Old World» Summoner

Summoner

While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. This practitioner of the arcane arts forms a close bond with one particular outsider, known as an eidolon, who gains power as the summoner becomes more proficient at his summoning. Over time, the two become linked, eventually even sharing a shard of the same soul. But this power comes with a price: the summoner’s spells and abilities are limited due to his time spent enhancing the power and exploring the nature of his eidolon.

Role: Summoners spend much of their time exploring the arcane arts alongside their eidolons. While their power comes from within, they rely heavily on their eidolon companions in dangerous situations. While a summoner and his eidolon function as individuals, their true power lies in what they can accomplish together.

Alignment: Any.

Hit Die: d8.

Table: Summoner
 
LevelBABFortRefWillSpecial
1st+0+0+0+2Cantrips, eidolon, life link, summon monster
2nd+1+0+0+3Bond senses
3rd+2+1+1+3 
4th+3+1+1+4Shield ally
5th+3+1+1+4 
6th+4+2+2+5Maker’s call
7th+5+2+2+5 
8th+6/+1+2+2+6Transposition
9th+6/+1+3+3+6 
10th+7/+2+3+3+7Aspect
11th+8/+3+3+3+7 
12th+9/+4+4+4+8Greater shield ally
13th+9/+4+4+4+8 
14th+10/+5+4+4+9Life bond
15th+11/+6/+1+5+5+9 
16th+12/+7/+2+5+5+10Merge forms
17th+12/+7/+2+5+5+10 
18th+13/+8/+3+6+6+11Greater aspect
19th+14/+9/+4+6+6+11 
20th+15/+10/+5+6+6+12Twin eidolon
Table: Summoner Spells Per Day
 Spells Per Day
Level1st2nd3rd4th5th6th
1st1
2nd2
3rd3
4th31
5th42
6th43
7th431
8th442
9th543
10th5431
11th5442
12th5543
13th55431
14th55442
15th55543
16th555431
17th555442
18th555543
19th555554
20th555555
Table: Summoner Spells Known
 Spells Known
Level01st2nd3rd4th5th6th
1st42
2nd53
3rd64
4th642
5th643
6th644
7th6542
8th6543
9th6544
10th65542
11th66543
12th66544
13th665542
14th666543
15th666544
16th6665542
17th6666543
18th6666544
19th6666554
20th6666655

Class Skills

The summoner’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Class Features

The following are the class features of the summoner.

Weapon and Armor Proficiency

Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner Spells Per Day. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Bonus Spells per Day).

A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on the table are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Spell List

The summoner’s spell list (not including those spells which may be researched or discovered) is as follows:

Cantrips

A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known. These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

Eidolon

A summoner begins play with the ability to summon to his side a powerful creature called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages.

Form and Appearance: The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent. In addition, a summoner may reconfigure his eidolon (i.e., select a different base form and/or reassign his eidolon’s evolution points) by performing a ritual requiring 24 hours of uninterrupted meditation.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Damage and Healing: If an eidolon is killed, it does not die as ordinary creatures do; instead, it discorporates (leaving behind no corpse), and cannot be summoned again until the next day.

Eidolons heal naturally, at the same rate as the summoner. Effects that improve or reduce the summoner’s rate of natural healing (such as use of the Heal skill, or certain diseases or poisons) affect the eidolon’s rate of natural healing in the same way (thus, for example, if another character uses the Heal skill to allow the summoner to recover more hit points with a night’s rest, both the summoner and the eidolon gain the benefit). Eidolons heal naturally even when dismissed (whether deliberately dismissed by the summoner, or automatically dismissed due to the summoner being killed or falling asleep or unconscious), but they do not heal naturally while discorporated due to death.

Any mental ability damage or drain inflicted on an eidolon, or which would be taken by the eidolon for any reason, affects the summoner instead. (This does not apply to penalties to mental ability scores, such as those caused by a ray of enfeeblement spell.)

Summoning an Eidolon: A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was discorporated due to death, in which case it returns with half its normal hit points. The eidolon remains until dismissed by the summoner (a standard action). If the summoner is unconscious, asleep, or killed, his eidolon is immediately dismissed.

Dismissing/Dispelling an Eidolon: Eidolons are not extraplanar (they are considered to be native to the same plane as the summoner), and thus cannot be dismissed or banished when on the summoner’s home plane. However, a successful dispel magic cast on an eidolon suppresses it for 1d4 rounds, causing it to disappear; during this time, the eidolon cannot be re-summoned, even with a summon eidolon spell.

Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to discorporate it, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being discorporated. This ability has a range of 100 feet per class level.

