TEXT: Advanced Feats: The Summoner's Circle
  
  1
  Advanced Feats: The Summoner's Circle
  Designer  Sigfried Trent
  Editors  Scott Gable, Wolfgang Baur
  Cover Artist  Michael Bielaczyc
  Interior Artists  Stanislov and Anne Trent
  Graphic Designer  Anne Trent
  Publisher  Wolfgang Baur
  ©2010 Open Design LLC. All rights reserved.
  Open Design and Advanced Feats are trademarks of Open Design, LLC
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See  
  http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  www.koboldquarterly.com
  Stanislov images used by permission and available at 
  http://all-silhouettes.com/
  The feats in the "30 New Feats for Summoners" section are open content.
  All other material — including commentary, descriptions, proper names, 
  characters, story elements, designer's notes, setting material, flavor text, and 
  society information — is product identity.
  Contents
  Introduction ......................................................................2
  Examining the Summoner .............................................2
  30 New Feats for the Summoner ................................3
  Character Builds.............................................................10
  Summoner Build: The Chess Master ........................10
  Summoner Build: Mythic Rider .................................12
  Summoner Build: The Master of Arms ....................14
  Eidolon Character Sheet .............................................17
  
  2
  Introduction
  More than just a list of feats, Advanced Feats: the 
  Summoner’s Circle conjures forth knowledge and insight 
  into the delightfully complicated summoner class. With 
  a class breakdown, 30 new feats, an eidolon record sheet, 
  and three character builds showing you how to put it all 
  together, the Advanced Feats series takes character building 
  to a higher level.
  The Advanced Feats series takes the idea of a feats 
  supplement to a new level. Instead of providing a dry 
  list of feats, Advanced Feats helps you put them into 
  context to build interesting and powerful characters 
  in your Pathfinder RPG campaign. For 
  the 
  advanced player, we hope to spark your 
  imagination. For the casual player, 
  we hope to show you the path to 
  making fun characters. For the 
  GM, Advanced Feats provides feats 
  that your players can use without 
  slowing down or unbalancing your 
  adventures.
  Advanced Feats draws heavily 
  on the Netbook of Feats, an Open 
  Gaming License (OGL) publication 
  for feats in the d20 system. As its 
  chief editor, I have more than 10 years 
  of experience crafting and editing feats 
  for playability, accuracy, and balance. 
  Before publication, feats in the Netbook 
  of Feats are reviewed by a panel of experienced 
  rules experts, and only a select number are accepted for 
  publication. 
  Advanced Feats takes this a step further by selecting 
  the best and most applicable feats for the class 
  highlighted. Each feat in this book has been either 
  carefully re-worked to be fully compatible with the 
  Pathfinder Roleplaying Game or created specifically for this 
  book based on the new Advanced Player’s Guide classes.
  Examining the Summoner
  The summoner is a wonderful class for players who 
  love building characters and tinkering around with 
  the game rules. With the summoner, you are really 
  building two characters that work together as a team 
  – and every round of combat, you get to make twice 
  as many decisions. A clever player can really leverage 
  this multitude of actions every turn to dominate the 
  battlefield.
  Expanded Options and Builds
  for the Summoner
  Eidolon
  The summoner’s eidolon is nearly a second character, 
  and playing it as such is the key to using it well. Like a 
  good party, summoner and eidolon team is stronger than 
  each is alone, so designing your character and eidolon to 
  work together and coordinating their attacks in combat 
  is what makes this such a powerful class. Because the 
  eidolon acts according to your wishes but of its own will, 
  the summoner essentially gets twice as many actions and 
  twice the hp of most characters.
  This is not without peril. If the summoner goes 
  down the eidolon is gone as well. A perceptive foe will 
  strike the more vulnerable and critical member of the 
  team, but a crafty summoner can even turn that into 
  an advantage by making himself an attractive 
  but elusive target. For instance, the 
  maker’s call and transposition class 
  abilities help mitigate threats to 
  the summoner or the eidolon and 
  forcing an enemy to deal with the 
  other half of the team.
  From a purely roleplaying 
  perspective, the ability to design the 
  look and personality of your eidolon 
  to be nearly anything you like is a 
  delightful way to let your creativity 
  shine and make an utterly unique 
  character. While some players may treat 
  their eidolons as just another weapon, the 
  creature could well have a complicated and 
  engaging personality and story of its own.
  Building an eidolon is almost as challenging as 
  building a second character, and the rules involved 
  are often considerably different that that used by most 
  character classes or push the boundaries of the rules in 
  interesting ways. Questions like “can my mount tumble 
  while I’m riding on it?” and “what if it holds on to 
  me with its tentacles?” can make for fascinating rules 
  discussions.
  Summoning
  The summoning spell-like ability ensures that, even if 
  an eidolon goes down, the summoner is not defenseless. 
  Since these summons last 1 minute/level and you 
  command several of them (3 + Cha bonus per day), a 
  summoner has little chance of running out in a typical 
  day’s adventuring. The only disadvantage is that the 
  summoner can have only one such summoned creature 
  in play at a time – including their eidolon. Since the 
  eidolon is likely more powerful than most summons of 
  supplement to a new level. Instead of providing a dry 
   helps you put them into 
  context to build interesting and powerful characters 
   RPG campaign. For 
  the 
  advanced player, we hope to spark your 
  slowing down or unbalancing your 
  on the Netbook of Feats, an Open 
  Gaming License (OGL) publication 
  for feats in the d20 system. As its 
  chief editor, I have more than 10 years 
  of experience crafting and editing feats 
  for playability, accuracy, and balance. 
  Before publication, feats in the Netbook 
   are reviewed by a panel of experienced 
  rules experts, and only a select number are accepted for 
   takes this a step further by selecting 
  down the eidolon is gone as well. A perceptive foe will 
  strike the more vulnerable and critical member of the 
  team, but a crafty summoner can even turn that into 
  an advantage by making himself an attractive 
  but elusive target. For instance, the 
  maker’s call and transposition class 
  abilities help mitigate threats to 
  the summoner or the eidolon and 
  forcing an enemy to deal with the 
  other half of the team.
  perspective, the ability to design the 
  look and personality of your eidolon 
  to be nearly anything you like is a 
  delightful way to let your creativity 
  shine and make an utterly unique 
  character. While some players may treat 
  their eidolons as just another weapon, the 
  creature could well have a complicated and 
  engaging personality and story of its own.
  Building an eidolon is almost as challenging as 
  building a second character, and the rules involved 
  are often considerably different that that used by most 
  character classes or push the boundaries of the rules in 
  
  3
  Advanced Feats: The Summoner's Circle
  proficiencies and a combat trick or two.
  The summoner abilities to take on eidolon mutations 
  for themselves is useful for summoners who are built 
  to go into combat themselves. However, these abilities 
  come very late in the level progression, so they are 
  unlikely to be the focus of the character build.
  Skills
  With a small skill pool and Intelligence not playing into 
  their casting, it is unlikely a summoner will focus on 
  skills. Ride stands out as a key skill for those wanting 
  to use their eidolon as a mount and Use Magic Device 
  can be quite handy, especially since the summoner’s 
  Charisma is already favored for spellcasting.
  Summary
  The summoner is both a powerful and diverse class. The 
  ability to essentially design two characters to work in 
  tandem with one another is potentially very powerful. 
  Simply controlling twice the number of actions per 
  round has innumerable advantages. The only down 
  side is that playing a summoner is complicated and 
  potentially time consuming, both between and during 
  games.
  30 New Feats for the Summoner
  While the following feats are especially useful for 
  summoner, most can be chosen by any PC. The 
  exceptions are, of course, those that have a summoner 
  class features as a requirement.
  Aerobatics
  You are at home in the air, gaining maneuverability and 
  speed.
  Benefit: You improve your maneuverability by one 
  step when flying by any means. This includes flying 
  mounts, if you have the ability to guide them. You also 
  increase your base flying speed by +5 ft.
  Commentary—This feat could be used by either 
  summoner or eidolon. It’s a bit weaker than the eidolon’s 
  options for enhancing flight by mutation, but some 
  builds may have more room for feats than mutations.
  Balanced Spellcaster
  You do not need to make concentration checks while in 
  motion.
  Prerequisite: Dex 13.
  Benefit: You do not need to make concentration 
  checks due to motion.
  Commentary—Since spellcasters can quickly gain 
  access to flight, levitation, and all manner of defensive 
  movement, the ability to cast reliably while mounted 
  isn’t especially powerful. However, it is awfully handy if 
  you plan to spend most of your time in the saddle.
  the same level, more often than not this power becomes 
  a summoner’s backup plan.
  It’s a good idea to really review and learn the summon 
  monster lists and have the stats ready to go at game time. 
  Some summons are definitely better than others, and 
  many are good for certain niche situations. The ability to 
  call on whatever is most useful at the moment certainly 
  makes the summoner powerful and versatile. As an 
  added bonus, these summons require only a standard 
  action rather than a full round, like most summoning 
  spells. This makes them much harder to counter or 
  interrupt.
  The one summoned creature restriction applies only 
  to this ability and the eidolon. Creatures summoned by 
  casting the spells from the spell list can be out at the 
  same time. However, with a limited spell progression 
  and a normal duration, those summoned monsters are 
  much weaker.
  Spellcasting
  The summoner is not a very strong caster, especially at 
  lower levels. Their progression is similar to a bard’s, so 
  they gain access to higher level spells at least two levels 
  behind other casters, and they have a fairly limited 
  number of spell slots.
  The summoner spell selection is mostly defensive 
  and includes a large number of standard arcane buffs. 
  They have a set of eidolon-specific spells for healing and 
  calling their companion and most are essential for the 
  class. They also get a smattering of summoning-related 
  spells like banishment and phantom steed and a series of 
  interesting pit and wall summoning spells that give them 
  a role as a kind of strategic terrain master. 
  Defenses
  The summoner is proficient with and can cast spells 
  freely in light armor and has a decent d8 HD, which is 
  a modest start. Though they have a pretty good list of 
  defensive buffs, there may be no time to layer all those 
  up in a typical fight. 
  They also pick up a shield ally ability, so if they are 
  near their eidolon, they enjoy modest bonuses to AC and 
  saving throws. If you build for it with feats and ability 
  choices, you can make the summoner at least decently 
  durable, but you probably want to avoid prolonged 
  exposure to the enemy.
  Martial Ability
  The summoner also lacks heavy martial abilities; they 
  have only simple weapon proficiency and no built-in 
  combat abilities. They do have a 3/4 BAB progression, 
  which opens the possibility for decent combat skills, but 
  like defenses, you would want to shore that up heavily 
  with ability scores and feats. Likewise, multi-classing 
  would help a summoner pick up additional weapon 
  
