let the duration time out that way for some afflictions: for instance, like confused, stupefied, enfeebled, fleeing, fear, ect. Neither option is a loophole.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
graystone wrote:
Ravingdork wrote:
In my games, the players don't get a magical cure-all for their eidolon.
It's not that though: pausing means both positive and negative effects are affected for good and bad. If it doesn't pause you can unsummon your eidolon and let the duration time out that way for some afflictions: for instance, like confused, stupefied, enfeebled, fleeing, fear, ect. Neither option is a loophole.

Ergo, there's no magical cure-all in my games. As I said. ;P


Ravingdork wrote:
graystone wrote:
Ravingdork wrote:
In my games, the players don't get a magical cure-all for their eidolon.
It's not that though: pausing means both positive and negative effects are affected for good and bad. If it doesn't pause you can unsummon your eidolon and let the duration time out that way for some afflictions: for instance, like confused, stupefied, enfeebled, fleeing, fear, ect. Neither option is a loophole.
Ergo, there's no magical cure-all in my games. As I said. ;P

Yes you said that but you didn't explain what you mean by it. It's kind of a non-sequitur for the OP's question as is.


Interesting. The first scenario that came to mind was delaying an affliction until the party could find a cure, but the cost of having no Eidolon by your side surely isn't risk free. I also never considered the RP implications of manifesting/manifesting but this surely has me thinking. I shall be asking my GM about this.

Would the Eidolon Home Plane have any bearing on these mechanics? It says where eidolons go when unmanifested, but I never really considered if the eidolon just goes poof or it retains its form there. If it does retain its form in whatever plane, I can see how the effects would continue.

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