| Braveheart1291 |
hello just have a question about carrying items with eidolons. Have a player thats trying to use eidolon to carry anything metal on there eidolon and then dismiss the eidolon just curious does the metal items stay with the eidolon when he summons his eidolon again. he tied the items on to his eidolon with rope. just currious how to rule and what it saws considering there is not much on eidolons and summoners thanks
Project: J-ko
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The examples given in Manifest Eidolon (being forced outside 100 feet of the Summoner, or the Summoner dropping to 0HP) call out the physical form dissolving, and the eidolon only being able to return again through the Manifest Eidolon action. There's no reason to assume it works any other way when the Summoner dismisses their eidolon willingly.
That said, it's your game and therefore your call. Maybe create a secret bulk limit to what "extra items" the eidolon can carry. Maybe some special material doesn't want to vanish and reappear along with the eidolon.
*shrug* Unless there's some hidden errata somewhere that I missed, I say have fun with it.
| Finoan |
| 2 people marked this as a favorite. |
Not only is there not a lot of information, the information that we do have is contradictory.
Gear and your Eidolon in the Summoner class description says:
Your eidolon can't wear or use magic items, except for items with the eidolon trait.
And the Eidolon trait says:
an eidolon can't use items that don't have this trait.
So regarding non-magical items, the two rules give different results. The Summoner's description of an Eidolon's gear only prevents using magical items, but the Eidolon trait prevents using all items.
It gets more complicated when looking at certain items such as doors and toolkits. Is an Eidolon allowed to use an Interact action to open a door, or is that considered 'using' a door item? If a Summoner player takes Skilled Partner to get Battle Medicine, is the Eidolon allowed to use the Healer's Tools needed to use that action?
Personally, I find it to be too problematic to prevent an Eidolon from using all items that don't have the Eidolon trait unless the GM houserule adds the Eidolon trait to a bunch of various items. So I go with the wording of the Summoner class description that Eidolons are only prevented from using and benefiting from magical items that don't have the Eidolon trait and can use non-magical items normally.
These non-magical items don't get carried with the Eidolon when it is unmanifested though.
| Tridus |
| 4 people marked this as a favorite. |
Not only is there not a lot of information, the information that we do have is contradictory.
Gear and your Eidolon in the Summoner class description says:
Gear an your Eidolon wrote:Your eidolon can't wear or use magic items, except for items with the eidolon trait.And the Eidolon trait says:
Eidolon wrote:an eidolon can't use items that don't have this trait.So regarding non-magical items, the two rules give different results. The Summoner's description of an Eidolon's gear only prevents using magical items, but the Eidolon trait prevents using all items.
It gets more complicated when looking at certain items such as doors and toolkits. Is an Eidolon allowed to use an Interact action to open a door, or is that considered 'using' a door item? If a Summoner player takes Skilled Partner to get Battle Medicine, is the Eidolon allowed to use the Healer's Tools needed to use that action?
Personally, I find it to be too problematic to prevent an Eidolon from using all items that don't have the Eidolon trait unless the GM houserule adds the Eidolon trait to a bunch of various items. So I go with the wording of the Summoner class description that Eidolons are only prevented from using and benefiting from magical items that don't have the Eidolon trait and can use non-magical items normally.
These non-magical items don't get carried with the Eidolon when it is unmanifested though.
The fact that this hasn't had an errata or clarification in all this time is extremely frustrating.
That said, I rule the same way you do. The Eidolon can use/carry mundane items if it makes any kind of sense. Those items fall to the ground if the Eidolon is unmanifested.
The only exception I make is for "Eidolon" items like the Collar of the Eternal Bond. Those I allow to manifest and unmanifest with the Eidolon, as it's just very fiddly to do it any other way and as the Summoner has to invest that, it makes some sense that it's got some special magical power to always be with the Eidolon so long as that magic investment is maintained.
YMMV, of course.
| Braveheart1291 |
Sorry been a busy week and kind of forgot about it but my party went into town. They have created a very powerful drug that makes u trip hard it's basically all the earth drugs combined into one drug. (Ya started the beginners box and thought this was going to be like a one shot turned into a campaign). But the person that is creating the drug had been forced into taken it he tripped out and started cast magic spells random directions basically killed everyone in this small bandit village. While the rest of the party was going to find there lost party member and when they came back they wanted to loot all the metal from this bandit village so they have metal for ther blacksmith shop and one of the players is a summoner and is trying to use his eidolon a as a storage chest by wrapping all the metal to his eidiloon with rope and then unbuttoning him and will re summon him when they get back to there blacksmith shop.
| Finoan |
| 1 person marked this as a favorite. |
when they came back they wanted to loot all the metal from this bandit village so they have metal for ther blacksmith shop and one of the players is a summoner and is trying to use his eidolon a as a storage chest by wrapping all the metal to his eidiloon with rope and then unbuttoning him and will re summon him when they get back to there blacksmith shop.
Ultimately it is up to the GM to decide if that is allowed or not. Not everyone plays the game the same way that I do.
Personally, I wouldn't allow it. Unmanifesting an Eidolon only affects the Eidolon. And probably their gear that has the Eidolon trait, because otherwise it would be a huge time penalty to have to re-equip them every time they manifest the Eidolon, and it is even worse having to re-Invest any equipment that requires Investment in order to work.
But Manifest/Unmanifest Eidolon doesn't affect any items they are holding, or gear they are wearing, or objects they are packing around that doesn't have the Eidolon trait.
I would allow them to strap all of the metal onto the Eidolon if the Eidolon can carry it all back. But the Eidolon will have to carry it all back just like any other character in the party.
You can't use the Eidolon's 'home' when Unmanifested as an indefinitely sized Bag of Holding to store arbitrary amounts of clutter at so that you can sell it off later.