  Advanced Feats: The Summoner's Circle
  4
  Feat Name
  Prerequisites
  Benefit
  Aerobatics
  —
  Gain flying maneuverability and speed
  Balanced Spellcaster
  Dex 13
  No concentration checks for motion
  Cannibalistic Casting
  —
  Lose Con to cast more spells
  Clockwork Summoning
  Spell Focus (conjuration)
  Summon clockwork versions of the normal summons
  Controlled Charge
  —
  Charge without reducing AC 
  Enhanced Scent
  Scent
  Double the range of the scent ability
  Enlarge Breath Weapon 
  Innate breath weapon
  Increase area by 50%
  Enlarge Wall 
  —
  Double the dimensions of walls
  Fast Spell
  —
  Reduce full round spells to a standard action
  Fleet of Foot
  Dex 15, Run
  Turn while charging
  Giant Step
  Natural reach of 10 ft. or 
  longer
  Increases the size of 5-ft. steps
  Hardened Spell
  Spell Focus
  +5 bonus to spell DCs against dispelling and identification
  Improved Concentration
  —
  +2 bonus to concentration checks
  Improved Multiweapon 
  Fighting 
  Dex 17, Multiweapon Fighting, 
  three or more arms, BAB +6 
  Gain additional off hand attacks
  Improved Resistance
  Innate spell resistance 
  +2 bonus to spell resistance
  Improved Shield Ally
  Shield ally class feature
  +1 bonus to shield ally benefits
  Multihanded Weapon
  Dex 15, Double Slice, 
  Multiweapon Fighting, three 
  or more arms
  Use more than two hands on a weapon
  Raw Magic
  —
  Sacrifice spells for level bonus to d20 roll
  Shifting Wall
  —
  Walls from spells can move 
  Sizeshifter 
  Eidolon class feature
  Forgo size evolutions
  Spirit of Vengeance 
  —
  +1 bonus to attack and damage against last opponent that 
  hit you
  Stay Down
  Int 13, Improved Trip
  Prevent opponents from standing up
  Strengthen Link
  Link or Life Link
  Share magic item benefit with eidolon
  Tail Tricks
  A tail
  +1 bonus to CMB for trip and grapple
  Toss Foe
  Str 15, BAB +6
  Throw grappled opponent
  Touch of Grace
  —
  +1 bonus to all saves
  Unstable Evolutions
  Eidolon class feature
  Adjust 2 points of evolution when eidolon is summoned
  Vampiric Summoning
  Spell Focus (conjuration)
  Drain health from summoned monsters
  Wall Mastery
  CL 7th, 5 ranks in Knowledge 
  (engineering) 
  Add holes to walls you create
  Weaken Link
  Eidolon class feature
  Eidolon and summoner can both use a chosen itevm slot
  Usurp Spell
  10 ranks in Spellcraft 
  Gain benefits of spell countered
  
  5
  Advanced Feats: The Summoner's Circle
  Commentary—The eidolon’s pounce evolution is great 
  for charging attacks, which is why I’ve included a couple 
  of charge-oriented feats and use the mechanic in the 
  mythic knight build.
  Enhanced Scent
  Your have trained yourself to take full advantage of your 
  keen sense of smell.
  Prerequisite: Scent ability
  Benefit: You double the range at which you can 
  detect and pinpoint creatures using the scent ability.
  Commentary—Scent can be a handy tool for finding 
  creatures normally warded by magical invisibility or who 
  are using the Stealth skill and can be hard to defend 
  against. While this is intended for an eidolon, some 
  summoners may make use of it directly.
  Enlarge Breath Weapon
  The creature’s breath weapon has a longer range than 
  normal.
  Prerequisite: Innate breath weapon
  Benefit: For line breath weapons, double the length 
  of the line. For cone breath weapons, increase the length 
  of the cone by 50%.
  Commentary—The eidolon breath weapon is fairly 
  strong at higher levels although it also costs a bundle of 
  points. If you invest heavily, you may as well guarantee 
  you see maximum returns.
  Enlarge Wall (Metamagic)
  You can cast larger wall spells.
  Benefit: You can alter a wall spell to increase its area. 
  Any and all numeric measurements of the spell’s area 
  increase by 100%. Such a spell uses up a spell slot 2 
  levels higher than the spell’s actual level.
  Special: Enlarge Wall does not alter the amount of 
  damage a wall deals in any circumstance.
  Commentary—Thicker walls are often harder to break 
  down by conventional means, and in some circumstances 
  the height or width of a wall may be important. As a 
  GM, I’ve found that wall spells can be powerful and 
  dramatically change the tone of a fight, allowing players 
  to dictate the terms of a battle that I’d carefully arranged 
  to their disadvantage.
  Fast Spell (Metamagic)
  Your slower spells take less time to cast.
  Benefit: Fast Spell reduces the casting time of a spell 
  which takes 1 full round to a standard action and halves 
  the casting time for spells that take longer than a full 
  round to cast. Fast Spell has no effect on spells with a 
  casting time shorter than a full round. Such a spell uses 
  up a spell slot 1 level higher than the spell’s actual level.
  Notes: As with Quicken Spell, spontaneous casters 
  can use this feat without extending the casting time of 
  the spell.
  Cannibalistic Casting
  You can use your body to fuel your magic.
  Benefit: You can cast a spell you know by losing a 
  number of Constitution points equal to the level of the 
  spell rather than using a spell slot. These lost points 
  of Constitution are considered temporary ability score 
  damage for all purposes, but they cannot be healed by 
  magical means and must be regained by rest. If the 
  ability damage is prevented, the spell will fail. 0-level 
  spells count as 1st level for the purpose of this feat.
  Special: Spellcasters who prepare spells are limited to 
  selecting spells they prepared for that day but may cast 
  those already used.
  Commentary—This feat may not sit well with all GMs 
  as it implies something about how magic can work and 
  encroaches on the line of what a class ability might 
  do. It is also prone to abuse if a character has access to 
  accelerated ability damage healing. The intent is to offer 
  a serious tradeoff between health and the ability to cast 
  another spell at a key moment. If that restriction can be 
  easily circumvented, then this feat should probably not 
  be allowed.
  Clockwork Summoning (Metamagic)
  You summon clockwork beats instead of those of flesh 
  and bone.
  Prerequisites: Spell Focus (conjuration).
  Benefit: Clockwork Summoning can only be used 
  with summon monster spells. Creatures summoned 
  with such a clockwork summon monster spell lose their 
  normal creature type and gain the construct creature 
  type. Combat statistics, abilities, and skills remain 
  unchanged, but all other immunities and limitations of 
  the construct type apply. A Clockwork Summoning spell 
  uses up a spell slot 2 levels higher than the spell’s actual 
  level.
  Controlled Charge (Combat)
  You charge without sacrificing defense.
  Benefit: You do not suffer the −2 penalty to armor 
  class while charging.
  Commentary on Clockwork Summoning 
  Commentary on Clockwork Summoning 
  Commentary on Clockwork Summoning 
  (Metamagic)
  (Metamagic)
  (Metamagic)
  The main advantage of constructs is their raft of 
  The main advantage of constructs is their raft of 
  The main advantage of constructs is their raft of 
  immunities, which make them more fearsome foes 
  immunities, which make them more fearsome foes 
  immunities, which make them more fearsome foes 
  for spellcasters to face. And there’s the coolness 
  for spellcasters to face. And there’s the coolness 
  for spellcasters to face. And there’s the coolness 
  factor to the idea of summoning clockwork creations 
  factor to the idea of summoning clockwork creations 
  factor to the idea of summoning clockwork creations 
  from some extraplanar world of machine analogs. 
  from some extraplanar world of machine analogs. 
  from some extraplanar world of machine analogs. 
  Changing creature types and templates can be 
  Changing creature types and templates can be 
  Changing creature types and templates can be 
  complicated, so the goal is to layer on the static 
  complicated, so the goal is to layer on the static 
  complicated, so the goal is to layer on the static 
  construct traits and otherwise leave the monster’s 
  construct traits and otherwise leave the monster’s 
  construct traits and otherwise leave the monster’s 
  stat block untouched.
  stat block untouched.
  stat block untouched.
  
