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    Firbolg in the Playground
     
    Planetar

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    Dec 2006
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    Default Eidolons

    Eidolons




    Eidolon Basics

    How Natural Attacks Work

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    The rules for natural attacks can be found here. Here's a condensed version.

    Primary natural attacks use the eidolon's full Base Attack Bonus and add the eidolon's full Strength bonus to damage.
    Secondary natural attacks are made at a -5 penalty to hit and add only half the eidolon's Strength bonus to damage.
    If the eidolon has only one natural attack, this is treated as a primary natural attack that adds 1 and 1/2 the eidolon's Strength bonus to damage.
    If an eidolon wields a weapon, it can still make its natural attacks, but they are all counted as secondary attacks.
    Weapon attacks do benefit from iterative attacks; ie the Eidolon gets an extra attack for every 5 points of BAB above +1. Natural attacks do not benefit from iterative attacks; you get one attack per natural weapon and that's it.

    An In-Depth Look at Eidolon Natural Attacks (Contributed by grarrrg, 11/11)

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    All damage numbers listed assume medium size, without the Improved Damage evolution. Assuming each 'limb' can only gain 1 type of attack (that is, you cannot have 1 pair of Arms with both Claws and Pincers).
    Most attacks require a "base" evolution (Head/Limbs/etc...), an an "attack" evolution (Bite/Claws/etc...).
    We will also be ignoring Manufactured weapon options.

    Type: Bite
    Cost: 3 (1 Bite, 2 Head)
    # Attacks: 1 Primary
    Damage: 1d6
    Note: Gore does same damage, but costs 2 points

    Type: Claws
    Cost: 3 (1 Claws, 2 Limbs)
    # Attacks: 2 Primary
    Damage: 1d4ea.
    Note: Hooves do the same damage, but are Secondary attacks.

    Type: Pincers
    Cost: 3 (1 Pincers, 2 Limbs)
    # Attacks: 2 Secondary
    Damage: 1d6ea.

    Type: Slam
    Cost: 3 (1 Slam, 2 Limbs)
    # Attacks: 1 Primary
    Damage: 1d8

    Type: Sting
    Cost: 2 (1 Sting, 1 Tail)
    # Attacks: 1 Primary
    Damage: 1d4

    Type: Slap
    Cost: 2 (1 Slap, 1 Tail
    # Attacks: 1 Secondary
    Damage: 1d6

    Type: Tentacle
    Cost: 1
    # Attacks: 1 Secondary
    Damage: 1d4

    Type: Wing Buffet
    Cost: 3 (1 Wing Buffet, 2 Flight)
    # Attacks: 2 Secondary
    Damage: 1d4 each

    Type: Rake
    Cost: 4 (2 Rake, 2 Legs)
    # Attacks: 2 Primary (but only counts as 1 for Max Attack cap)
    Damage: 1d4 each
    Note: Only useable on a successful Grapple.

    Type: Breath Weapon
    Cost: 6 (4 Breath Weaon, 2 Head)
    # Attacks: 1
    Damage: 1d6 per HD
    Note: Only useable 1/day. Can spend up to 2 more Evo-Points to gain up to 2/day more uses.

    Results:
    They actually did a decent job balancing out the attacks, with few "strictly better" options .There are various Evolutions that apply only to certain types of attacks (Poison/Rake/etc...) that can greatly vary the damage/usefullness of any given attack.
    Slam is better than Bite (damage).
    Claws/Pincers are better than Sting/Tail Slap (6 evo points gets 4 Claw attacks, but only 3 Stings).
    If you are working against the Max Attack cap, then Slams are the best option.
    Tentacles are the most efficient way to get more attacks, 1-point > 1-attack. They are a poor attack, but if you are a long way from the Max Attack cap they are easy to throw on (i.e. Biped with a Sword).
    Wing Buffet is the least efficient, and can only be taken once (but the Flight evolution is pretty useful on its own).

    Eidolon Base Forms

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    Biped: The Biped has the highest base Strength, and gets 5 extra feet of Reach once enlarged beyond Medium-size. In exchange it has the lowest Dexterity and no unique evolutions. Weak Reflex save.
    Mount Ability: No.
    Unique Evolutions: None.

    Quadruped: The Quadruped has the highest base speed and the excellent Pounce ability. It has no significant weaknesses apart from its weak Will save.
    Mount Ability: Yes.
    Unique Evolutions: Pounce, Rake.

    Serpentine: The Serpentine form has the lowest base speed and the lowest Strength. It has the highest Dexterity, but it's a notch below the other two in terms of power unless you want to make a constrictor.
    Mount Ability: Yes.
    Unique Evolutions: Constrict.

