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I have just got the XP to make Level 7. So, I'm wondering... (this character is PATHFINDER SOCIETY, so I want to keep him (them?) PFS Legal)
A) How does my build look thus far from people with eyes and experience more excellent than mine?
B) If I'm keeping on the current path, what adjustments should I make in my existing Evolutions, and what should I take at Level 7?
C) I have the idea of using my Eidolon as a mount some times (when I enlarge-person on him via share spells since he is an outsider), however I've been told that only I would get to attack (with a Lance or some such), or the Eidolon gets his attacks (on Pounce (or full round attack), it is Bite/Claw + Claw/Gore), but not both. Can someone straighten me out on this regarding RAW? (Additionally, since my Summoner isn't really a melee person, putting him in the thick of melee on the back of Red-Lion may be less than wise?)
D) I have been giving some consideration to switching to a Biped form. I got the wind knocked out of my sails last night facing against DR10 / Good-Silver which Red Lion could do nearly-nothing against. At least with a Biped, I could have pulled out weapons of correct alignment/material. I had the evolution MAGIC, but apparently that didn't cut the mustard (or the bad guy!)
General Info: My Half-Elf is named "Summon-Noir" (like those movies Noir, see?)
The Eidolon is a fantastical "Red Lion", who is a quadruped with a saddle-like depression between his shoulder blades, which functions as a saddle if Summon-Noir is Reduced or Red-Lion is Enlarged.
To Date: I've been focusing on the " Pouncer (Cat Form) " from "[3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner".
Here are my stat blocks as they exist:
Summon-Noir the Half-Elf
Male Half-Elf Summoner 6
NG Medium humanoid (elf, human)
Init +1; Senses bond senses, low-light vision; Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 45 (6d8+12)
Fort +5, Ref +4, Will +7; +2 vs. enchantments
Defensive Abilities shield ally; Immune sleep; Resist shield ally
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4/19-20) and
lance +0 (1d8/×3) and
longspear +4 (1d8/×3) and
quarterstaff +4 (1d6)
Ranged light crossbow +5 (1d8/19-20)
Spell-Like Abilities (CL 6th; concentration +10)
7/day—summon monster
Summoner Spells Known (CL 6th; concentration +10):
2nd (4/day)—bull's strength, lesser restore eidolon (DC 16), see invisibility,
slow (DC 16)
1st (5/day)—enlarge person (DC 15), lesser rejuvenate eidolon, life conduit, mage
armor
0 (at will)—daze (DC 14), detect magic, guidance, light, mage hand, read magic
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Statistics
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Str 10, Dex 13, Con 14, Int 13, Wis 12, Cha 18
Base Atk +4; CMB +4; CMD 15
Feats Extra Evolution, Extra Evolution, Resilient Eidolon, Skill Focus (Use Magic
Device)
Traits ease of faith, greater link
Skills Diplomacy +14, Handle Animal +9, Heal +2, Knowledge (dungeoneering) +5,
Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Perception
+5, Ride +5, Spellcraft +6, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Catfolk, Common, Elven
SQ eidolon link, elf blood, life link, maker's call, share spells with eidolon
Combat Gear cold iron crossbow bolts (50), snapleaf, wand of cure light wounds,
wand of cure moderate wounds; Other Gear mithral chain shirt, dagger, lance,
light crossbow, longspear, quarterstaff, bracers of armor +1, cloak of resistance
+1, handy haversack, wayfinder, artisan's tools, noble's outfit, summoner's kit,
9,443 gp
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Special Abilities
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Bond Senses (6 rounds/day) (Ex) As a standard action, you can share Eidolon's
senses while on same plane.
Caravan (1 @ 5 lbs) (Diplomacy) Can use the chosen skill to make Day Job rolls.
Eidolon Link (Ex) Mental link allows communication over any distance, but share
magic item slots.
Elf Blood Half-elves count as both elves and humans for any effect related to
race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Greater Link The link between you and your eidolon is stronger than most. Your
eidolon’s current and maximum hit point totals are not reduced by 50% until you
are separated by 110 feet or more. Your eidolon’s current and maximum hit point
totals are not reduced b
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if
not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color
and detail.
Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension
door.
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed,
your eidolon remains with you
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon
and it can recieve your personal spells.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Summon Monster III (7/day) (Sp) Standard action summon lasts minutes, but only 1
active at a time and can't use with eidolon.
Wayfinder (empty) A small magical device patterned off ancient relics of the
Azlanti, a wayfinder is typically made from silver and bears gold accents. With a
command word, you can use a wayfinder to shine (as the light spell). The
wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2
circumstance bonus on Survival checks to avoid becoming lost. All wayfinders
include a small indentation designed to hold a single ioun stone. An ioun stone
slotted in this manner grants you its normal benefits (as if it were orbiting
your head), but frequently reveals entirely new powers due to the magic of the
wayfinder itself (see Seeker of Secrets page 51).
--------------------
Pathfinder Society Wayfinder Bonus
+ 1 on knowledge checks on weaknesses and abilities of creatures
Diplomacy is my Day Job Roll, due to my Caravan ownership
--------------------------------------------------------------------------- -----
Red Lion - EIDOLON
Male Quadruped
NG Medium outsider
Init +9; Senses darkvision 60 ft.; Perception +8
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Defense
--------------------
AC 24, touch 14, flat-footed 21 (+3 Dex, +10 natural, +1 deflection)
hp 32 (+5)
Fort +5, Ref +7, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
--------------------
Speed 40 ft., climb 40 ft.
Melee bite +8 (1d6+3) and
2 claws +8 (1d6+3) and
gore +8 (1d6+3)
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Atk +5; CMB +8; CMD 22 (26 vs. trip)
Feats Additional Traits, Improved Initiative, Iron Will
Traits loyalty across lifetimes, reactionary
Skills Acrobatics +8 (+12 jump), Climb +12, Escape Artist +7, Intimidate +8,
Knowledge (planes) +2, Perception +8, Sense Motive +4, Stealth +7, Use Magic
Device +6
Languages Common
SQ devotion, magic attacks, pounce
Other Gear ring of protection +1, summoner's kit
--------------------
Special Abilities
--------------------
Climbing (40 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Loyalty across Lifetimes Eidolon treats Constitution score as 2 higher when
dying.
Magic Attacks (Ex) Your natural attacks are magic.
Pounce (Ex) You can make a full attack after a charge.
Trip (Ex) You can make a trip attempt on a successful attack.
--------------------
The Red Lion Eidolon represents fire, fear, and fortitude.
The Eidolon is a fantastical "Red Lion", who is a quadruped with a saddle-like depression between his shoulder blades, which functions as a saddle if Summon-Noir is Reduced or Red-Lion is Enlarged.
Thank you in advance for any insight you can share!