  Advanced Feats: The Summoner's Circle
  6
  opportunity each time they want to close ranks with you 
  unless they have tumble or a similar trick to avoid it.
  Hardened Spell
  Your spells are difficult to counter or dispel.
  Prerequisite: Spell Focus
  Benefit: Choose a spell school for which you have the 
  Spell Focus feat. Your spells of that school have gain a +5 
  bonus to the DC needed to identify and to dispel them.
  Special: You may take this feat multiple times. Each 
  time you take this feat, it applies to a different school of 
  magic.
  Commentary—Caster are alarmingly vulnerable to 
  a sweeping dispel magic. It can destroy all your hard 
  work in one fell swoop. Because the summoner is so 
  heavily focused in the conjuration school and because 
  Spell Focus rarely helps them except as a prerequisite for 
  Augment Summoning, this is a nice way to get more use 
  of it. It also protects your magical investments in battle.
  Improved Concentration
  You are practiced at spellcasting in difficult 
  circumstances.
  Benefit: You gain a +2 bonus to all concentration 
  checks.
  Commentary—I was surprised there was no feat to 
  generally increase concentration. When this was a skill, 
  the usual skill feats could be applied for that purpose. 
  Since it is an inherent level-based check in Pathfinder 
  Roleplaying Game, the only concentration checks you can 
  improve on through your build are casting defensively.
  Improved Multiweapon Fighting (Combat)
  You get extra attacks with all your weapons.
  Prerequisite: Dex 17, Multiweapon Fighting, three 
  or more arms, BAB +6
  Benefit: You may make a second attack with each of 
  your off-hand weapons with an additional −5 penalty to 
  hit.
  Commentary—The summoner who wants to bring 
  an army of critters into play must use their memorized 
  summoning spells. As full round actions, these are prone 
  to interruption. Fast Spell also helps spontaneous casters 
  counter the increased casting time that results at the cost 
  of bumping it yet 1 level higher.
  Fleet of Foot
  You can turn while running or charging.
  Prerequisite: Dex 15, Run
  Benefit: When charging, you can make a single 
  direction change of 90 degrees or less. You must move 
  at least 10 ft. after the direction change. You can’t use 
  this feat if your base speed is reduced due to armor or 
  encumbrance.
  Normal: Without this feat, you must charge in a 
  straight line.
  Commentary—This is based on an SRD feat that 
  never made it into Pathfinder Roleplaying Game, probably 
  because of its narrow focus. If you are a character using 
  charge mechanics (as the mythic knight build does), it’s a 
  great way to increase your charging opportunities. It has 
  been updated to match the Pathfinder Roleplaying Game 
  rules set.
  Giant Step
  Your long legs allow you to take longer steps.
  Prerequisite: Natural reach of 10 ft. or longer
  Benefit: Whenever you could normally take a 5 ft. 
  step, you may instead move a distance equal to your 
  natural reach, without provoking attacks of opportunity. 
  You still cannot move through the squares of other 
  creatures, unless the size difference is great enough to 
  allow you to occupy the same space. Nor can you move 
  farther than your speed in this way.
  Commentary—This could simply be a house rule for 
  monsters, but it is potentially quite powerful for an 
  eidolon with size evolutions. Shifting out to maximum 
  reach forces smaller opponents to provoke attacks of 
  Balance and Eidolons
  Balance and Eidolons
  Balance and Eidolons
  As a GM or balance conscientious player, you may want to place some limits on 
  As a GM or balance conscientious player, you may want to place some limits on 
  As a GM or balance conscientious player, you may want to place some limits on 
  eidolons and Multiweapon Fighting. One strategy would be to require the feats to be 
  eidolons and Multiweapon Fighting. One strategy would be to require the feats to be 
  eidolons and Multiweapon Fighting. One strategy would be to require the feats to be 
  taken an additional time to apply to each set of arms beyond the second so that the 
  taken an additional time to apply to each set of arms beyond the second so that the 
  taken an additional time to apply to each set of arms beyond the second so that the 
  first feat covers 4 arms and a second feat is required to add another 2 arms into 
  first feat covers 4 arms and a second feat is required to add another 2 arms into 
  first feat covers 4 arms and a second feat is required to add another 2 arms into 
  the mix. You could also limit the eidolon to a total number of attacks equal to 
  the mix. You could also limit the eidolon to a total number of attacks equal to 
  the mix. You could also limit the eidolon to a total number of attacks equal to 
  their maximum natural attacks, be they weapon or not. 
  their maximum natural attacks, be they weapon or not. 
  their maximum natural attacks, be they weapon or not. 
  You could also change the rules for using natural attacks with two weapon fighting 
  You could also change the rules for using natural attacks with two weapon fighting 
  You could also change the rules for using natural attacks with two weapon fighting 
  and simply require the eidolon to use one or the other in a given full attack. Even if you 
  and simply require the eidolon to use one or the other in a given full attack. Even if you 
  and simply require the eidolon to use one or the other in a given full attack. Even if you 
  decide not to change the rules, you can have the monsters learn quickly that granting the many-armed 
  decide not to change the rules, you can have the monsters learn quickly that granting the many-armed 
  decide not to change the rules, you can have the monsters learn quickly that granting the many-armed 
  eidolon a full attack is simply a bad idea. They can then employ tactics to always avoid that situation.
  eidolon a full attack is simply a bad idea. They can then employ tactics to always avoid that situation.
  eidolon a full attack is simply a bad idea. They can then employ tactics to always avoid that situation.
  
  7
  Advanced Feats: The Summoner's Circle
  create simply by looking for an existing bonus and 
  offering an option to make it a bit stronger. All told, the 
  shield bonus to AC is less useful than the circumstance 
  bonus to saving throws since it is weak compared to 
  an actual shield and doesn’t stack with the shield spell, 
  which is included on the summoner spell list.
  Multihanded Weapon (Combat)
  You can wield a weapon with three or more hands.
  Prerequisite: Dex 15, Double Slice, Multiweapon 
  Fighting, three or more arms
  Benefit: You are quite versatile in your use of multiple 
  arms to wield weapons. You can wield a two-handed 
  weapon with up to four hands. Each hand beyond the 
  first adds an additional 1/2 your Strength bonus to the 
  damage roll. Additionally, provided you have sufficient 
  arms to do so, you can wield multi-handed weapons as 
  “off-hand” weapons.
  Example: A six-armed monster with a Strength of 
  20 could wield two greatswords, each with three hands. 
  Both would deal double the Strength bonus damage: 1 
  + 1/2 for each additional hand for a total of +10 damage 
  in this case. The second greatsword would be considered 
  “off-hand,” and the multiweapon penalty of −4 for the 
  primary hand and −4 for the secondary hand weapon 
  would apply.
  Commentary—The biomechanics of this may be a bit 
  hard to imagine, but the principle is consistent with the 
  rules for two-armed creatures. An eight-armed eidolon 
  wielding four halberds would be a terrifying sight 
  indeed. It is unclear whether multihanded weapons are 
  usable as “off-hand” in the base rules, so this feat makes 
  it explicit by allowing that approach.
  Raw Magic
  Normal: With Multiweapon Fighting, a creature 
  gains only a single attack with each extra weapon.
  Special: This feat replaces the Improved Two-
  Weapon Fighting feat for creatures with more than two 
  arms.
  Commentary—This SRD feat has not shown up in 
  Pathfinder Roleplaying Game form as of yet, and it was 
  important to the master of arms build, both for its 
  benefit and because it acts as a prerequisite for other feats 
  in the core rules. The Multiweapon Fighting rules and 
  the eidolon are a dangerous combination balance-wise. It 
  is cheap and easy to add arms to an eidolon, gaining an 
  armed attack for only 1 evolution point. 
  Improved Resistance
  Your magical resistance is greater than normal.
  Prerequisite: Innate spell resistance
  Benefit: You gain a +2 bonus to your spell resistance.
  Commentary—When looking at modifiers to a d20 
  roll, every +1 reflects a 5% shift in the outcome. Gaining 
  one 10% boost to SR is not a real game changer, but 
  if it were stackable, you could quickly guarantee near-
  immunity to non-damage spells. 
  The default rule that a feat can be taken only once is 
  essential to feat balance. When adding feats to a game, 
  it’s important to make sure a feat not designed to stack 
  isn’t used with other feats offering a similar bonus.
  Improved Shield Ally
  Your eidolon is especially protective.
  Prerequisite: Shield ally class feature
  Benefit: Gain a +1 bonus to the shield and 
  circumstance bonus from the shield ally and greater 
  shield ally abilities.
  Commentary—This is yet another class of feats you 
  Multiple Arms
  Multiple Arms
  Multiple Arms
  All kinds of questions come up when you end up with more than two arms. The way 
  All kinds of questions come up when you end up with more than two arms. The way 
  All kinds of questions come up when you end up with more than two arms. The way 
  the multiweapon feats are written, they assume each hand has its own weapon. It 
  the multiweapon feats are written, they assume each hand has its own weapon. It 
  the multiweapon feats are written, they assume each hand has its own weapon. It 
  would be clearer if the rules simply addressed primary and secondary weapons 
  would be clearer if the rules simply addressed primary and secondary weapons 
  would be clearer if the rules simply addressed primary and secondary weapons 
  as is done with natural attacks, but that is not the case. I would say, it’s best 
  as is done with natural attacks, but that is not the case. I would say, it’s best 
  as is done with natural attacks, but that is not the case. I would say, it’s best 
  considered that each weapon other than the one that is claimed as the main-
  considered that each weapon other than the one that is claimed as the main-
  considered that each weapon other than the one that is claimed as the main-
  hand weapon is “off-hand,” no matter how many hands it has. 
  hand weapon is “off-hand,” no matter how many hands it has. 
  hand weapon is “off-hand,” no matter how many hands it has. 
  The rules say an off-hand weapon always does 1/2 Strength damage, but I 
  The rules say an off-hand weapon always does 1/2 Strength damage, but I 
  The rules say an off-hand weapon always does 1/2 Strength damage, but I 
  would modify that to being 1/2 Strength less than normal to keep the balance 
  would modify that to being 1/2 Strength less than normal to keep the balance 
  would modify that to being 1/2 Strength less than normal to keep the balance 
  between extra hands and extra attacks. Multihanded Weapon avoids that by 
  between extra hands and extra attacks. Multihanded Weapon avoids that by 
  between extra hands and extra attacks. Multihanded Weapon avoids that by 
  using Double Slice as a prerequisite, which means off-hand damage is normalized, 
  using Double Slice as a prerequisite, which means off-hand damage is normalized, 
  using Double Slice as a prerequisite, which means off-hand damage is normalized, 
  and the 1/2 damage per hand rule covers all situations. 
  and the 1/2 damage per hand rule covers all situations. 
  and the 1/2 damage per hand rule covers all situations. 
  A reader may ask “Can a six-armed monster use three long bows at the same time?” I’d say yes, but 
  A reader may ask “Can a six-armed monster use three long bows at the same time?” I’d say yes, but 
  A reader may ask “Can a six-armed monster use three long bows at the same time?” I’d say yes, but 
  the rules are not explicit there either. Worse yet, how many crossbows can a six-armed monster reload 
  the rules are not explicit there either. Worse yet, how many crossbows can a six-armed monster reload 
  the rules are not explicit there either. Worse yet, how many crossbows can a six-armed monster reload 
  in one action? A strict reading would say only one but the spirit of the thing might say three.
  in one action? A strict reading would say only one but the spirit of the thing might say three.
  in one action? A strict reading would say only one but the spirit of the thing might say three.
  