    Quick rule of thumb: if you want Pounce, pick Quadruped, if you want Constrict, pick Serpentine; and if you just want as high a Strength as possible pick Biped.

    Fang Vs Blade - Whether to Wield a Weapon

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    By default the Eidolon is designed as a natural attacker. The Summoner class has 20 evolutions that either add or improve natural attacks, and exactly 1 evolution letting it wield a weapon (and that one isn't even very good); it also has Greater Magic Fang rather than Greater Magic Weapon on its spell list. However, D&D was basically designed on the assumption that the PCs would be using manufactured weapons, and so there's much more material out there for manufactured weapons than natural ones. Here are some of the advantages wielded weapons give:

    • Manufactured weapons give iterative attacks, natural weapons don't.
    • The Eidolon has a cap on how many natural attacks it's allowed to have, but no cap on weapon attacks.
    • You can get weapons in special materials to help getting through damage reduction. There's no way to get natural weapons to break DR/Adamantine or Cold Iron.
    • Manufactured weapons are much cheaper to enchant. The only Pathfinder item that grants an enhancement bonus to natural attacks is the Amulet of Mighty Fists, which is 2.5 times as expensive as an equivalent weapon.
    • Manufactured weapons typically have a higher base damage than natural weapons (a greatsword does 2d6, a bite 1d6) and can have abilities like Reach, Disarm, and Trip.
    • A manufactured weapon wielded in two hands adds 1.5 your Strength modifier to damage over multiple attacks.

    For these reasons, it's worth at least considering whether you want to go the weapon route for your Eidolon. Even if you don't want to make it a focus, it can be worth taking a weapon proficiency so you can carry some Silver and Cold Iron weapons around just in case.

    Eidolon Feats

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    Here's a very brief overview of good feats to take for your Eidolon. Only the standouts will be included (rated black and above).

    Ability Focus: Take this if you go for the Poison evolution.
    Blind-Fight tree: Combos well with Scent, Tremorsense, or Blindsense.
    Combat Reflexes: Eidolons have several ways of getting Reach, and this lets you take maximum advantage of it.
    Dazing Assault: Brutal if it works, but at a high cost.
    Double Slice: For Kali builds.
    Eldritch Claws: Make your natural weapons silver. Good if your campaign includes a lot of lycanthropes or devils.
    Exotic Weapon Proficiency: An alternative to Martial Weapon Proficiency for the spiked chain fans.
    Improved Critical: Not bad for an attack you're going to use a lot. Requires BAB +8, though.
    Improved Natural Attack: Requires +4 BAB, but this is an almost automatic pick for most Eidolons.
    Improved Initiative: Never a bad choice.
    Lunge: Reach is good, and this gives you yet another way to boost it. Requires BAB +6.
    Martial Weapon Proficiency: An automatic 1st-level choice for slugger builds, and a useful backup on others, too. Carrying a greatsword in a few different materials can be a lifesaver if you run into something with DR.
    Multiweapon Fighting: The signature feat of the Kali build.
    Power Attack: A great way to boost damage at low levels. You'll want this on almost every Eidolon build.
    Step Up: Chase down casters or archers who try to step away.
    Toughness: More HP is never a bad thing, but the reduced HD of the Eidolon makes this less useful than it could have been.
    Weapon Focus: A +1 to hit is always useful, if not that exciting.

    The Three Laws of Evolution

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    The Packages below go into more detail, but these are the general rules to follow when you're building your Eidolon.

    1. Primary Good, Secondary Bad: Always take primary natural attacks over secondary ones, unless you're wielding a weapon.
    2. Reach is King: Biped, Enlarge, Lunge, reach weapon, Reach evolution - get as many as you can afford to make your reach as high as you possibly can.
    3. Go Large: The Large evolution gives you a great Strength boost as well as other benefits. Take it at the first opportunity.





    Eidolon Packages

    There are countless combinations of evolutions and feats for an Eidolon. Instead of rating each evolution individually, this guide will give you ideas for Eidolon 'packages'; sets of suggested evolutions and feats that work particularly well together. As you level up, pick extra ones from the list, or branch out into a different package. In all cases, take the Large evolution as soon as possible.

    These packages cover offensive power only: for defense and utility, open the 'Other Evolutions' spoiler at the end of this post.

