ishy wrote:How is your AC 28?
Assuming you already calculated Enlarge in your original stat line (or was the enlarge for your eidolon?).
Base 10 + 0 (dex) - 1 (size) + 8 (+4 chainshirt) + 5 (barkskin) = 22
It's actually 27 apparently, I just recalculated and I think I forgot the enlarge size modifier. It's 10+0 (dex) -1 (Size), +9 (+5 chain shirt), +5 (Barkskin), +4 (Shield Bonus). Summoners have a thing called Shield Ally which gives you +4 Shield Bonus to your AC and all your saves if you're near your Eidolon. It's one of the big reasons that riding them is a good idea.
If I look at the cloud giant fight, I'm wondering why they don't do things like ready an awesome blow to knock you off the eidolon. And why the giant bears and /or hellcats don't grapple you?
If the Giant's ready action they can't throw Rocks, which is the only way they can affect my ranged archers. Any round they ready actions is just a free round I get. Also they are large enough that they couldn't effectively cover each other to get multiple awesome blows on one attack unless they ALL ready, which as I said is just giving me a victory. So even if every other giant readied a blow, halving their ranged capability, and I charged them for some reason, and they hit and awesome blowed me off my mount, I could always just D-door away immediately. It's not a plan for success.
As to grappling me, in Pathfinder grappling is actually incredibly hard. The only way to do it reliably is to have a really titanic strength, which is why my eidolon can do it. Both Hellcat's and Dire bears have a +19 Combat Maneuver Bonus compared to my +27 Combat Manuever Defense. Still the actual answer to your question is that Grappling wouldn't really help them much as, again, I like teleporting out of shitty scenario's. And in both the Hellcat and the Bear fight the win condition always was "teleport out of reach and summon an army". Which is kind of cool. The Summoner can, in general, summon a higher EL force than he is facing given a few rounds. As a final note it is actually often a wise proposition to send my Eidolon down to charge something and then die. I can resummon my Eidolon as a swift or standard action and do crazy pokeball shit where I use a 2nd level spell to make an Eidolon that can charge out, do a couple hundred damage, and then die to a counterattack. Chopping away at their forces while I lose nothing but a spell slot and my Shield Ally bonus.
- Edit: the Eidolon only has 4 AoO a round so it can only give you +2 ac against 4 attacks, and a single hellcat would already do 5 attacks on a pounce.
The Hellcats have 3 attacks on the charge (they need to start a turn grappled with me to use Rake), but otherwise correct. The thing the Hellcats can't do is fly or teleport. And even if the Hellcats start in charge range I can take their charge and live. A dozen hellcats have 36 attacks which have a 50/50 to hit on a charge on any attack I don't Bodyguard, so lets assume I don't ever use it. On average rolls a hellcat deals 13 damage on the charge, meaning altogether they deal 159 damage leaving me with 92hp (remember my Eidolon's hp is mine). The Medusa's ranged attacks deal 1d8 damage and are only at +8's while mounted meaning they can't possibly kill me with 12 attacks. So the only threat before I gain tactical superiority through flight or teleportation is the Medusa's gaze. If I get an action I can be healing, flying, teleporting, and summoning minions and they really can't do anything about it. If Hellcat's could greater teleport or fly this would be a loss but as it is I win if I get initiative, and if I don't get initiative I win if I can roll 12 dice without seeing a 1. I think this is really reasonable to call a 50/50.