  Advanced Feats: The Summoner's Circle
  8
  on the eidolon, and the size evolutions pose the problem 
  of fitting your massive friend in the tight confines 
  adventurers often find themselves in. Sizeshifter is 
  designed to solve that challenge.
  Spirit of Vengeance (Combat)
  You exact vengeance from your enemies in blood.
  Benefit: You receive a +1 morale bonus to attack and 
  damage on all melee attacks against the opponent who 
  most recently dealt damage to you this combat.
  Commentary—The bonus is quite good for a basic 
  feat, but the bonus type is a very common one. You also 
  have little control about which enemy it is applied to. If 
  you take this feat, you may find it advantageous to delay 
  in combat to manipulate which enemy you follow in 
  combat, so you get the bonus against the foe you most 
  want to attack.
  Stay Down (Combat)
  You can keep an opponent off their feet.
  Prerequisite: Int 13, Combat Expertise, Improved 
  Trip
  Benefit: When an opponent you threaten rises from 
  prone (provoking an attack of opportunity from you), 
  you may attempt a trip attack. If successful, the trip 
  prevents your opponent from standing up.
  Normal: Your opponent can spend a move action 
  (that provokes an attack of opportunity) to stand. 
  Your attack of opportunity cannot be a trip attack as it 
  happens before the opponent finishes standing, and you 
  cannot trip a prone opponent.
  Commentary—This feat arises from a common rules 
  mistake, which is why the normal section is important 
  to have here. The normal section is often used to explain 
  little-known or poorly understood rules modified by a 
  feat.
  Strengthen Link (Teamwork)
  Your eidolon gains the static benefit of one of your worn 
  magic items.
  Prerequisite: Life Link or Link
  Benefit: If you and your eidolon both have this feat 
  both, you both benefit from a magic item that either one 
  of you is wearing so long as you are within 60 ft. of one 
  another. When your eidolon is summoned, you must 
  specify which item slot you are linking and which one 
  of you is wearing the linked item. Both you and your 
  eidolon are considered to be wearing the item and gain 
  the benefits from doing so. If both are wearing an item 
  in the chosen item slot, only the chosen linked item has 
  an effect.
  Special: You cannot use this feat to allow your 
  eidolon to share the benefits from armor or shield slot 
  items.
  Commentary—Strengthen Link is quite handy for 
  You can channel spell power into your every action.
  Prerequisites: CL 1st
  Benefit: Before making any d20 roll and 1/round, 
  you may sacrifice a memorized spell or use up a spell slot 
  to gain a bonus to the roll equal to the level of the spell 
  or spell slot used.
  Commentary—This can be quite versatile but costly. 
  The bonus you get is likely less powerful than the 
  spell you sacrificed, but it’s likely to be used at a clutch 
  moment for a key attack or a desperate saving throw.
  Shift ing Wall (Metamagic)
  Your walls can move.
  Benefit: When casting a spell that creates a wall, 
  the resulting wall can slowly move at your command. 
  As a swift action (1/round), you can command the 
  wall to move 5 ft. in a given direction. The shape and 
  orientation of the wall cannot change as it moves, nor 
  can it break any of the rules for positioning in the spells 
  description (such as required support). Any move that 
  would have such a result causes the wall to remain 
  stationary. You must have line of sight to your wall to 
  command it.
  Impassable walls will push any object or creature of 
  medium or smaller size they run into. Encountering a 
  Large or larger object or creature will halt the wall’s 
  movement. Any Medium or smaller creature or object 
  pushed by a wall into a solid surface takes damage equal 
  to your CL and stops the wall from moving. These 
  victims are now immobilized by the wall and must make 
  an Escape Artist or Strength to move at half speed along 
  the wall. C
  Creatures or objects cannot block the movement of 
  passable walls; the walls simply move into occupied 
  spaces.
  Such a spell uses up a spell slot 1 level higher than the 
  spell’s actual level.
  Commentary—I’ve always been a fan of the wall 
  spells, and they can be very powerful at controlling a 
  fight. In some situations, this could be quite a death trap 
  for enemies, but in most situations, an escape route is 
  available. The feat is more a tool for manipulating where 
  a fight does or doesn’t take place.
  Sizeshift er
  You can grow or shrink your body size.
  Prerequisite: Eidolon
  Benefit: As a standard action that provokes an attack 
  of opportunity, you can alter your size between Small, 
  Medium, Large, and Huge if you have those evolutions.
  Special: Bonuses and penalties granted by any size 
  evolution are lost when you adopt a different size using 
  this feat.
  Commentary—The summoner class is very dependent 
  