    Pouncer (Cat Form)

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    Base Form: Quadruped
    Evolutions: Claws, Pounce, Rake, Rend, Energy Attacks, Limbs (arms) & extra Claws, Ability Increase (Strength), Improved Damage (Claws)
    Feats: Power Attack, Improved Natural Attack, Lunge

    This build revolves around getting lots of natural attacks, stacking extra damage onto them (from energy attacks, Power Attack, and a high Strength), then unloading them all on an enemy with Pounce. Very straightforward and very high first-round damage potential. Dependent on getting off that charge, so make sure you identify the kinds of things that can prevent charges and neutralise them (e.g. give the Eidolon flight so it can charge over difficult terrain, and position yourself in the marching order so that party members won't obstruct you). Your main weakness will be Damage Reduction: since you depend upon landing lots of hits even a small amount of DR will cripple your damage output.

    Ripper (Bear Form)

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    Base Form: Biped
    Evolutions: Bite, Reach (Bite), Reach (Claws), Improved Damage (Bite), Improved Damage (Claws), Ability Increase (Strength), and as many other natural attacks as you have the points for.
    Feats: Power Attack, Improved Natural Attack, Lunge

    Very similar to the Pouncer, this build focuses around maximising Strength and Reach. It should do more damage than the Pouncer on a full attack due to its higher starting Strength score, but it'll have more trouble getting full attacks due to lack of Pounce. Again, Damage Reduction is a major problem.

    Chomper (Dog Form)

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    Base Form: Quadruped or Biped
    Evolutions: Bite, Improved Bite, Improved Damage (Bite), Reach (Bite), Ability Increase (Strength), Trip (Bite), Poison (Bite)
    Feats: Power Attack, Weapon Focus (Bite), Improved Natural Attack, Combat Reflexes/Lunge, Ability Focus (Poison)

    This build goes a slightly different route: instead of lots of medium-strength attacks, you try to land one BIG attack, then use Combat Reflexes and Reach to make sure you get as many shots with it as possible. Stack as many conditions (such as Trip and Poison) onto the single hit as possible. Much lower damage potential than the first two forms, but unlike them you're not dependent on full attacks, meaning you don't have to stand toe-to-toe with the monsters and can move around.

    Constrictor (Snake Form)

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    Base Form: Serpentine
    Evolutions: Grab, Constrict, Ability Increase (Strength), Improved Damage
    Feats: Improved Unarmed Strike -> Improved Grapple, Weapon Focus

    Grab enemies and crush them. Grappling paralyses an enemy quite effectively, but the big weakness of this strategy is that the Grab evolution only works on enemies smaller than your Eidolon, meaning you'll need to make heavy use of Enlarge effects to make it work. With a starting Strength of only 12, you'll also have trouble making the combat maneuver checks - Pincers will help, but they're secondary attacks. This build is a combat-ender when it works, but it'll probably fail more often than it succeeds.

    Slugger (Weapon-Wielder)

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    Base Form: Quadruped or Biped
    Evolutions: Reach (Weapon), Ability Increase (Strength), Limbs (Arms, if Quadruped), Pounce (if Quadruped)
    Feats: Martial Weapon Proficiency or Exotic Weapon Proficiency, Power Attack, Combat Reflexes

    Get your Eidolon a big hefty two-handed weapon and go to town. (Note: do NOT get the Weapon Training evolution. MWP or EWP is far more efficient.) Go for Biped to maximise Strength and Reach, or Quadruped for the 'centaur' build like the ones in the Narnia films. This build requires very few evolution points, so unlike the others you'll be able to afford defensive and utility evolutions.

    Mount (Mounted Combat Form)

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    Base Form: Quadruped
    Evolutions: Mount, otherwise as Pouncer
    Feats: As Pouncer

    Using your Eidolon as a mount has advantages: you never have to worry about getting out of range of Life Link, you'll always be in range of its Shield Ally, and you can protect your Eidolon with Mounted Combat. Make your Strength score higher than most Summoners and take Martial Weapon Proficiency (Lance) for x2 damage on a charge. The combination of a pouncing charge from your Eidolon and a lance hit from you is utterly lethal and will often end fights in a single round, but the big weakness of this tactic is that it exposes you to attack. Pick up Improved Share Spells once you get to higher levels to make better use of your buffs.

    Kali (AKA 'Baby Hecatoncheires')

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    Base Form: Quadruped or Biped
    Evolutions: Limbs (Arms), Limbs (Arms), Limbs (Arms), Limbs (Arms), Limbs (Arms), Ability Increase (Strength)
    Feats: Martial Weapon Proficiency (light weapon), Multiweapon Fighting, Double Slice

    A lot of Eidolon builds end up looking pretty ridiculous, but this one takes the cake. Add as many pairs of arms as you have the points for, then take Martial Weapon Proficiency (Shortsword) or similar and watch your Eidolon ginsu everything in its way. You can go for a Biped for a Kali lookalike, or take Quadruped with Pounce to make some kind of demented centipede. You'll be rolling a crazy number of attacks, but any amount of DR will kill you and equipping your Eidolon with that many good quality weapons will drive you bankrupt. Still, it looks scary as hell.