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If I were you, I'd try to take haste and black tentacles as soon as possible. Both are excellent spells.
I would also purchase a headband of alluring charisma to increase your charisma. This will let you cast more spells per day, and will increase the DCs of your spells.
Your eidolon should also get a belt of some sort, one that increases their strength or dexterity. Instead of taking the magic attacks evolution, you should consider investing in an Amulet of Mighty Fists, as that also makes their attacks magic while also increasing the damage. Though, they get very expensive as you upgrade them. With enhancement bonuses, your amulet of mighty fists can bypass certain types of DR.
Making your summoner a cavalier/samurai or having it do cavalier/samurai things (charging) would likely be an unsafe idea. But it would be fun for flavor!
EDIT: If you find that your summoner is running out of things to do, which is often the case when you have an eidolon to do all the fighting for you, a rod of wonder is an excellent way to spend your actions ;)
EDIT 2: I don't know that improved initiative on your eidolon was a good choice. A lot of GMs I've seen have eidolons act on the summoner's initiative as the summoner has a mental link with the eidolon through which commands are issued.
I would take power attack instead, if I were you. I don't know the logistics of retraining it.
I would also take an evolution to increase the strength score. Others may disagree.

KestrelZ |

It seems you focused on your Eidolon, so it looks good from that perspective.
If you were to focus more on general summonings, I would consider building up to spell focus: conjuration, then augmented summoning. After which, perhaps take the sell summon swarm when it's available.
Still, that is a suggestion best suited to another summoner. Your current one looks fine.

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What the VL said, was there was a ruling - and ALL must have and go on their own initiative.
EDIT 2: I don't know that improved initiative on your eidolon was a good choice. A lot of GMs I've seen have eidolons act on the summoner's initiative as the summoner has a mental link with the eidolon through which commands are issued.