  9
  Advanced Feats: The Summoner's Circle
  to all saves simply works better for most players and is a 
  nice generic pick for someone unsure of what to take.
  Unstable Evolutions
  Your eidolon changes a little each time it is summoned.
  Prerequisites: Eidolon class feature
  Benefit: Each time your eidolon is summoned, you 
  may alter up to 2 points of its evolution pool.
  Commentary—This feat suffers from clear potential 
  to slow down play. If you want the versatility it offers 
  — but not the dirty looks from your fellow players — I 
  recommend you master the evolutions and work out 
  alternate forms ahead of time. This means you have 
  shifts ready to go, rather than trying to re-imagine 
  things every time you summon your eidolon.
  Vampiric Summoning
  You can extract life essence from the creatures you 
  summon.
  Prerequisites: Spell Focus (conjuration)
  Benefit: Whenever you summon a creature using a 
  summoning spell or spell-like ability, you may reduce 
  the summoned creatures starting hp by its HD value and 
  apply an equal amount of healing to yourself.
  Commentary—Over the long haul, this feat provides 
  a fair number of hp, but any given summon is not likely 
  to have a big impact in your health. I found that for a 
  caster who is a dedicated conjurer, the feat options are 
  pretty slim. Metamagics are not often very useful and 
  they badly dilute the power of your spells more than they 
  help them.
  Wall Mastery
  You can shape walls in useful ways.
  Prerequisites: CL 7th, 5 ranks in Knowledge 
  (engineering) 
  Benefit: When casting a spell of the wall series or 
  that creates a wall of some kind, you can alter its shape 
  by including gaps in the wall. Gaps can be up to 1/2 the 
  wall’s height or 1/4 its width and can be as small as 1 
  inch across. The gaps can be round or rectangular.
  Commentary—The holes can have many uses, creating 
  artificial doorways, windows, arrow slits, breathing 
  holes, and so on. From a roleplaying perspective, this 
  feat would be invaluable to the wizard engineer or 
  architect.
  Weaken Link
  You and your eidolon can both wear a magic item in a 
  given item slot.
  Prerequisite: Eidolon
  Benefit: When you take this feat, choose an item slot. 
  Both you and your eidolon can now wear an item in that 
  slot and have it function normally at the same time. If 
  you choose a ring slot, you must specify right or left ring.
  an eidolon with a form that logically prohibits using a 
  given type of item. The core rules specify what item slots 
  a humanoid has, but they are silent on other forms. For 
  the most part, common sense can judge what is or isn’t 
  appropriate. 
  Tail Tricks
  You have learned to use your tail when tripping and 
  grappling.
  Prerequisites: Tail
  Benefit: You gain a +1 bonus to CMB and CMD 
  when performing or defending against a trip or grapple.
  Commentary—I imagine a tail that can be used for 
  balancing or for striking and distracting opponents. A 
  fleshy nub or fluffy cottontail would be hard to justify. 
  This would go beyond the natural use of a tail by a wolf 
  or big cat and represent a kind of trick or technique with 
  some thought and planning behind it.
  Toss Foe
  You may throw an opponent when grappling.
  Prerequisite: Str 15, BAB +6
  Benefit: In addition to normal grappling actions, if 
  you succeed on maintaining a grapple, you can throw 
  your opponent. You can throw only an opponent of equal 
  size or smaller. An opponent of equal size is thrown 10 
  ft. and lands prone. 
  For each size category you are larger than your 
  opponent, add 10 ft. to the distance of the throw. 
  Distance is measured from your space, not the space 
  the opponent occupies during the grapple. The victim 
  takes damage as if they have fallen the distance you can 
  throw them (1d6/10 ft. thrown). Throwing an opponent 
  provokes an attack of opportunity from threatening 
  enemies other than your opponent.
  Special: If an obstacle stops the throw short of its 
  full distance, the victim takes damage as if they had 
  been thrown the maximum distance. You may choose to 
  throw your opponent at someone else. To do this, make 
  a bull rush attack at the target of the throw with a −5 
  penalty. The opponent being thrown provokes an attack 
  of opportunity from the target of the bull rush. If the 
  attempt fails, the opponent being thrown lands in an 
  open space nearest to the target of the throw.
  Commentary— Knocking one opponent into another 
  is a cinematic staple for large creatures and strongmen. 
  Toss Foe is a great feat for a large or huge eidolon 
  belonging to a summoner fond of the pit spells.
  Touch of Grace
  Fate is looking out for you.
  Benefit: You gain a +1 bonus on all saving throws.
  Commentary—I’ve always found it hard to take the 
  feats that grant a +2 bonus to a given save type. You just 
  never know if it’s going to be useful. A blanket bonus 
  
  Advanced Feats: The Summoner's Circle
  10
  Special: You can take this feat multiple times, each 
  time choosing a different item slot. You cannot choose 
  the armor slot because eidolons are prohibited from 
  wearing armor of any kind.
  Commentary—The game rules encourage a 
  human-shaped eidolon since this gives them access to 
  magic items designed for humanoids if they take the 
  proficiencies. The link rule limiting eidolons to using 
  slots not used by its master helps keep one player from 
  benefiting from multiple items and helps encourage non-
  humanoid eidolons. I think this feat is most attractive 
  if you already have a pair of powerful magic items you 
  want to make use of rather than a strategy you plan on 
  employing to build a character.
  Character Builds
  Planning out a character can be a lot of fun, and you 
  avoid finding yourself at a loss for what to take at your 
  next level or unable to take what you want because you 
  missed a prerequisite for your build. These builds are 
  handy for players who may not know all the ins and outs 
  of the rules but still want to create a powerful and well-
  thought-out character.
  These character builds were created using the 
  Pathfinder Roleplaying Game Core Rulebook and Advanced 
  Players Guide, and Open Design’s Advanced Feats series 
  as source material. Ability scores were purchased using 
  15 points (standard fantasy). I list only those elements of 
  the character where you are making build choices, and in 
  the leveling charts, only those levels where such choices 
  occur are shown.
  The Chess Master
  As chess master, you like to control the flow of battle 
  with walls, pits, and zones of fiery death as if battle were 
  a great board game. Your massive eidolon behemoth 
  defends you in battle by snatching potential threats 
  and throwing them into your pits or crushing them 
  with its terrible strength, so you can remain aloof from 
  the fighting. Should the eidolon fall, you have a large 
  number of ready game pieces on call.
  Your eidolon is a hulking, multi-armed brute with 
  sizable physical defenses and excellent grappling ability. 
  Instead of maximizing the number of natural attacks, 
  this eidolon focuses heavily on a single devastating slam 
  attack that can initiate a grapple. With Strength of over 
  40, Power Attack, and 4d8 base slam damage, it can hit 
  very hard. With Improved Vital Strike, that becomes 
  12d8 base damage. Once grappled, it can continue to 
  inflict damage or toss opponents into pits or walls of fire 
  or even other opponents. The Sizeshifter feat ensures 
  that even in tight spaces, your eidolon can be your 
  protector, albeit with significantly reduced abilities.
  On the defensive side, the eidolon behemoth buys 
  all the natural armor improvements. Its Constitution 
  is cranked up by size modifiers and through its special 
  abilities to give a good number of hp. Finally, spell 
  resistance is snatched up toward the end to round out its 
  defenses. All in all, this is a tough and durable defender.
  Of these builds, chess masters are the most traditional 
  summoners in that they can function as well with 
  summoned monsters as with an eidolon. The chess 
  master can safely send pets on suicide missions, for there 
  are almost always more available. The down side is that, 
  without a summons, there is little the summoner can do 
  to help with fighting until getting into mid levels.
  The chess master’s spell list begins with buffs and 
  moves into spells that control physical space and 
  movement, such as the wall and pit series of spells and 
  
  11
  Advanced Feats: The Summoner's Circle
  the grease spell. At higher levels, spells that can take 
  an opponent out of the fight in one cast come into play 
  and some of the more potent summons are taken to add 
  presence to the battlefield.
  The chess master’s feats are very caster focused, 
  mostly supporting the various types of spells in their list 
  including walls, targeted offensive spells, and of course, 
  augmenting summons. The Cannibalistic Casting feat 
  makes an early appearance since, once out of spell slots, 
  the summoner has very little to do in a fight, especially 
  at lower levels.
  The Chess Master Build Details
  Race: Human
  Stats: Str 8, Dex 12, Con 14, Int 10, Wis 10, Cha 18
  Skills: Knowledge (engineering), Spellcraft, Use Magic 
  Device
  Favored Class: +1 hp
  Leveling Guide (class features, feats, and ability 
  increase choices per level):
  1—Augment Summoning feat, Spell Focus 
  (conjuration) feat 
  3—Cannibalistic Casting feat
  4—Cha +1
  5—Improved Shield Ally feat
  7—Wall Mastery feat
  8—Cha +1
  9—Fast Spell feat 
  11—Shifting Wall feat
  12—Cha +1
  13—Spell Penetration feat
  15—Hardened Spell (conjuration) feat
  16—Cha +1
  17—Vampiric Summons feat
  19—Enlarge Wall feat
  20—Cha +1
  Spells that combine especially well with this build:
  0—daze, detect magic, light, mage hand, mending, read 
  magic
  1st—enlarge person, expeditious retreat, grease, magic fang, 
  rejuvenate eidolon (lesser), shield
  2nd—cat’s grace, create pit, haste, invisibility, summon 
  eidolon, summon monster II
  3rd—displacement, fly, rejuvenate eidolon, stoneskin, wall 
  of fire, wall of ice
  4th—acid pit, baleful polymorph, hold monster, magic jar, 
  purified calling, summon monster V
  5th—banishment, hungry pit, repulsion, simulacrum, wall 
  of iron
  6th—dominate monster, incendiary cloud, maze, protection 
  from spells, summon monster IX
  Chess Master's Eidolon Build Details
  Base Form: biped
  Skills: Climb, Heal, Survival, Use Magic Device
  Leveling Guide (evolutions, feats, and ability increase 
  choices per level):
  Since evolutions are frequently swapped when new 
  options become available, the listed evolutions for each 
  level represent the total pool of evolutions at each level. 
  Other features that are much less dynamic—like the 
  feats and ability scores increases—are listed only when 
  acquired.
  1—Claws, limbs (arms), limbs (legs), improved natural 
  armor, slam, and improved damage (slam) 
  evolutions; Improved Natural Attack (slam) feat
  2—Claws, limbs (arms), limbs (legs), improved natural 
  armor, slam, improved damage (slam), and reach 
  (slam) evolutions
  3—Claws, limbs (arms), limbs (legs), improved natural 
  armor, slam, improved damage (slam), and grab 
  (slam) evolutions; Power Attack feat
  4—Claws, limbs (arms), limbs (legs), improved natural 
  armor, slam, improved damage (slam), grab (slam), 
  reach (slam), and bite evolutions
  5—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor, slam, improved damage (slam), 
  grab (slam), and reach (slam) evolutions; Con +1
  6—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×2, slam, reach (slam), grab 
  (slam), and improved damage (slam) evolutions; 
  Sizeshifter feat
  7—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×2, slam ×2, reach (slam), grab 
  (slam), and improved damage (slam) evolutions
  Natural Armor
  Natural Armor
  Natural Armor
  The improved natural armor evolution is a bit vague. It says you can take it once every 5 levels, and in the 
  The improved natural armor evolution is a bit vague. It says you can take it once every 5 levels, and in the 
  The improved natural armor evolution is a bit vague. It says you can take it once every 5 levels, and in the 
  Pathfinder
  Pathfinder
  Pathfinder RPG, you generally round fractions down. This would mean you can’t take it until 5th level, yet it 
   RPG, you generally round fractions down. This would mean you can’t take it until 5th level, yet it 
   RPG, you generally round fractions down. This would mean you can’t take it until 5th level, yet it 
  Pathfinder RPG, you generally round fractions down. This would mean you can’t take it until 5th level, yet it 
  Pathfinder
  Pathfinder
  Pathfinder RPG, you generally round fractions down. This would mean you can’t take it until 5th level, yet it 
  Pathfinder RPG, you generally round fractions down. This would mean you can’t take it until 5th level, yet it 
  Pathfinder RPG, you generally round fractions down. This would mean you can’t take it until 5th level, yet it 
  Pathfinder
  Pathfinder
  Pathfinder RPG, you generally round fractions down. This would mean you can’t take it until 5th level, yet it 
  Pathfinder
  doesn’t list a minimum level as many other evolutions do. 
  doesn’t list a minimum level as many other evolutions do. 
  doesn’t list a minimum level as many other evolutions do. 
  While there was no official word at the time of this writing, the consensus among players was that it should 
  While there was no official word at the time of this writing, the consensus among players was that it should 
  While there was no official word at the time of this writing, the consensus among players was that it should 
  read, “may be taken at 1st level and again for each 5 levels after first.” This is how I’ve used it in these builds.
  read, “may be taken at 1st level and again for each 5 levels after first.” This is how I’ve used it in these builds.
  read, “may be taken at 1st level and again for each 5 levels after first.” This is how I’ve used it in these builds.
  