    Combo Builds

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    There's absolutely nothing stopping you from combining elements from two or more of the above packages, and in fact in some cases it's essential (Mount with Pounce, Constrictor with anything, Slugger with anything). Good evolutions to dip are Bite-Reach-Trip and Pounce-Rake-Rend, and Martial Weapon Proficiency is always useful.


    Other Evolutions

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    In practice, unless you're playing a Slugger build, you'll never have enough evolution points for all the attacks you want, meaning you'll probably end up skimping on defensive and utility evolutions. Still, if you have a few points spare, it's worth picking some up.

    1-Point Evolutions

    Climb: The cheapest way of getting off the ground. Good for Mounted builds, as the Eidolon can bring you along with it.
    Gills: Very situational. Probably only worth it for an aquatic campaign.
    Improved Natural Armour: +2 AC for 1 evolution point is a good deal. Stack it with Mage Armour, obviously. Confusingly written - see the FAQ.
    Magic Attacks: Overcoming DR/Magic is OK, but being able to overcome DR/Alignment at level 10 is the real selling point.
    Resistance: If you can predict what energy types you'll be facing one level ahead of time, this is good, but usually you can't.
    Scent: The low end of the detection tree, this is still pretty good.
    Skilled: Very build-dependent, but +8 is a big bonus. Skilled (Perception) will make your Eidolon the radar unit of the party, and you can even make your Eidolon into a passable rogue by taking this for Stealth and Disable Device.
    Swim: again, this is for aquatic campaigns.

    2-Point Evolutions

    Flight: Flight is good, and you want it. The only question is whether you want to spend the points on this, or just use Overland Flight instead.
    Immunity: Excellent when it applies, and worth considering at higher levels where energy attacks start to get frequent and dangerous. Still, it might be better to just use Lesser Evolution Surge.
    Tremorsense: The next up on the detection tree, this lets you automatically pinpoint enemies on the ground.

    3-Point Evolutions

    Blindsense: If you want a senses evolution, trade up to this from Tremorsense once flying enemies become common.
    Burrow: In most cases flight is better.
    Damage Reduction: DR is never a bad thing to have, but 3-5 points is a lot to pay. Boosting AC is probably more efficient.
    Frightful Presence: Doesn't work on enemies with more HD than the Eidolon, which dangerous enemies will almost always have.
    Web: Too expensive, and too easy for enemies to get loose.

    4-Point Evolutions

    Blindsight: Would be good if it didn't require Blindsense. 7 evolution points is too much.
    Breath Weapon: 1/day? Pass.
    Fast Healing: This is good, very good, but Evolution Surge is probably a better way of getting it.
    Large: You want this.
    Spell Resistance: It's not bad, but it carries a major drawback: it stops the rest of the party's spells as well unless your Eidolon takes a standard action to lower it. Maybe worth considering at a high level, but again I'd prefer to use Evolution Surge.




    Sample Builds

    Here are some low-level (and not-so-low-level) Eidolon builds to get you started. Submissions welcome.

    Pouncer (1st-Level)

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    Form: Quadruped
    Evolutions (extra): Claws (1), Pounce (1), Improved Natural Armour (1)
    Feats: Power Attack
    AC: 16
    Attack Routine (with Power Attack): Bite +2 (1d6+4) and 2 claws +2 (1d4+4)
    Buffs to Use: Mage Armour, Shield

    The basic cat-build, this trades offense for defence. If you can get it fully buffed (note: use Mage Armour when going into dangerous areas, and carry scrolls of Shield) it'll have an AC of 24, meaning most 1st-level opponents will need a natural 20 to hit.

    Slugger (1st-Level)

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    Form: Biped
    Evolutions (extra): Reach (weapon, 1), Ability Increase (Strength, 2)
    Feats: Martial Weapon Proficiency (Greatsword)
    AC: 13 (11 when enlarged)
    Attack: Greatsword +5 (2d6+6)
    Buffs to Use: Mage Armour, Enlarge Person

    The opposite extreme from the Pouncer, this maximises the hitting power of a standard attack. When Enlarged this boasts a greatsword strike dealing an impressive 3d6+7 damage out to a 15-foot reach. Low AC, though, so you'll need to use its reach to take full advantage of AoOs.

