You can increase the duration of your eidolon's boosts.
You learn the extend boost link spell. Increase the number of Focus Points in your focus pool by 1.
Your eidolon's attack evolves.
Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: disarm, grapple, nonlethal, shove, trip, or versatile bludgeoning, piercing, or slashing.
You can allow your eidolon to travel far from your side.
You learn the unfetter eidolon link spell. Increase the number of Focus Points in your focus pool by 1.
Your eidolon evolves more acute senses.
Your eidolon gains low-light vision and darkvision, as well as scent as an imprecise sense with a range of 30 feet.
Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities.
You Manifest your Eidolon, but instead of summoning it into an adjacent open space, you become it. While Manifested in this way, you use its statistics, and you can't act except to direct it to use Manifest an Eidolon to unmanifest it.
Since you can't act, you can't Cast Spells, activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the tandem trait, or use other abilities that require you, and not the eidolon, to act.
You can't be separately targeted while you are melded into it. When you reach 0 HP, your eidolon unmanifests, leaving your body behind, unconscious and dying.
You and your eidolon have some skills you practice on your own.
Choose two skills. Your eidolon becomes trained in one of those skills and you become trained in the other skill.
At 7th level, you each become an expert in the chosen skills. These skill proficiencies are not shared between you and your eidolon.
Your eidolon evolves wings, a buoyant body, or some other means to control descent.
It glides slowly toward the ground, 5 feet down and up to 25 feet forward through the air.
As long as it spends at least 1 action gliding each round and has not yet reached the ground, it remains in the air at the end of your turn.
Your eidolon's heart beats with energy.
Choose an energy damage type other than force. One of its unarmed attacks changes its damage type to the chosen type, and it gains resistance to that type equal to half your level (minimum 1).
You buffer your eidolon. You gain the reinforce eidolon link cantrip.
Your eidolon changes to make it particularly effective as your mount. While you ride it, you get your full number of actions each round instead of reducing them to 2. This applies only when you ride your eidolon, not when anyone else does. Your eidolon still must be at least one size category larger than you to ride it. Since you work together to move, your eidolon's move actions while you're mounted gain the tandem trait.
Spines, flame jets, and holy blasts are just some of the ways your eidolon might strike from a distance. It gains a ranged unarmed attack with a range increment of 30 feet that deals 1d4 damage and has the magical and propulsive traits.
When you select this feat, choose a damage type: acid, bludgeoning, cold, electricity, fire, negative, piercing, positive, or slashing. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment.
Your eidolon evolves to cast spells. It gains the Cast a Spell activity and learns two cantrips of its tradition, which it can cast as innate spells.
Your eidolon adapts to life on land and underwater. It gains the amphibious trait, allowing it to breathe in water and air and to avoid the normal -2 penalty for making bludgeoning and slashing unarmed Strikes underwater. It gains a swim Speed equal to its land Speed or 25 feet, whichever is less; or if it is normally aquatic, it gains a land Speed equal to its swim Speed or 25 feet, whichever is less.
Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed.
A second energy dwells in your eidolon. Choose an additional energy damage type. Your unarmed attack that deals energy damage gains the versatile trait for the second energy damage type, and your eidolon gains resistance to the second type of energy damage equal to half your level.
You and your eidolon move together. You each use a single action to Stride. Either of you that has the corresponding movement type can Burrow, Climb, Fly, or Swim instead.
Trigger Your eidolon would take damage.
You abruptly dismiss your eidolon to reduce the damage it takes, though this makes summoning it again more difficult. Reduce the triggering damage to your eidolon by double your level, and your eidolon unmanifests. You can't Manifest your Eidolon again until after the end of your next turn.
Your eidolon inflicts bleeding wounds on a telling blow. If your eidolon critically hits with a melee unarmed Strike that deals slashing or piercing damage, its target takes @Localize[PF2E.PersistentDamage.Bleed1d6.success]. Your eidolon gains an item bonus to this bleed damage equal to the unarmed attack's item bonus to attack rolls. This is a critical specialization effect.
Your eidolon can shrink to fit into small spaces. Your eidolon reduces in size, to a minimum of size Small. It can use this action again while shrunk to return to its normal size.
