
Hobit of Bree |
Classics include all the various summoning feats (Augment summoning, good summoning, superior summoning, etc.) But only really useful once you either hit level 7 (Summon monster IV doesn't suck) or when your Eidolon gets killed/dismissed.
Dodge is never bad, though it is boring.
Expanded Arcana is pretty nice once you hit 7th level. There are a lot of 2nd-level spells that are well worth getting, at at 7th level you can take 2.
And anything that gives you something useful to contribute in a fight is nice. One of the best things about a summoner is action economy (getting 2 sets of actions) and you don't generally have enough spells to use them all the time. So, anything that lets you help the party with an action is nice, even if it doesn't do damage directly...

Drahliana Moonrunner |

Augment Summoning does not work on your eidolon, unless it's being summoned using the Summon Eidolon spell. The other summoning feats don't work on it at all.
There are quite a few times when I adventured without my Eidolon, and made heavy use of my standard action SLAs. But it doesn't hurt to master at least the highest level of the summon monster spells available to you, as you can freely trade up to the highest available when you reach a new level of spells.

David knott 242 |

For the eidolon, all of the usual self-buffing feats for a meat shield should work.
For the summoner, I would recommend taking Extra Evolution at every legal opportunity.
The real secrets to turning your eidolon into a combat monster involve evolutions, spells, and magic item allocation more than feats.

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If you want to go full ham with the Eidolon while keeping the Summoner alive, you'll want to consider taking something like 18 Con (assuming you're a Human or Half-something) and have a 14 in Charisma. Enough casting power to throw out buffs while keeping the Summoner surprisingly durable.
Featwise, it might look something like this.
1) Extra Evolution
3) Resilient Eidolon
5) Extra Evolution
7) Toughness
9) Lightning Reflexes
11) Extra Evolution
That feat line allows you to take the ever-importat Cloak of Resistance and your belt of physical stats on the Eidolon without leaving the Summoner in a vulnerable state. Other feats such as Improved Initiative and Expanded Arcana can be wonderful to make your Summoner a more potent caster, or to help fill in an empty spot if you're Human nd you have an extra feat.
A strong case can be made for Augment Summons. If you start off the fight with no Eidolon out, you can open with a potent summoned monster. Next round, if your positioning is good, cast Summon Eidolon as a full round action. Now you can hot-drop your combat monstrosity into an ideal position, with summoned backup, and the +4 to strength and constitution. Doesn't stack with the belt, but that means you're saving a ton of gold.

David knott 242 |

Since a spell component pouch is cheap and easy to hold onto, I wouldn't bother with Eschew Materials. Note that this feat does nothing for costly components.
For spells, I would start with Rejuvenate Eidolon and Unfetter Eidolon. Rejuvenate Eidolon is necessary if your party's healing resources would otherwise be spread too thin, and Unfetter Eidolon lets you get around the distance restrictions of Life Link.

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would i want to take Eschew Materials? i haven't looked at all the spells yet. i have been putting it off for now. >.>
Unless you're playing in a home game with a GM who likes to take your things, I wouldn't say so. Have a pouch on yourself, a backup pouch, and a third emergency pouch on the Eidolon, since summoning that does not require any special tools. If you're really scared, just look over the components of your favorite spells and have them secreted away on your person.