    Ripper (1st-Level)

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    Form: Biped
    Evolutions (extra): Bite (1), Ability Increase (Strength, 2)
    Feats: Power Attack
    AC: 13
    Attack Routine (with Power Attack): Bite +4 (1d6+6) and 2 claws +4 (1d4+4)
    Buffs to Use: Mage Armour, Enlarge Person

    If you just want to maximise damage on a full attack, this is the Eidolon to use. A glass cannon build - one full attack will almost certainly kill an enemy, but without any source of Pounce or free movement, getting that full attack might be difficult.

    "Killer Centaur" (10th-Level)

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    This is an example of what a really nasty higher-level Eidolon can look like. It's a hybrid of the Pouncer and Slugger packages, designed as an alpha-strike build capable of killing a good fraction of level-appropriate enemies in one round.

    The stats below assume the following all-day buffs are active: Mage Armour, Greater Magic Fang, Overland Flight (all last 10 hours at CL 10). The Eidolon carries two magic items: a +1 greatsword and a belt of strength +2. (In practice it would have far more items and probably some extra buffs like Heroism.)

    Form: Quadruped
    HP: 76 (8d10+32)
    AC: 28 (+3 Dex +12 NA +4 armour -1 size)
    Initiative: +3
    Speed: 40 ft, fly 40 ft.
    Ability Scores: Str 28 (30) Dex 16 Con 17 Int 7 Wis 10 Cha 11
    Saves: Fort +9 Ref +9 Will +2/+6
    Feats: Martial Weapon Proficiency: Greatsword (1st), Toughness (3rd), Improved Natural Attack: Claw (5th), Lunge (7th), Multiattack (Bonus)
    Evolutions (base): Bite, Limbs (Legs), Limbs (Legs)
    Evolutions (extra, 14-point pool): Large (4), Pounce (1), Limbs (Arms, 2), Limbs (Arms, 2), Claws (Legs, 1), Claws (Arms, 1), Improved Damage (Claws, 1), Rend (2)
    Special Abilities: Darkvision, Link, Share Spells, Devotion, Multiattack
    Attack Routine: +1 greatsword +18/+13 (3d6+16, 19-20 crit) and bite +16 (1d8+6) and 4 claws +16 (2d6+6) and rend 2d6+21 if two or more claws hit.

    On turn 1, the summoner casts haste and moves and the Eidolon makes a flying charge of up to 140 feet, pounces, and full attacks, making 3 greatsword attacks, 4 claw attacks, a bite, and a rend at an average to-hit bonus of +19.

    Just for fun, we'll compare this to a Fire Giant, the iconic CR 10 melee monster. It has an AC of 24. Assuming average rolls and no criticals, the Eidolon can expect to do about 143 damage. A Fire Giant has 142 HP. You can push the average damage up much higher by getting the Eidolon better items or more buffs.

    Now, granted, things won't always turn out this neatly, but the fact that the Eidolon has a better-than-average chance of 1-round-killing a monster that's supposed to be a challenge for an entire party is fairly impressive.


    Sample Builds (Reader Contributions)

    Flank Buddy (1st Level) - Contributed by Elyza

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    Form: quadruped
    AC: 19 (23 with mage armor, stacking 27 shield)
    Initiative: +3
    Speed: 40'
    Size: Small
    Ability Scores: <10 16 13 7 10 11>
    Chosen Skills: <Acrobatics(1)> +15, <Sleight of Hand(1)> +7, <2 others>
    Base Skills: <Perception(1)> +12, <Stealth(1)> +11
    Feats: Dodge (1st)
    Evolutions (base): bite, limbs(legs), limbs(legs)
    Evolutions (extra): Skilled(Acrobatics)(1), Skilled(Perception)(1), Imp Nat Armor(1)
    Attack Routine: Bite +2 (1d4+0)

    Notes: This build walks point. He has the best perception bonus of anyone in the party. If he sets off a trap that does more than 15-20 points damage, he will be back tomorrow, with a hangover, instead of dead. In a battle, he uses acrobatics to move through threatened squares with near immunity to get into flank. Readying to aid another once a compatriot moves to their flank position, then performs Aid Another so the compatriot gets a combined +4 to their attack. He doesn't take Weapon Finesse, because feats cannot be swapped out when he transmogrifies into a strength based attacker later. Dodge is always nice, but pick a feat that will be useful throughout his career. He is not the kill stealing star of the show. He makes everyone elses jobs safer and easier.

    Accompanying Summoner:
    Str 16, Cha 12, Heirloom Greatsword, does 2d6+4 damage, with either +5, +7 or +9 to hit. Spells: Shield, Expeditious Retreat. If the party doesn't have planning or surprise, neither spell is a required cast. But, when you have the timing advantage, they are quite useful. This summoner should be built for fighting.
    PFS: After the 1st, module, pick up a wand of Mage Armor for 2PA. 2nd module, Lesser Rejuvenate Eidolon.