Summon Monster (Ex)

All the summon monster spells are considered to be on the summoner’s spell list. A summoner gains the summon monster spells as bonus spells known (which do not count against the summoner’s limit of spells known), at the following levels:

SpellGained at Class LevelCast as Spell of Level
summon monster I2nd1st
summon monster II4th2nd
summon monster III6th2nd
summon monster IV8th3rd
summon monster V10th4th
summon monster VI12th4th
summon monster VII14th5th
summon monster VIII16th6th
summon monster IX18th6th

A summoner can cast any summon monster spell as a standard action (instead of the usual full round casting time for such spells).

If the summoner’s eidolon is currently active (i.e., has not been dismissed by the summoner or discorporated due to death), a summon monster spell cast by the summoner has its normal duration; otherwise, such a spell lasts 1 minute per level.

Bond Senses (Su)

Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. This effect may be initiated by either the summoner or the eidolon, and the party who initiated the connection can end the effect as a free action.

Shield Ally (Ex)

At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker’s Call (Su)

At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transposition (Su)

At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Aspect (Su)

At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

Greater Shield Ally (Su)

At 12th level, whenever an ally is within an eidolon’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su)

At 14th level, a summoner’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to fewer than 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. This ability has the same range as life link.

Merge Forms (Su)

At 16th level, as a full-round action, a summoner can touch his eidolon and the two can merge forms. This transformation includes all of the summoner’s gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (i.e., the spells’ durations are suspended; the spells’ effects resume when the summoner emerges from the eidolon, lasting for the full duration that remained when the summoner merged his form).

The summoner normally cannot cast spells while merged with his eidolon, unless he has the Natural Spell feat. (A summoner who has the merge forms ability qualifies for this feat, and may ignore its normal prerequisites.) The summoner can direct all of the eidolon’s actions while merged, can perceive through its senses, and can speak through its voice.

The summoner can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a swift action. The summoner emerges in a square adjacent to the eidolon if able. If the eidolon is discorporated while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.

Greater Aspect (Su)

At 18th level, a summoner can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Twin Eidolon (Su)

At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon’s evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.

Eidolons

An eidolon’s abilities are determined by the summoner’s level and by the choices made using its evolution pool. Table: Eidolon Base Statistics determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. Eidolons are outsiders for the purpose of determining which spells affect them (but see Share Spells, below).

Table: Eidolon Base Statistics
LevelHDBABGood
Saves
Bad
Save
SkillsFeatsArmor
Bonus
Str/Dex
Increase
Evolution
Pool
Max.
Attacks
Special
1st1+1+2+041+0+033Darkvision, link, share spells
2nd2+2+3+081+2+143Evasion
3rd3+3+3+1122+2+153 
4th3+3+3+1122+2+273 
5th4+4+4+1162+4+283Ability score increase
6th5+5+4+1203+4+393Devotion
7th6+6+5+2243+6+3103 
8th6+6+5+2243+6+4114 
9th7+7+5+2284+6+4134Multiattack
10th8+8+6+2324+8+5144Ability score increase
11th9+9+6+3365+8+5154 
12th9+9+6+3365+10+6164 
13th10+10+7+3405+10+6174 
14th11+11+7+3446+10+7194Improved evasion
15th12+12+8+4486+12+7204Ability score increase
16th12+12+8+4486+12+8215 
17th13+13+8+4527+14+8225 
18th14+14+9+4567+14+9235 
19th15+15+9+5608+14+9255 
20th15+15+9+5608+16+10265 

Class Level: This is the character’s summoner level.

HD: This is the total number of 10-sided (d10) Hit Dice the eidolon possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the eidolon’s base attack bonus. An eidolon’s base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.

Good/Bad Saves: These are the eidolon’s base saving throw bonuses. An eidolon possesses two good saving throws and one bad saving throw, determined by the creature’s base form.

Skills: This lists the eidolon’s total skill ranks. An eidolon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). An eidolon cannot have more ranks in a skill than it has Hit Dice. Eidolon skill ranks are set once chosen, even if the creature changes when the summoner gains a new level.

Feats: This is the total number of feats possessed by an eidolon. Eidolons can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats.

Eidolon feats are set once chosen, even if the creature changes when the summoner gains a new level. The exception is feats whose prerequisites or effect is conditional on some particular aspect of the eidolon’s form (e.g., Weapon Focus (claws), or Ability Focus (poison)); any such feat may be replaced with another such feat whenever the eidolon’s configuration is altered.

Armor Bonus: The number noted here is the eidolon’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool. An eidolon cannot wear manufactured armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.