Your eidolon gains Tremorsense as an imprecise sense with a range of 30 feet. If aquatic, it gains Wavesense as an imprecise sense with a range of 30 feet instead. If amphibious, it gains both.
Your eidolon blocks attacks against you. After your eidolon uses this action, you gain a +2 circumstance bonus to AC until the beginning of your next turn. This bonus applies only while you're within your eidolon's reach (in most cases, this means your eidolon is adjacent to you or in your space).
Your eidolon gains a 1st-level skill feat and a 2nd-level or lower skill feat. At 7th level, your eidolon gains an additional skill feat, of 7th level or lower.
You learn the lifelink surge link spell. Increase the number of Focus Points in your focus pool by 1.
Requirements Your eidolon's last action dealt bleed damage to a living creature.
Your eidolon flies into a frenzy. It gains the benefits of boost eidolon and gains temporary HP equal to your level, but takes a -2 penalty to AC. It can't voluntarily end the frenzy or start another frenzy while in the frenzy.
The frenzy lasts for 1 minute, after which your eidolon is Fatigued for 1 minute and can't start another frenzy for 1 minute.
During daily preparations, you can designate one of your spell slots to become two summoning slots of the same spell level, from which you can cast only summoning or incarnate spells.
Your eidolon phases out of reality slightly, gaining resistance to all damage (except force and negative) equal to half your level. It's not incorporeal, but it can't use Strikes or actions that require a fully physical form, such as Grapple, Shove, or Trip.
Your eidolon can return to its normal form with a single action, which has the concentrate trait.
If the next action you take is to Manifest your Eidolon as a three-action activity, or to Cast a three-action summoning Spell, the creature appears in an explosion.
All creatures in a @Template[type:emanation|distance:10] around the creature you summoned or manifested take [[/r 1d4[fire]]]{1d4 fire damage per spell level} for a summoning spell, or [[/r ((floor(@actor.level/2))d4)[fire]]]{1d4 damage per 2 levels} for Manifesting your Eidolon.
If the creature you summoned or manifested has the acid, cold, electricity, fire, sonic, or water trait, the damage is that type instead (or cold damage for the water trait). If the creature has more than one of these traits, you choose which damage type to deal.
Your eidolon gains the eidolon's wrath focus spell, which it casts, instead of you. You determine the damage type when you gain the feat: acid, cold, electricity, fire, negative, positive, or sonic. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment.
Increase the number of Focus Points in your focus pool by 1. As normal, your eidolon shares your Focus Points.
Requirements A creature is in your and your eidolon's reach.
You and your eidolon each attack, seamlessly targeting the same foe without interfering with each other's movements. Your eidolon makes a melee Strike, and then you make a melee Strike against the same creature. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after both attacks have been made.
Trigger A creature within your eidolon's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Your eidolon makes a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, your eidolon disrupts that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Your eidolon gains more magic. Choose one 2nd-level spell and one 1st-level spell of your eidolon's tradition. Your eidolon can cast them each once per day as innate spells. At every even level after you take this feat, your eidolon can swap one of these innate spells for a new innate spell that's 2 or more levels lower than your highest-level spell slot.
Your eidolon grows substantially. Your eidolon becomes Large, instead of its previous size, and its reach increases to 10 feet. This doesn't change any of its other statistics.
Augmenting your eidolon extends to creatures you summon. When you cast boost eidolon, in addition to your eidolon, it also targets your summoned creatures within 60 feet.
Your eidolon can shrink even further. When using Shrink Down, your eidolon can reduce its size to Tiny
Requirements Your eidolon has a creature Grabbed or Restrained.
Your eidolon constricts the creature, dealing [[/r @actor.level+@actor.abilities.str.mod #bludgeoning]]{bludgeoning damage} equal to your eidolon's level plus its Strength modifier, with a basic Fortitude save against your spell DC.
Your eidolon has stronger resistance. Its resistance from Energy Heart and Dual Energy Heart increase to your level.
You switch places with your eidolon. You each teleport to the other's position.
Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).
Your eidolon can burrow through loose dirt. Your eidolon gains a burrow Speed of 15 feet.
Trigger You and your eidolon are in a damaging effect's area.