  Advanced Feats: The Summoner's Circle
  12
  Chess Master's Eidolon Build Details Continued
  8—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×2, slam ×2, reach (slam), grab 
  (slam), improved damage (slam), and bite 
  evolutions
  9—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×2, slam ×2, grab (slam), large, and 
  improved damage (slam) evolutions; Toss Foe feat
  10—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×2, slam ×2, grab (slam), large, 
  improved damage (slam), and bite evolutions; Con 
  +1
  11—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×3, slam ×2, grab (slam), large, 
  improved damage (slam), and bite evolutions; Vital 
  Strike feat
  12—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×3, slam ×2, grab (slam), large, 
  improved damage (slam), and bite (upgraded) 
  evolutions
  13—Claws, limbs (arms), limbs (legs), improved 
  natural armor ×3, slam, grab (slam), huge, and 
  improved damage (slam) evolutions
  14—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×3, slam, grab (slam), huge, and 
  improved damage (slam) evolutions; Improved 
  Vital Strike feat
  15—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×3, slam ×2, grab (slam), huge, and 
  improved damage (slam) evolutions; Con +1
  16—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×4, slam ×2, grab (slam), huge, and 
  improved damage (slam) evolutions
  17—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×4, slam ×2, grab (slam), huge, 
  improved damage (slam), and bite evolutions; 
  Giant Step feat
  18—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×4, slam ×2, grab (slam), huge, 
  improved damage (slam), bite, and tentacle 
  evolutions
  19—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×4, slam, grab (slam), huge, 
  improved damage (slam), bite, and spell resistance 
  evolutions; Improved Resistance feat
  20—Claws, limbs (arms) ×2, limbs (legs), improved 
  natural armor ×4, slam ×2, grab (slam), huge, 
  improved damage (slam), bite, and spell resistance 
  evolutions
  Mythic Rider
  Charging into battle, you and your mythic eidolon 
  mount act as one, each defending the other in the heat 
  of battle and delivering terrible blows to your enemies as 
  you charge headlong into the fray.
  The central theme for this build is to have the eidolon 
  as a mount and the summoner as a mounted warrior. 
  This arrangement keeps the summoner always at hand to 
  heal and protect the eidolon and be protected by it. The 
  summoner gains the full mobility of the eidolon – which 
  can be significant. Unlike most low-level mounts, the 
  eidolon can do significant damage.
  I designed the eidolon first, focusing it on delivering 
  a powerful bite attack that could trip a foe. Because the 
  summoner is not a defensive class, a disabling combat 
  maneuver is a good way to add protection for the rider. 
  Early evolutions focus on enhancing the bite damage of 
  the eidolon as its primary attack. 
  I also develop mobility—first with climb and then 
  with flight. By mid-levels, the eidolon expands its 
  number of attacks and gains pounce to make full attacks 
  on a charge. From there, I maximize the number 
  of natural attacks. To that end, I add in some more 
  defensive evolutions since there isn’t much available for 
  offense. Feats enhance the eidolon’s mobility and – in 
  some cases – its damage output. The Fleet of Foot feat 
  expands the number of situations where you can perform 
  a charge.
  In the end, the eidolon is a flying mount with 
  a Strength of more than 30 and 7 attacks that do 
  considerable damage. Because it can act on its own, 
  it requires no actions from its rider to command it in 
  combat – leaving the summoner free to act. While not 
  a defensive powerhouse, the eidolon has its own healer 
  strapped to its back, and the Mounted Combat feat can 
  protect it from blows.
  By making the summoner a member of a Small 
  race, you can start out with the eidolon as mount and 
  immediately, and you can ride about in confined spaces 
  like dungeons. Even as the mount becomes Large at 
  later levels, most areas can accommodate it with a Small 
  rider atop it without suspending disbelief. Small size 
  does bring some damage penalties, but the eidolon is the 
  damage powerhouse and the summoner is merely piling 
  on with lance and magic.
  Use of a lance was a bit of a sticky element. The 
  choices are to multi-class or to use a feat. Feats are a 
  bit short and taking a fighter level provides the added 
  benefit of other weapon and armor use as desired along 
  with adding a free feat. This lets us stock up on the 
  essential mounted combat feats very quickly.
  Because this build is as much a fighter as a caster, 
  Charisma is balanced out with the physical ability scores, 
  just enough to cast all its spells without enhancement 
  
  13
  Advanced Feats: The Summoner's Circle
  but no more. This means sticking primarily to buffs and 
  spells without defensive saving throws. 
  In the feats department, Mounted Combat and Trick 
  Riding are very powerful on this build, allowing you 
  to negate attacks against your powerful eidolon. Of 
  course, this means clever enemies will turn to attack you 
  instead, but you can use riding maneuvers like Cover and 
  Full Defense to turn that tactic against your enemies. 
  Spirited Charge helps you deal some telling blows with 
  your lance, especially when combined with Power Attack 
  at higher levels. Improved Critical is always nice on a ×3 
  weapon like the lance. 
  Ride by Attack, Improved Shield Ally, and 
  Controlled Charge all contribute to defense, which 
  is one of the build’s potential weaknesses. Balanced 
  Spellcaster and Combat Casting are both there to aid 
  casting in the thick of battle, which is where you will be 
  much of the time. Finally, Unstable Evolutions are great 
  for making adjustments to your eidolon as the situation 
  demands..
  Mythic Rider Build Details
  Race: halfling
  Stats: Str 14, Dex 15, Con 12, Int 10, Wis 8, Cha 14
  Skills: Ride, Use Magic Device
  Favored Class: Summoner (extra hp for eidolon)
  Leveling Guide (class features, feats, and ability 
  increase choices per level):
  Unless noted otherwise, all new levels are of the summoner 
  class.
  1—Mounted Combat feat
  2 (fighter)—Ride-By Attack feat
  3—Spirited Charge feat
  4—Dex +1
  5—Balanced Spellcaster feat
  7—Improved Shield Ally feat
  8—Cha +1
  9—Trick Riding feat
  11—Improved Critical (lance) feat
  12—Cha +1
  13—Combat Casting feat
  15—Unstable Evolutions feat
  16—Str +1
  17—Power Attack feat
  19—Controlled Charge feat
  20—Str +1
  Spells that combine especially well with this build:
  0 (at will)—detect magic, light, mage hand, mending, open/
  close, read magic
  1st—enlarge person, expeditious retreat, feather fall, mount, 
  rejuvenate eidolon (lesser), shield
  2nd—barkskin, blur, bull’s strength, haste, summon eidolon, 
  wind wall
  3rd—displacement, invisibility greater, magic fang 
  (greater), rejuvenate eidolon, stoneskin, wall of ice
  4th—acid pit, evolutionary surge (greater), purified calling, 
  teleport, transmogrify, wall of stone
  5th—dispel magic (greater), heroism (greater), rejuvenate 
  eidolon (greater), simulacrum, true seeing
  6th—charm monster (mass), incendiary cloud, protection 
  from spells, teleportation circle
  Mythic Rider's Eidolon Build Details
  Base Form: quadruped
  Skills: Acrobatics, Fly, Perception, Stealth
  Leveling Guide: (evolutions, feats, and ability increase 
  choices per level):
  Since evolutions are frequently swapped when new 
  options become available, the listed evolutions for each 
  level represent the total pool of evolutions at that level. 
  Other features that are much less dynamic—like the 
  feats and ability scores increases—are listed only when 
  acquired.
  1—Bite, limbs (legs) 2, mount, and trip evolutions; 
  Improved Natural Attack (bite) feat
  3—Bite, limbs (legs) ×2, mount, trip, and improved 
  damage (bite) evolutions
  4—Bite, limbs (legs) ×2, mount, trip, improved damage 
  (bite), and climb evolutions; Controlled Charge 
  feat
  5—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), climb, and ability increase (Str +2) 
  evolutions
  6—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, and ability increase (Str +2) 
  evolutions; Con +1
  7—Bite, limbs (legs) ×2, mount, trip, improved damage 
  (bite), flight, ability increase (Str +2), and magic 
  attacks evolutions; Run feat
  8—Bite, limbs (legs) ×2, mount, trip, improved damage 
  (bite), flight, ability increase (Str +2), and energy 
  attacks (acid) evolutions
  9—Bite, limbs (legs) ×2, mount, trip, improved damage 
  (bite), flight, ability increase (Str +2), energy 
  attacks (acid), and magic attacks evolutions
  10—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, ability increase (Str +2), 
  energy attacks (acid), pounce, and gore evolutions; 
  Fleet of Foot feat
  11—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, ability increase (Str +2), 
  energy attacks (acid), pounce, gore, and claws 
  evolutions; Str +1
  