    Mounted Dragon-In-Training (1st-10th level) - Contributed by Torinath

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    1st-level:
    <Mounted (a.k.a. Dragon in-training>
    Form: <quadruped>
    AC: 14 (10 Base, +2 NA, +2 Dex)
    Initiative: +2
    Speed: 40’
    Ability Scores: <Str 16 Dex 14 Con 13 Int 7 Wis 10 Cha 11>
    Skills: Acrobatics +6, Fly +6, Stealth +6, Perception +4,
    Feats: Power Attack (1st)
    Evolutions (base): Bite, Limbs(legs)x2
    Evolutions (extra): Ability Increase(Str)(2), Mount(1)
    Attack Routine: Bite +3 (1d6+5)
    Notes: With a Human with MWP(Lance) and Mounted Combat and Enlarge Person on the Eidolon.

    5th level:
    <Mounted (a.k.a. Dragon in-training> (5th Level)
    Form: <quadruped>
    AC: 19 (10 Base, +2 NA, +4 AB, +3 Dex)
    Initiative: +3
    Speed: 40’
    Ability Scores: <Str 19 Dex 16 Con 13 Int 7 Wis 10 Cha 11>
    Skills: Acrobatics +10, Fly +14, Stealth +10, Perception +7,
    Feats: Power Attack (1st), Flyby Attack (3rd)
    Evolutions (base): Bite, Limbs(legs)x2
    Evolutions (extra): Ability Increase(Strength)(2), Bite(1), Claws(1), Mount(1), Flight(2), Pounce(1)
    Attack Routine: Bite +6 (1d6+12), 2 claws +6 (1d4+4)
    Notes: Human will now have Ride-by Attack.

    10th level:
    <Mounted (a.k.a. Dragon in-training> (10th Level)
    Form: <quadruped>
    AC: 25 (10 Base, +2 NA, +8 AB, +3 Dex, +2 NA(Large), +1 Dodge, -1 Size)
    Initiative: +3
    Speed: 40’
    Ability Scores: <Str 28 Dex 16 Con 17 Int 7 Wis 10 Cha 11>
    Skills: Acrobatics +14, Fly +14, Stealth +14, Perception +11,
    Feats: Power Attack (1st), Flyby Attack (3rd), Dodge
    Evolutions (base): Bite, Limbs(legs)x2
    Evolutions (extra): Bite(1), Claws(1), Energy Attacks(2) Large(4), Mount(1), Flight(2), Pounce(1), Tail(1), Tail Slap(1)
    Attack Routine: Bite +13 (1d8+1d6+22), 2 claws +13 (1d6+1d6+15), and Tail Slap +11(1d8+1d6+7)
    Notes: Human will now have Spirited Charge.

    Nom-beast (1st-20th level) - Contributed by erik542

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    Meant to out-right kill one person at a time while not being a glass cannon. (Biped half-elf build)

    Level 1:
    Evos:
    Bite, Energy
    Feats:
    IUS
    Level 5:
    Evos:
    Bite, Slam, Energy, Trip, 3 left for setting appropriate
    Feats:
    IUS, Improved Grapple (qualify for this by taking advantage of ability score increase, and later put a point into dex at level 5)
    Stat boost: Dex
    Level 10:
    You should get your Eidolon a +2 dex belt before making it large
    Evos:
    Large, Swallow Whole, Bite, Grab (bite), Improved Damage (bite), Reach (bite), 4 left for preference / aspect
    Feats:
    IUS, Improved Grapple, INA (bite), Greater Grapple (I like this over lunge here to make eating quick and easy)
    Stat boost: Con
    Level 15:
    a +4 dex belt shouldn't be too taxing by level 13
    Evos:
    Huge, Swallow Whole, Bite, Grab, ID, Reach, 5 extra
    Feats:
    IUS, IG, INA, GG, Lunge, preference
    Stat: I like Int for the sudden burst in skills.
    Level 20:
    Same basic build except a lot more room for things with 13 evos left
    Feats:
    An additional 2 spare feats

    Notes: The breathing room comes from not worrying about the full round attack. Combat should go as follows:
    Charge, Grab
    Eat, Grab
    Repeat
    If you can eat a caster you don't have to worry about it casting inside because the check is 10+spell level+CMB. They can't make ~50+level at level 20. Another anti-caster tactic is to boost up that acrobatics and use an evo for a +8 and skill focus for another +6 (total +29@level20) and simply charge up to the caster and eat them.