The power of your bond can protect you and your eidolon from harm. If you and your eidolon would take different amounts of damage from the area effect, you take the lower amount of damage instead of the greater amount of damage.
Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).
Your eidolon has an attack that pushes away enemies. Choose one of the eidolon's unarmed attacks with the shove trait. It gains the Push action for that attack.
Your eidolon knocks enemies down. Choose one of the eidolon's unarmed attacks with the trip trait. It gains the Knockdown action for that attack.
Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
Trigger You or your eidolon take damage from a foe or hazard.
Requirements Your eidolon is manifested more than 5 feet away.
In a moment of danger, you call your eidolon to your side. Your eidolon teleports to an open space adjacent to you.
Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).
Your eidolon becomes even bigger. It becomes Huge, instead of Large, and the reach on all its attacks increases to 15 feet.
You've learned how to transmogrify your eidolon to suit the circumstances of the day. Each day, choose one evolution feat of 6th level or lower during your daily preparations. Your eidolon gains that feat until your next daily preparations.
Your eidolon grabs enemies. Choose one of the eidolon's unarmed attacks with the grapple trait. It gains the Grab action on that unarmed attack.
Your eidolon evolves to protect itself from the danger posed by spells. It gains a +1 status bonus to all saving throws against magic.
Your eidolon is resilient against attacks. It gains resistance to physical damage equal to its Constitution modifier.
Your eidolon shares innate spells with you. You can cast the innate spells your eidolon gained from Magical Understudy, Magical Adept, and Magical Master. You and your eidolon share the same daily uses of these innate spells.
Your eidolon can fly. It gains a fly Speed equal to its Speed.
Your eidolon Strides up to double its Speed and can move through the spaces of creatures at least one size smaller, Trampling each creature whose space it enters. It can attempt to Trample the same creature only once in a single Trample.
It deals bludgeoning damage equal to the damage of its secondary attack against these creatures, which can attempt a basic Reflex save against your spell DC.
Your eidolon has enhanced senses. It gains a +2 circumstance bonus to Perception, and can't be flanked except by creatures that are higher level than it.
It can see Invisible creatures and objects; they appear translucent and are Concealed.
When your eidolon moves within 30 feet of an illusion that can be disbelieved, the GM rolls a secret check to disbelieve it, even if your eidolon didn't spend an action to Interact.
Trigger Your turn begins
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells.
Your bond replenishes your focus. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
Your eidolon gains a bevy of lower-level spells. Choose an innate spell of your eidolon's tradition of each of the spell levels from 1 to 7 in which your eidolon doesn't currently have an innate spell from Magical Adept. Your eidolon can cast each once per day as innate spells.
You can swap these spells at every even level, but your eidolon can never know more than one spell of each spell level 1 through 7
You transmogrify your eidolon each day. During your daily preparations, you can swap out any number of your evolution feats, each for a different evolution feat of an appropriate level for which you meet the prerequisites. These swaps last until your next daily preparations.
Your ability to summon extends past your other spellcasting. When you sacrifice a 9th-level spell slot to gain two summoning slots using Master Summoner, you can use those slots to cast summoning spells heightened to 10th level.
You can't use these spell slots for any purpose other than casting the summoning spells, and you don't count as having 10th-level spell slots for other abilities or rules.
You can transform to match your eidolon. When you Manifest your Eidolon, you can call upon its powers to transform yourself into a duplicate until it unmanifests. You can't use this if you Manifest your Eidolon in an unusual way, such as Meld into Eidolon.
While using Twin Eidolon, you use your eidolon's statistics other than your mental ability modifiers, including its evolutions. You can't cast spells (except spells your eidolon could cast), Activate or otherwise benefit from magic items that normally benefit you and not your eidolon, or use other actions it can't perform.
Any of its spells you cast with limited uses count against your eidolon's uses. You can Manifest your Eidolon again to end this effect.
Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).
Your link with your eidolon is so intense that you continuously reinforce its abilities. You are permanently Quickened; you can use your extra action only to cast boost eidolon or reinforce eidolon.
While in exploration mode, you can declare that you are also continually casting boost eidolon or reinforce eidolon even while using a different exploration activity. If you do, even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.