Hi all! Relatively new (or new to PF2e) GM here. Last night one of my players who is playing a Summoner raised the question of whether he can attempt Treat Wounds twice every hour instead of once since his Eidolon is a separate target (ie. Someone treats the Summoner’s wounds and then immediately treats the Eidolon’s wounds). I ruled in the moment that I didn’t think that sounded right, my reasoning being that they share a health pool and the PC shouldn’t be able to double its benefits solely because of which class it is. Can anyone tell me what the RAW is here, ideally with an AON reference I can point him to?

Edit: I found this thread which seems to suggest that I made the wrong call. I’d love to have a more official answer, but I think the idea that healing is supposed to be trivialized by certain combos makes sense.

  • I don’t think it’s a big deal to allow both the summoner and the eidolon to be healed by Treat Wounds in an hour. Assuming someone is planning on pursuing Medicine Skill Feats, Continual Recovery comes online quite quickly and eliminates all of the Treat Wounds cooldowns anyway.

  • “You spend 10 minutes treating one injured living creature.”

    the eidolon is not injured, because it doesn’t take damage. the summoner takes all the damage and the healing. and if the summoner is immune to treat wounds then there can be no healing.

    can’t find anything more concrete about this in RAW tho 🤔 but, it just feels cheating and therefore i personally wouldn’t allow it.

    • I agree it feels cheesy, which is why I didn’t allow it. But my player seemed confident that it worked RAW.

      I assumed the word “injured” there was just flavour text. Is that actually the RAW reason why it wouldn’t be allowed or is that your interpretation? I feel like there should be a more concrete ruling, but my player will probably accept that.

      • for me as a gm i always consider how everyone at the table feels about it. allowing one pc to double heal while nobody else gets that might seem unfair to the other players. so, i would ask them how they feel about this.

        • Excellent point. I might just ask them. I think the RAW is against us here, but it does feel a bit unbalanced. I’ll ask people if they mind, because I suspect they won’t. The Summoner has been one of the only frontliners, so I’m guessing the party will be fine with them getting some extra heals

    • Hi there,

      I don’t think that perspective is supported by RAW. From the Summoner rules:

      Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. [https://2e.aonprd.com/Classes.aspx?ID=18]

      Both can take damage and healing. The only distinction is that they share a hit point pool.

      • Seems to be the general consensus from what I’ve seen any time it’s been brought up even on the PF2e Discord. You just can’t do it off of a single effect, i.e. Ward Medic, but they can be healed individually with Treat Wounds.

        And yes, the Eidolon can indeed be healed as per the Eidolon feature of the Summoner class.

        Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points.

        So it seems pretty clear Treat Wounds works on them. If they couldn’t be injured, then they would be immune to damage which they aren’t. Inferring otherwise is imposing the flavor of ‘damage to the connection’ or something over rules, which I’m not a fan of in a system as tight as PF2e. (That’s just me, though.)

  • I allow Treat Wounds and Battle Med to proc separately on Eidolon and Summoner. But I can see arguments for and against it.

    The only thing I’ll add to this discussion is to consider that the Summoner is playing two half characters. They essentially get misfortune against all AoE effects, and any buffs to their defence have to be applied twice (once to each of them). The summoner themselves is also a cloth armoured caster with significantly less spell slots than the others, making them an easy target.