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If he's riding the eidolon a la battlecat, its a mount and they use the same initiative as per the mounted combat rules.
Rarely riding it Battle Cat style because I've heard that either Summon-Noir gets to attack, OR the Eidolon gets to attack.
And, It looks like I will be going to 4 legs and 2 arms if I'm understanding things correctly.
So, it will have its own weapon available...

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Looking at your build it seems ok, there are a few things I would point out however.
1. Your feats for Summon-Noir include two Extra Evolution feats. You can only have one for every 5 levels, and since you would have received your feats at lvl 1, 3, 5, you would have to select the feat as your 7th lvl feat.
2. Doing the math on your HP 8+5*5.5+12=47.5 which rounds down to 47.
3. Not certain what evolutions you took but it looks fine.
I would be interested to see the ruling on having each act on an independent initiative roll for PFS. I was not aware that you could have multiple positions on the initiative track.

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https://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/compan ions.html
And, everything else I can find says the only varient is Mounts - they go on the riders' init.
Looking at your build it seems ok, there are a few things I would point out however.
1. Your feats for Summon-Noir include two Extra Evolution feats. You can only have one for every 5 levels, and since you would have received your feats at lvl 1, 3, 5, you would have to select the feat as your 7th lvl feat.
2. Doing the math on your HP 8+5*5.5+12=47.5 which rounds down to 47.
3. Not certain what evolutions you took but it looks fine.
I would be interested to see the ruling on having each act on an independent initiative roll for PFS. I was not aware that you could have multiple positions on the initiative track.

David knott 242 |

1. Your feats for Summon-Noir include two Extra Evolution feats. You can only have one for every 5 levels, and since you would have received your feats at lvl 1, 3, 5, you would have to select the feat as your 7th lvl feat.
You missed a (slightly flawed) update. The current version of that feat in the PRD allows you to take this feat (or "evolution" -- the flaw in the text) at 1st, 5th, 10th, 15th, and 20th levels. So a 5th level summoner can now legally take that feat twice.

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What the VL said, was there was a ruling - and ALL must have and go on their own initiative.
Acedio wrote:
EDIT 2: I don't know that improved initiative on your eidolon was a good choice. A lot of GMs I've seen have eidolons act on the summoner's initiative as the summoner has a mental link with the eidolon through which commands are issued.
There's a couple of pieces to the initiative rules.
1. There's the question of whether your eidolon acts without your orders. If so, then it makes sense that it can go before you in rounds as it will act in combat without your instructions. If not, then like an animal companion you have to give it an order, and therefore it waits until your initiative.
2. Communication with your eidolon is a free action.
A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time.
However a free action can only be taken on your turn (in contrast to an immediate action). The text contradicts itself here. Hence the rule ambiguity.
3. Other summoned creatures, such as ones from Summon Monster act on your initiative as they require your orders. Some GMs will tell you that eidolons are under the same circumstances.
There are a number of topics out there about eidolon initiatives. I encourage you to read them. But there's no official ruling so you're going to run into table variance.
As such, I don't suggest depending on your eidolon having high initiative. Most GMs I run into will have the eidolon at least delay until you can give it an order on your turn.
EDIT: It's also worth mentioning that some GMs will have you run your eidolon on the same initiative to help keep the table flowing. Some believe that having the player take care of both of their characters at one time is easier than having them act at two different times in the round.

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Actually - just questioned the VL, and it's completely backwards from what the table understood last friday.
"Question: Wait - I'm confused. Are you saying eidolons DO NOT have a separate initiative?
Answer: The do not need to have a separate initiative."
*headdesk*
As I understand the Eidolon, it's smarter than some barbarians I know - an intelligent creature who is from another plane of reality. He's bonded to me, as I am bonded to him. He can speak, I can speak. He can perceive, I can perceive. He can decide what to do for himself, and he can also obey me.