  Advanced Feats: The Summoner's Circle
  14
  Mythic Rider's Eidolon Build Details Continued
  12—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, ability increase (Str +2), 
  energy attacks (acid), pounce, gore, claws, and 
  magic attacks evolutions; Improved Critical (bite) 
  feat
  13—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, energy attacks (acid), 
  pounce, gore, claws, and large evolutions
  14—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, energy attacks (acid), 
  pounce, gore, claws, large, and wing buffet 
  evolutions
  15—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, energy attacks (acid), 
  pounce, gore, claws, large, wing buffet, and poison 
  (bite) evolutions; Hover feat
  16—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, energy attacks (acid), 
  pounce, gore, claws, large, wing buffet, poison 
  (bite), and improved natural armor evolutions; Str 
  +1
  17—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, energy attacks (acid), 
  pounce, gore, claws, large, wing buffet, poison 
  (bite), and improved natural armor ×2 evolutions
  18—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, energy attacks (acid), 
  pounce, gore, claws, large, wing buffet, poison 
  (bite), improved natural armor ×2, and tail 
  evolutions; Tail Tricks feat
  19—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, energy attacks (acid), 
  pounce, gore, claws, large, wing buffet, improved 
  natural armor ×2, tail, and tail slap evolutions
  20—Bite, limbs (legs) ×2, mount, trip, improved 
  damage (bite), flight, energy attacks (acid), 
  pounce, gore, claws, large, wing buffet, poison 
  (bite), improved natural armor ×3, tail, and tail 
  slap evolutions; Flyby Attack feat
  The Master of Arms
  The master of arms is a summoner with a taste for battle 
  and an eidolon that’s the ultimate sparring partner and 
  battle companion. Unlike most bestial eidolons, the 
  eidolon of a master of arms is trained in the use of arcane 
  devices, shields, and weapons.
  For this build, I wanted to create an eidolon that 
  fights side by side with its summoner, who is competent 
  in a fight, to really take advantage of the summoner’s 
  ability to have two characters, each using a full set of 
  actions in combat and acting on the same initiative. 
  I also wanted to explore the notion of using weapon 
  training and multiple arms to create a marilith-like 
  eidolon (see sidebar). Be warned that this build that 
  utilizes some obscure areas of the combat rules to play 
  properly.
  The decision to use a shield and weapons with the 
  eidolon meant that Medium size made the most sense, 
  so it would be relatively easy to equip. Without the size 
  penalties to AC, I could also shore up defense and push 
  the eidolon’s AC fairly high while keeping it a strong 
  offensive force. 
  Finally, I also wanted the summoner to have decent 
  AC potential since he or she would be up in the thick 
  of things. Because the class doesn’t have great defenses, 
  this led me to imagine an armored caster, using the 
  Still Spell feat to enable casting while both armed and 
  armored. The fighter level is critical for picking up 
  armor, shield, and weapon proficiencies. The Raw Magic 
  feat also gives you something to do with your spell slots 
  when you are more inclined to fight than cast spells. This 
  is probably the least typical summoner of the bunch.
  Both summoner and eidolon are using multiple 
  combat maneuvers here. The eidolon has a pull which 
  drags an opponent into flanking position or just brings 
  it close so all the non-reach attacks can fire off during 
  a full attack sequence. Trip comes in later simply 
  because it can be linked to the bite and is a free combat 
  maneuver, letting you not only drag opponents closer but 
  also sit them down. 
  The summoner is more of a combat maneuver 
  specialist with feats for both tripping and disarming. 
  I went for the more defensive maneuvers since that is 
  part of the overall strategy. If your eidolon keeps a free 
  hand, it could always snatch up the items you knock out 
  of your foe’s hands. Coordinated Maneuvers is a nice 
  feat here, and in general, the summoner is an interesting 
  Eidolon Possessions
  Eidolon Possessions
  Eidolon Possessions
  The rules are silent on whether an eidolon takes its items with it when banished. This would be a disadvantage if 
  The rules are silent on whether an eidolon takes its items with it when banished. This would be a disadvantage if 
  The rules are silent on whether an eidolon takes its items with it when banished. This would be a disadvantage if 
  it were banished while holding something you might need but an advantage in that it means a lot less picking up 
  it were banished while holding something you might need but an advantage in that it means a lot less picking up 
  it were banished while holding something you might need but an advantage in that it means a lot less picking up 
  junk off the battlefield and having to re-equip the thing when it is summoned again. Personally, I don’t like to keep 
  junk off the battlefield and having to re-equip the thing when it is summoned again. Personally, I don’t like to keep 
  junk off the battlefield and having to re-equip the thing when it is summoned again. Personally, I don’t like to keep 
  things simple, so I would allow the Eidolon to have its own set of stuff that comes and goes along with it.
  things simple, so I would allow the Eidolon to have its own set of stuff that comes and goes along with it.
  things simple, so I would allow the Eidolon to have its own set of stuff that comes and goes along with it.
  
  15
  Advanced Feats: The Summoner's Circle
  class with which to try the new teamwork feats.
  Due to the weapons theme in how the build operates, 
  I decided for flavor reasons to give the summoner 
  crafting skills and, eventually, Craft Magic Arms 
  and Armor to outfit the mighty eidolon. Choosing 
  Leadership was in the same vein.
  This build takes a while to come together. The 
  eidolon doesn’t start using weapons right away, and 
  the summoner cannot really cast freely while armored 
  until 7th level, just as the eidolon is gearing up for 
  multiweapon combat. The build really shines in the mid 
  levels when all the pieces come together, and it reaches 
  its zenith around 17th level.
  Master of Arms Build Details
  Race: human
  Stats: Str 16, Dex 10, Con 12, Int 13, Wis 8, Cha 14
  Skills: Craft (armor), Craft (weapons), Intimidate, Use 
  Magic Device
  Favored Class: Summoner (extra hp for eidolon)
  Leveling Guide (class features, feats, and ability increase 
  choices per level):
  Unless noted otherwise, all new levels are of the summoner 
  class.
  1 (fighter)—Combat Expertise feat, Improved Disarm 
  feat, Improved Trip feat
  3—Coordinated Maneuvers feat
  4—Str +1
  5—Power Attack feat
  7—Still Spell feat
  8—Str +1
  9—Greater Trip feat
  11—Raw Magic feat
  12—Cha +1
  13—Greater Disarm feat
  15—Stay Down feat
  16—Cha +1
  17—Craft Magic Arms and Armor feat 
  19—Leadership feat
  20—Int +1
  Aspect Evolutions for PC (through the aspect class 
  feature):
  Since evolutions are frequently swapped as new 
  options become available, the listed evolutions for each 
  level represent the total pool of evolutions at that level.
  13—Skilled (Use Magic Device) evolution
  15—Skilled (Intimidate) and Skilled (Use Magic 
  Device) evolutions
  16—Skilled (Intimidate) and Skilled (Use Magic 
  Device) evolutions
  17—Skilled (Intimidate) and Skilled (Use Magic 
  Device) evolutions
  19—Frightful Presence evolution
  20—Frightful Presence evolution
  Spells that combine especially well with this build:
  0 (at will)—detect magic, light, mage hand, mending, open/
  close, read magic
  1st—expeditious retreat, feather fall1, mage armor, 
  rejuvenate eidolon (lesser), shield, summon monster I
  2nd—barkskin, blur*, bull’s strength, evolution surge (lesser), 
  haste, summon eidolon
  3rd—displacement1, dispel magic, fire shield, rejuvenate 
  eidolon, tongues1, wall of fire
  4th—acid pit, evolutionary surge (greater), overland flight, 
  purified calling, teleport, summon monster V
  5th—heroism (greater), rejuvenate eidolon (greater), 
  summon monster VII, true seeing, wall of iron
  6th—discern location, incendiary cloud, protection from 
  spells, summon monster IX, teleportation circle
  * Spells without somatic components can be cast in armor with 
  no arcane spell failure.
  Master of Arms's Eidolon Build Details
  Base Form serpentine
  Skills Acrobatics, Disable Device, Heal, Use Magic 
  Device
  Leveling Guide (evolutions, feats, and ability increase 
  choices per level):
  Since evolutions are frequently swapped as new 
  options become available, the listed evolutions for each 
  level represent the total pool of evolutions at that level. 
  Other features that are much less dynamic—like the 
  feats and ability scores increases—are listed only when 
  acquired.
  2—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor, and limbs (arms) evolutions; Shield 
  Proficiency feat
  3—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor, limbs (arms), and skilled (Use 
  Magic Device) evolutions
  4—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor, limbs (arms), skilled (Use Magic 
  Device), and pull (bite) evolutions; Coordinated 
  Maneuvers feat
  