    Kitty! (1st-20th level) - Contributed by erik542

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    Half-elf Quadruped

    Level 1:
    Evos:
    Claws, pounce, Improved damage (claws)
    Feats:
    Power Attack

    Level 5:
    Evos:
    Claws, pounce, Improved damage (claws), Energy attacks, 4 extras
    Feats:
    Power Attack, Improved Overrun

    Level 10:
    Evos:
    Claws (2), Legs, Pounce, ID, Energy, Large, Rend, 2 extras
    Feats:
    Power Attack, Improved Overrun, Charge Through, Greater Overrun

    Level 15:
    Evos:
    Claws (2), Legs, Pounce, Huge, 6 extras
    Feats:
    PA, IO, CT, GO, Dazing Assault, 1 other

    Level 20:
    Evos:
    Claws (3), Legs (2), Pounce, Huge, 13 extra
    Feats:
    PA, IO, CT, Dazing, GO, 3 others

    Strategy, Charge Squishy, daze squishy, also with greater overrun your AoO can be used to daze the clanky that you had to charge through. This build switches focus when it hits level 14. It switches from a DPR build to a BC build. At the start it tries to either completely mow down or otherwise take the squishy out of the fight. When it gets Dazing Assault, it tries to go the stun lock route throwing multiple DC 20+ saves at the bad guys. This can just about completely lock down 2 people. This kind of build will probably go with a Rod of Dazing Spell just to maximize the amount of dazing.

    Skill-dolon (1st-10th level) - Contributed by nategar05

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    <Skill-dolon> (1st Level)

    Form: Serpentine
    AC: 13 (Base 10 + Dex 3)
    Initiative: +3
    Speed: 20 ft
    Ability Scores: <12 16 13 7 10 11>
    Skills: <Perception(1)> +4, <Stealth(1)> +7, <Acrobatics(1)> +7, <Disable Device(1)> +7, <Diplomacy(1)> +4
    Feats: Weapon Finesse (1st)
    Evolutions (base): <bite, climb, reach(bite), tail, tail slap>
    Evolutions (extra): Limbs(Arms), Mount
    Attack Routine: Bite +4 (1d6+1) and Tail Slap -1 (1d6+1).
    Notes: Halfling favored class bonus (or 5th level ability increase to Int) gives extra skill point. Maxes out first four skills and dips the fifth into useful skills. Halfling has Outrider alternate racial trait (bonus on Ride and Handle Animal) and Wanderlust alternate racial trait (+1 CL on movement spells, +2 on Knowledge(Geography) and Survival). Expeditious Retreat compensates for slow movement. Mage Armor, a good ride check, and Mounted Combat from the halfling help protect the Eidolon from attacks, though admittedly not much at level due to short spell durations.


    <Skill-dolon> (5th Level)

    Form: <Serpentine>
    AC: 19 (Base 10 + Dex 3 + INA 2 + NA 4)
    Initiative: +3
    Speed: 20 ft
    Ability Scores: <14 17 13 7 10 11>
    Skills: <Perception(4)> +15, <Stealth(4)> +18, <Acrobatics(4)> +18, <Disable Device(4)> +18, Diplomacy(1)> +4, <Sense Motive(1)> +4, <Bluff(1)> +4, <Intimidate(1)> +4
    Feats: Weapon Finesse (1st), Combat Reflexes (2nd)
    Evolutions (base): <bite, climb, reach(bite), tail, tail slap>
    Evolutions (extra): <Skilled(Perception)(1), Skilled(Stealth)(1), Skilled(Disable Device)(1), Skilled(Acrobatics)(1), Mount(1), Improved Natural Armor(1), Limbs(Arms)(2)>
    Attack Routine: Bite +7 (1d6+2) and Tail Slap +2 (1d6+2)
    Notes: With impressive skills, the Eidolon can make a good skill-monkey rogue, freeing up options for the Summoner and the rest of the party.


    <Skill-dolon> (10th Level)

    Form: <Serpentine>
    AC: 28 (Base 10 + Dex 8 + INA 2 + NA 8)
    Initiative: +8
    Speed: 20 ft
    Ability Scores: <16 26 13 7 10 11>
    Skills: <Perception(8)> +19, <Stealth(8)> +27, <Acrobatics(8)> +27, <Disable Device(8)> +27, <Diplomacy(3)> +6, <Sense Motive(2)> +5, <Bluff(2)> +5, <Intimidate(1)> +4
    Feats: Weapon Finesse (1st), Combat Reflexes (2nd), Lunge (3rd), Agile Maneuvers (4th), Multiattack (bonus)
    Evolutions (base): <bite, climb, reach (bite), tail, tail slap>
    Evolutions (extra): <Skilled(Perception)(1), Skilled(Stealth)(1), Skilled(Disable Device)(1), Skilled(Acrobatics)(1), Mount(1), Improved Natural Armor(1), Trip(Bite)(2), Ability Increase(Dex, 2x)(4), Limbs(Arms)(2)>
    Attack Routine: Bite +13/+8 (1d6+3) and Tail Slap +8 (1d6+3)
    Notes: By this point there are some evolution and skill points to spare, so you can change a few evolutions to make it even more Skilled if your party needs a face. A good CMB and Trip on the bite helps control the battlefield. Medium size helps with practicality. Improved Share Spells with Reduce Person could also be helpful.