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C) I have the idea of using my Eidolon as a mount some times (when I enlarge-person on him via share spells since he is an outsider), however I've been told that only I would get to attack (with a Lance or some such), or the Eidolon gets his attacks (on Pounce (or full round attack), it is Bite/Claw + Claw/Gore), but not both. Can someone straighten me out on this regarding RAW? (Additionally, since my Summoner isn't really a melee person, putting him in the thick of melee on the back of Red-Lion may be less than wise?)
Scott, I don't know who told you that, but they are mistaken. When a mount charges, both the mount and the rider get to attack. They both gain the +2 to attack, and both suffer the –2 to AC until the start of their next turn. If the mount has pounce then they may full attack. Alternatively, your summoner may cast at any point during the charge with a concentration check (DC 15 + spell level) and he still takes the –2 to AC. In either case, you need to make a DC 5 ride check so as to have your hands free.
D) I have been giving some consideration to switching to a Biped form. I got the wind knocked out of my sails last night facing against DR10 / Good-Silver which Red Lion could do nearly-nothing against. At least with a Biped, I could have pulled out weapons of correct alignment/material. I had the evolution MAGIC, but apparently that didn't cut the mustard (or the bad guy!)
It isn't necessary to be super combat effective every fight. I've played with you using that character. Your eidolon is more than adequately effective in 95% of the fights. It's okay to let other people shine too. Maybe prep some support spells or defensive spells (scrolls and wands) for those enemies that your eidolon can't finish in the first round of combat. Consider combat maneuvers like grapple and trip, or even set up flanking and use the Aid Another action to help you fellow pathfinders do their shtick.
Edit: Also, if you play that character (or any other character with a pet) at my table, I will ask you to run both creatures on the same initiative, regardless of whether you are mounted or unmounted. The game runs more smoothly that way. And as you know, we are typically pressed for time anyway.

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Strongly discourage multi cladding unless you are trying to downgrade your Eidolon. As it already has less hit dice than the Summoner level, it is bad to keep it back even mire. Same goes for your casting. Alreadyslowed spell casting progression without many spells per level, and you want to slow it down even more? Do nit multi with something like cavilier because OFS only wants one pet per character.
Are you sure loyalty acroos lifetimes is for the Eidolon and nit the Summoner? Reguardless, I learned of three traits you took between your self and the Eidolon I never recall seeing before as I never spent much attention on ultimate campaign.
Ask that VL who I get the impression misslead you on the Eidolon having seperate initiative, if s/he will sign off in a free realication of feat/trait on those initiative expenditures. Otherwise use the UC rules to legally rebuild them. You do a actually own that source to use those traits legally right?
I almost feel robbed of my time reading through that companion section twice trying to find the part that demands a separate initiative. Though admiditly, if the rules say some GMs can decide a character cannot speak(maybe an extention to Summoner and Eidolon telepathy) untill it has gone on it's initiative, it brings to question how often it would use combat reflexes to take AoO. I generally feel anything moving hostile towards it should trigger. I did not complain when an assassin dressed as a waiter walked up to us in the tavern.
Can anyone point to me where it definitively states if you can change base firms each level? I know you can reallocate evolutions and if it is size medium/small every level but unsure it can switch base forms each level. I do acknowledge I cannot find a spa e that says once the form is choosen, it must remain the same like a neutral cleric/god with channel positive/negative energy.
How much gold do you have to spend? Do you have the highest cloak if resistance you can afford already?
A reasonable GM will let that AoMF to bypass DR magic, same with a +3 vs silve/ci but as it says it us an enhancement bonus(type from a magic weapon) and does not blatantly call out it bypasses DR, don't be surprised the day you find someone less reasonable on tbe subject.
Get rid of lesser restore Eidolon, it is wayyy too situational, just get some scrolls of it. I think 2 prestige can get you a scroll of 3 castings. Create pit is a potentially incredible spells for the ability to reshape the battlefield. Hast would be appreciated by your allies even more than you or the Eidolon. Black tentacles used to be the bomb spell in 3.5 but u found it pretty weak in PFS. Do you know this tactic? Summoner casting Dimensional Door to take along the Eidolon and another full attacker who delayed for you to cast DimDoor, the passengers then take full attacks on the person you teleported to.
Do you have reach on bite with trip? It is a wonderful combo.
Beware of reach and pounce. Ask about GM interpretation on pounce. Normally you pounce from the first square you can attack from, just like any charge, thing is that means you would only attack once, completely negating pounce, when only one attack has reach. Again check with your GMs they are ok forfiting that reach in a pounce so you can get an actual pounce.
You gave the Eidolon flying to make pounceing easier right? As in nit cheating by illegally cgargrsing through allies, even if the monies would only barely touch each other. You need the full width of your mini to be clear to charge. With flight, you can usually fly over your allies and they will not block charge lanes.
Getting that HB of Cha not only gets a better DC but an additional 1st Lv spell. Check the chart on bonus spells.