  Advanced Feats: The Summoner's Circle
  16
  Master of Arms's Eidolon Build Details Continued
  5—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor, limbs (arms) , weapon training, 
  skilled (Use Magic Device), and pull (bite) 
  evolutions
  6—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor, limbs (arms) ×2, weapon training, 
  and skilled (Use Magic Device) evolutions; Con 
  +1
  7—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×2, limbs (arms) ×2, weapon 
  training, and skilled (Use Magic Device) 
  evolutions; Multiweapon Fighting feat 
  8—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×2, limbs (arms) ×2, skilled (Use 
  Magic Device), and pull (bite) evolutions
  9—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×2, limbs (arms) ×2, weapon 
  training (martial), and skilled (Use Magic Device) 
  evolutions
  10—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×2, limbs (arms) ×3, weapon 
  training (martial), and skilled (Use Magic Device) 
  evolutions; Double Slice feat 
  11—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×2, limbs (arms) ×3, weapon 
  training (martial), skilled (Use Magic Device), 
  and pull (bite) evolutions; Str +1
  12—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×3, limbs (arms) ×3, weapon 
  training (martial), skilled (Use Magic Device), 
  and pull (bite) evolutions; Improved Multiweapon 
  Fighting feat
  13—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×3, limbs (arms) ×3, weapon 
  training (martial), skilled (Use Magic Device), 
  and pull (bite) evolutions; aspect (1 point)
  14—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×3, limbs (arms) ×3, weapon 
  training (martial), skilled (Use Magic Device), 
  pull (bite), and trip evolutions
  15—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×3, limbs (arms) ×3, weapon 
  training (martial), skilled (Use Magic Device), 
  pull (bite), and trip evolutions; aspect (2 points); 
  Two Weapon Rend feat 
  16—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×3, limbs (arms) ×3, weapon 
  training (martial), skilled (Use Magic Device), 
  pull (bite), trip, and improved damage (bite) 
  evolutions; aspect (2 points); Str +1
  17—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×4, limbs (arms) ×3, weapon 
  training (martial), skilled (Use Magic Device), 
  pull (bite), trip, and improved damage (bite) 
  evolutions; aspect (2 points)
  18—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×3, limbs (arms) ×3, weapon 
  training (martial), skilled (Use Magic Device), 
  pull (bite), trip, and energy attack (cold) 
  evolutions; aspect (2 points); Improved Shield 
  Bash feat
  19—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×3, limbs (arms) ×3, weapon 
  training (martial), skilled (Use Magic Device), 
  pull (bite), trip, and energy attack (cold) 
  evolutions; aspect (3 points)
  20—Bite, climb, reach (bite), tail, tail slap, improved 
  natural armor ×3, limbs (arms) ×3, weapon 
  training (martial), skilled (Use Magic Device), 
  pull (bite), trip, and breath weapon (cold, 2/
  day) evolutions; aspect (3 points); Multihanded 
  Fighting feat 
  Multiweapon Fighting
  Multiweapon Fighting
  Multiweapon Fighting
  This eidolon is a case where I have intentionally 
  This eidolon is a case where I have intentionally 
  This eidolon is a case where I have intentionally 
  limited just how far I’m willing to push the envelope 
  limited just how far I’m willing to push the envelope 
  limited just how far I’m willing to push the envelope 
  in min-maxing. Multiweapon Fighting is typically 
  in min-maxing. Multiweapon Fighting is typically 
  in min-maxing. Multiweapon Fighting is typically 
  reserved for certain high level monsters and a few cases 
  reserved for certain high level monsters and a few cases 
  reserved for certain high level monsters and a few cases 
  of four-armed PC classes. Once you have it, each arm 
  of four-armed PC classes. Once you have it, each arm 
  of four-armed PC classes. Once you have it, each arm 
  you add is another attack—three more attacks with 
  you add is another attack—three more attacks with 
  you add is another attack—three more attacks with 
  Improved and Greater Multiweapon Fighting. 
  Improved and Greater Multiweapon Fighting. 
  Improved and Greater Multiweapon Fighting. 
  The eidolon rules limiting natural attacks apply 
  The eidolon rules limiting natural attacks apply 
  The eidolon rules limiting natural attacks apply 
  only to the number of natural attack forms you can 
  only to the number of natural attack forms you can 
  only to the number of natural attack forms you can 
  add to the eidolon and not the number of attacks it can 
  add to the eidolon and not the number of attacks it can 
  add to the eidolon and not the number of attacks it can 
  make with weapons. Multiweapon combat rules also 
  make with weapons. Multiweapon combat rules also 
  make with weapons. Multiweapon combat rules also 
  allow for adding natural attacks to your routines as 
  allow for adding natural attacks to your routines as 
  allow for adding natural attacks to your routines as 
  secondary natural weapons. You could max out the full 
  secondary natural weapons. You could max out the full 
  secondary natural weapons. You could max out the full 
  seven natural attacks, take six sets of arms, and you 
  seven natural attacks, take six sets of arms, and you 
  seven natural attacks, take six sets of arms, and you 
  get three main hand, seven natural, and 33 secondary 
  get three main hand, seven natural, and 33 secondary 
  get three main hand, seven natural, and 33 secondary 
  attacks for 43 swings, each of which has various attack 
  attacks for 43 swings, each of which has various attack 
  attacks for 43 swings, each of which has various attack 
  and damage values and will grind your game to a 
  and damage values and will grind your game to a 
  and damage values and will grind your game to a 
  screeching halt. I decided to stop at six arms (one with 
  screeching halt. I decided to stop at six arms (one with 
  screeching halt. I decided to stop at six arms (one with 
  a shield), stop at Improved Multiweapon, and only 
  a shield), stop at Improved Multiweapon, and only 
  a shield), stop at Improved Multiweapon, and only 
  develop the original two natural attacks. That is still 
  develop the original two natural attacks. That is still 
  develop the original two natural attacks. That is still 
  up to 15 attacks, which is a heck of a lot for one critter.
  up to 15 attacks, which is a heck of a lot for one critter.
  up to 15 attacks, which is a heck of a lot for one critter.
  
  17
  Advanced Feats: The Summoner's Circle
  EIDOLON’S NAME
  HIT DICE
  BASE FORM
  SIZE
  ABILITY NAME
  ABILTIY 
  SCORE
  ABILITY 
  MODIFIER
  STR
  STRENGTH
  DEX
  DEXTARITY
  CON
  CONSTITUTION
  INT
  INTELLIGENCE
  WIS
  WISDOM
  CHA
  CHARISMA
  STATISTICS
  BAB
  BASE
  ATTACK BONUS
  CMB
  CMD
  DEFENSE
  AC
  ARMOR CLASS
  TOUCH
  FLAT
  FOOTED
  ARMOR
  BONUSES
  HP
  HIT POINTS
  FORT
  SAVE
  REF
  SAVE
  WILL
  SAVE
  SPECIAL  DEFENSES
  SPEED
  SPACE
  RANGE
  FLY
  SWIM
  CLIMB
  BURROW
  ATTACKS
  ATTACK NAME
  ATTACK 
  BONUS
  DAMAGE
  CRIT
  TYPE
  RANGE/
  REACH
  SPECIAL
  OFFENSE
  SKILLS
  SKILL NAME
  RANKS
  TOTAL 
  BONUS
  FEATS
  EVOLUTIONS
  EVOLUTION
  POOL
  EVOLUTION NAME
  POINTS
  SPECIAL ABILITIES
  SPECIAL ABILITY NAME & DESCRIPTION
  NOTES
  Permission granted to photocopy for personal use only.
  Eidolon 
  Character
  Sheet
  SUMMONER’S NAME
  PLAYER’S NAME
  
  Advanced Feats: The Summoner's Circle
  18
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  8. Identification: If you distribute Open Game Content You must 
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  9. Updating the License: Wizards or its designated Agents may 
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  10. Copy of this License: You MUST include a copy of this License 
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  12. Inability to Comply: If it is impossible for You to comply with 
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  13. Termination: This License will terminate automatically if You fail 
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  14. Reformation: If any provision of this License is held to be 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  Advanced Player's Guide. Copyright 2010 Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Netbook of Feats, Authors: Rebecca Glenn, Sigfried Trent, Bradley 
  H. Bemis Jr., Jason D. Kemp, Eric D. Harry, Carl Cramér, Michael J. 
  Kletch, David Sanders, Jerry M. Chaney II, Paul W. King
  Advanced Feats: The Summoner's Circle. Copyright 2010, Open 
  Design LLC, www.koboldquarterly.com. All rights reserved.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Advanced Feats/Advanced Feats - The Summoner's Circle.pdf