    Tank-dalon (1st-10th level) - Contributed by nategar05

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    Build intended to soak up enemies' attacks and influence the battleground. Focuses on Con/HP more than other builds. Gnome Summoner uses favored class bonus to give HP to Eidolon and takes Toughness. He has the Academician and Gift of Tongues alternate racial traits.


    <Tank-dalon> (1st Level)

    Form: <Quadruped>
    AC: 14 (Base 10 + Dex 2 + INA 2)
    Initiative: +2
    Speed: 40 ft
    Ability Scores: <14 14 13 7 10 11>
    Skills: <Intimidate(1)> +12, <Perception(1)> +4, <Diplomacy(1)> +12, <Bluff(1)> +4
    Feats: Antagonize (1st)
    Evolutions (base): <bite, limbs(legs)(2)>
    Evolutions (extra): Improved Natural Armor(1), Skilled(Intimidate)(1), Skilled(Diplomacy)(1)
    Attack Routine: Bite +3 (1d6+2)
    Notes: Not enough evolution points to get an ability increase in Con yet and still Antagonize well. However, Antagonize makes sure that attacks go to the character that comes back the next day, rather than the one that doesn't (except with a mustache, a new hat, and an accent of course). Diplomacy and intimidate are useful with Antagonize and are good for influencing people. Gnome picks up Mage Armor, Shield, and (later) Compel Hostility.


    <Tank-dalon> (5th Level)

    Form: <Quadruped>
    AC: 21 (Base 10 + Dex 3 + INA 4 + NA 4)
    Initiative: +3
    Speed: 40 ft
    Ability Scores: <16 16 16 7 10 11>
    Skills: <Intimidate(4)> +15, <Perception(4)> +7, <Diplomacy(4)> +15, <Bluff(2)> +5, <Sense Motive(2)> +5,
    Feats: Antagonize (1st), Weapon Focus(Bite) (2nd)
    Evolutions (base): <bite, limbs(legs)(2)>
    Evolutions (extra): Improved Natural Armor(2x)(2), Skilled(Intimidate)(1), Skilled(Diplomacy)(1), Claws(1), Pounce(1), Ability Increase(Con)(2)
    Attack Routine: Bite +8 (1d6+3) and 2 claws +7 (1d4+3)
    Notes: Weapon Focus (Bite) is just a step to Dazzling Display. Also helpful for when you pick up the Poison evolution (Need all the extra to-hit. It is a Con build rather than a Str build after all). Bear's Endurance, Evolution Surge(lesser), and (later) Barkskin helps.


    <Tank-dalon> (10th Level)

    Form: <Quadruped>
    AC: 28 (Base 10 + Dex 3 + INA 6 + NA 10 - Size 1)
    Initiative: +3
    Speed: 40 ft
    Ability Scores: <26 16 19 7 10 11>
    Skills: <Intimidate(8)> +19, <Perception(8)> +11, <Diplomacy(8)> +19, <Bluff(4)> +7, <Sense Motive(4)> +7
    Feats: Antagonize (1st), Weapon Focus(Bite) (2nd), Dazzling Display(Bite) (3rd), Ability Focus(Poison) (4th), Multiattack (bonus)
    Evolutions (base): <bite, limbs(legs)(2)>
    Evolutions (extra): Skilled(Intimidate)(1), Skilled(Diplomacy)(1), Mount(1), Improved Natural Armor(3x)(3), Poison (Con based)(4), Large(4)>
    Attack Routine: Bite +16/+11 (1d6+8)
    Notes: With a good Con, the Eidolon should have a pretty good number of HP. Decent AC for a large creature (At level 12 may be better off with medium and an extra application of Con increase though). Potentially better Bluff and Sense Motive if skilled is applied. DC 20 for Poison. Set up for Intimidating Prowess for the next feat, freeing up an evolution point that was put into Skilled or simply added to really intimidate things. Between poisoning, intimidating, and antagonizing, you'll never run out of combat options. Mount gives another option for the Gnome.
    Last edited by Saph; 2011-11-24 at 12:07 PM.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!