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1. There's the question of whether your eidolon acts without your orders. If so, then it makes sense that it can go before you in rounds as it will act in combat without your instructions. If not, then like an animal companion you have to give it an order, and therefore it waits until your initiative.
An eidolon is not an animal companion and does not use the rules associated with animal companions. It is a sentient creature
2. Communication with your eidolon is a free action.
prd wrote:A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time.However a free action can only be taken on your turn (in contrast to an immediate action). The text contradicts itself here. Hence the rule ambiguity.
Some free actions, specifically talking, can be taken out of turn
Speak
In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action.
3. Other summoned creatures, such as ones from Summon Monster act on your initiative as they require your orders. Some GMs will tell you that eidolons are under the same circumstances.
Unlike creatures summoned by Summon Monster, eidolons are not being forced into action by magic. They are willing companions in constant communication with the summoner.
EDIT: It's also worth mentioning that some GMs will have you run your eidolon on the same initiative to help keep the table flowing. Some believe that having the player take care of both of their characters at one time is easier than having them act at two different times in...
There is nothing in RAW that allows a GM to tell any character, "Sorry, you cannot use your feats today." Taking improved initiative represents a significant, legal investment for an eidolon at this level range.

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The point of my post was to indicate that there is table variance on how the eidolons are run, and it is not safe to build the character in such a way that it expects to run very early in initiative when in many situations it may be limited by the summoner's initiative. It depends on how the GM handles it.

David knott 242 |

The point of my post was to indicate that there is table variance on how the eidolons are run, and it is not safe to build the character in such a way that it expects to run very early in initiative when in many situations it may be limited by the summoner's initiative. It depends on how the GM handles it.
While it is a very common house rule for "pets" to go on the same initiative as their masters, by rules as written they have their own initiatives. And since eidolons are fully sentient and in constant telepathic communication with their summoners, there is no reason at all in a PFS game for an eidolon to be forced to delay if it has a much higher initiative than its master.
In PFS games, GMs are reguired to follow the rules as written -- so the table variance that you invoke should not be allowed.

The Fourth Horseman |

The point of my post was to indicate that there is table variance on how the eidolons are run, and it is not safe to build the character in such a way that it expects to run very early in initiative when in many situations it may be limited by the summoner's initiative. It depends on how the GM handles it.
Artanthos - You said nearly everything I was thinking and was going to post.
Acedio - Here's my take on this init thing: To the best of my reading, no where does it say that Eidolons must go on the Summoner's init. Eidolon's have their own init score. so by RAW, seems to me like they should go on their own init. Most of us Summoners, I would argue, run Summoner and Eidolon together for ease of play and helping our GMs run the game more smoothly. That said, any GM that ignores a player's investment in their Eidolon's init, and forces PC and Eidolon to go together is violating RAW, and violating the "Don't Be a Jerk" rule. And any Summoner player that runs separate inits and regularly isn't prepared when their turn comes up is also probably violating "Don't Be a Jerk."
And as far as "Summoners must give their Eidolons orders to act," that's total BS. The link power states that the Summoner CAN issue orders as a free action, not that they must. Eidolons are sentient creatures with a linked and symbiotic relationship with their Summoner. It's not Summon Monster XYZ where the caster is using magic to compel / dominate a creature to act. Eidolons can act of their own volition.

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You guys are preaching to the choir!
Would I allow the eidolon to go on a separate initiative? Absolutely. But I also feel that it's disingenuous to not advise that other people do it differently.
Another great example that I've wrestled with in the past are undead creatures. Players are also allowed to use undead creatures in PFS per animate dead, but depending on the GM or the table composition, the player can get punished for it (either with alignment shift or somebody killing your zombie). To save time, and avoid pointless confrontation and conflict, I ask the GM if animate dead is going to be a problem, and if it is I just don't use it.
The point is that your mileage may vary, and the GM may or may not be receptive to the argument. And often in my experience and opinion it's not worth arguing over.
A feat investment is a little costlier than the investment in a spell, which is why the table variance issue is a little bit more serious.
I guess the question you need to ask yourself about the initiative issue is this: "Is the advantage of having my lion go first worth the potential arguing and table variance? Or is my feat better spent on something less controversial?" I'm still of the opinion that power attack would be more potent and more consistent than improved initiative. But that's just me.
Trying to give you good advice. It's your decision to take it. :)
---
Also, AMoF does bypass damage reduction based on enhancement bonus.
See FAQ on the matter here.
Amulet of Mighty Fists: Does this allow a creature's natural attacks to bypass damage reduction if the enhancement bonus is high enough (as noted on page 562)?
Yes. If the amulet grants at least a +3 enhancement bonus it allows a creature's natural attacks to bypass cold iron and silver damage reduction. If it is +4, it allows them to bypass adamantine damage reduction (although not hardness), and if it is +5, it allows them to bypass alignment-based damage reduction.

Rerednaw |
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Welcome to 7!
Just my 2 coppers, take with shaker of salt. :)
Gear:
Amulet of Mighty Fists. Note that AoMF, unlike weapons does not need a +1 before slapping other magical boosts. So you could take a +0 Merciful AoMF. But get a +1 for general purpose.
Reclaim evo point for Magic(Ex). Add evo point gained at 7th. Now you have 2 points.
Get Flight(2). You *want* flight. You want flight(4) if you can afford it, but the winged version is okay to start with.
Spells:
You have a 18 charisma...that's good enough for debuffing. Take a look at the usual: Grease, Glitterdust. Wait, you don't have haste yet. Get Haste now. Helps your Eidolon, you, and your party.
3rd level spells? Black Tentacles OR Aqueous Orb. Wall of Fire or Wall of Ice if you'd like to extend your repertoire. Heroism OR Displacement if you want to continue to buff your Eidolon instead.

Kydeem de'Morcaine |

... Can anyone point to me where it definitively states if you can change base firms each level? I know you can reallocate evolutions and if it is size medium/small every level but unsure it can switch base forms each level. I do acknowledge I cannot find a spa e that says once the form is choosen, it must remain the same like a neutral cleric/god with channel positive/negative energy. ...
No. The form is chosen and remains. UNLESS you have the evolutionist archtype and are level 8.
Evolve Base Form (Su): Starting at 8th level, whenever he gains a level, the evolutionist can change his eidolon's base form to a new base form. Once chosen, this base form is set until the evolutionist gains another summoner level. This ability replaces transposition.[/quote

The Fourth Horseman |
1 person marked this as a favorite. |

You guys are preaching to the choir!
Would I allow the eidolon to go on a separate initiative? Absolutely. But I also feel that it's disingenuous to not advise that other people do it differently.
Another great example that I've wrestled with in the past are undead creatures. Players are also allowed to use undead creatures in PFS per animate dead, but depending on the GM or the table composition, the player can get punished for it (either with alignment shift or somebody killing your zombie). To save time, and avoid pointless confrontation and conflict, I ask the GM if animate dead is going to be a problem, and if it is I just don't use it.
The point is that your mileage may vary, and the GM may or may not be receptive to the argument. And often in my experience and opinion it's not worth arguing over.
A feat investment is a little costlier than the investment in a spell, which is why the table variance issue is a little bit more serious.
I guess the question you need to ask yourself about the initiative issue is this: "Is the advantage of having my lion go first worth the potential arguing and table variance? Or is my feat better spent on something less controversial?" I'm still of the opinion that power attack would be more potent and more consistent than improved initiative. But that's just me.
Trying to give you good advice. It's your decision to take it. :)
No worries. Not trying to jump down your throat. Just saying that if Judges try to enforce a single initiative, they are breaking the rules. That said, players that have no investment (I.E., feats / high dex / magic items added to increase initiative) would do well to have PC and pet go on the same turn for their own ease and for easier running of the game.

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Kydeem, thanks for the point out.
I want to point out that while the telepathy is constant, the Summoner may not have noticed the threat yet and hence not given orders in his to respond. It is fair to say the Eidolon is a free thinking individual itself can can choose how to do things on it's own but u can see it as reasonable that an Eidolon wIt till the Summoner's turn. Like wise, it could be said the Summonerand Eidolon have a bunch of preset conditions and sitsuatyions with predefined plans of responce.