An eidolon some part of whose armor bonus has been allocated to armor (as opposed to natural armor) appears to be, and is considered to be, wearing steel armor, of a kind approximately appropriate to the amount of armor bonus the eidolon has. (For example, an eidolon with 2 points of armor bonus would appear to be wearing a light brigandine vest or barding, while an eidolon with 8 points of armor bonus might appear to be wearing full plate.) If an eidolon takes off its armor, the “armor” disappears; the eidolon can manifest the armor again as a swift action. If an eidolon’s armor is damaged or destroyed, it cannot be repaired or replaced until the summoner rests for 8 hours, at which point the eidolon once more appears with an intact “suit” of armor.

Str/Dex Increase: An eidolon has a number of points which the summoner may allocate as he wishes between the eidolon’s Strength and Dexterity scores. (For example, a 10th-level summoner would have 5 points to spend; he could use them all to increase the eidolon’s Strength, all to increase the eidolon’s Dexterity, allocate 2 points to Strength and 3 to Dexterity, or choose any other allocation.) The allocation of these points to the eidolon’s ability can be changed whenever the summoner can select the eidolon’s evolutions.

Evolution Pool: The value given in this column is the total number of points in the eidolon’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set. The summoner can change them whenever he gains a level. In addition, a summoner may reconfigure his eidolon (i.e., select a different base form and/or reassign his eidolon’s evolution points) by performing a ritual requiring 24 hours of uninterrupted meditation. The summoner can also reassign evolution points (but not change the eidolon’s base form) by using the transmogrify spell.

Max. Attacks: The maximum number of natural attacks that the eidolon is allowed to make with its natural weapons in a single round. An eidolon can possess more natural weapons than this, but cannot make more natural weapon attacks per round than this maximum. Secondary attacks count for half against this maximum (i.e., two secondary attacks only count as one attack, when determining the eidolon’s maximum number of attacks per round). If the eidolon wields manufactured weapons, its weapon attacks count against this maximum number of attacks per round. (The haste spell and similar effects raise this maximum by 1.)

Special: This includes a number of abilities gained by all eidolons as they increase in power. Each of these bonuses is described below.

Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.

Share Spells (Ex): At the summoner’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her eidolon. The eidolon must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the eidolon if the eidolon moves farther than 5 feet away and will not affect the eidolon again, even if it returns to the summoner before the duration expires.

Alternatively, the summoner may cast a spell with a target of “you” on her eidolon (as a spell with a range of touch) instead of on herself. This ability only affects spells that come from the summoner spell list. (This ability does not allow the summoner to affect her eidolon with spells that affect only creatures of a different type than the eidolon.)

A biped eidolon (see Eidolon Base Forms) is considered to be a humanoid for the purpose of spells cast by the summoner. Eidolons of all other forms are considered to be animals for the purpose of spells cast by the summoner.

Evasion (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The eidolon adds +1 to one of its ability scores.

Devotion (Ex): An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An eidolon gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a −5 penalty. If the eidolon later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an eidolon takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Eidolon Skills

The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his eidolon. Note that eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Eidolon Base Forms

Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Eidolon attacks add the eidolon’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 112 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.

Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to its Dexterity score. It also takes a −4 penalty to its Strength and a −2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a −1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to lose these modifiers for being Small).

Quadruped

Starting statistics:

Size Medium
Speed 40 ft.
AC +2 natural armor
Saves Fort (good), Ref (good), Will (bad)
Attack bite (1d6)
Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions bite, limbs (legs) (2)

Biped

Starting statistics:

Size Medium
Speed 30 ft.
AC +2 natural armor
Saves Fort (good), Ref (bad), Will (good)
Attack 2 claws (1d4)
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions claws, limbs (arms), limbs (legs)

Serpentine

Starting statistics:

Size Medium
Speed 20 ft., climb 20 ft.
AC +2 natural armor
Saves Fort (bad), Ref (good), Will (good)
Attack bite (1d6), tail slap (1d6)
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions bite, climb, reach (bite), tail, tail slap

Evolutions

Each eidolon receives a number of evolution points that can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen.

A number of evolutions grant the eidolon additional natural attacks. Natural attacks listed as primary are made using the eidolon’s full base attack bonus and add the eidolon’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the eidolon’s base attack bonus − 5 and add 12 the eidolon’s Strength modifier on damage rolls (if positive). If the eidolon only has a single natural attack, the attack is made using its full base attack bonus and it adds 112 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once.

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.

Bite (Ex)

An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 112 times its Strength modifier on damage rolls made with its bite.

Claws (Ex)

An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge).

The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Climb (Ex)

An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed.

This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s climb speed by 20 feet.

Gills (Ex)

An eidolon has gills and can breathe underwater indefinitely.

Improved Damage (Ex)

One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step.

This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex)

An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor.

This evolution can be taken once for every 5 levels the summoner possesses.

Magic Attacks (Su)

An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s weapons are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.

Mount (Ex)

An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider.

This evolution is only available to eidolons of the quadruped and serpentine base forms.

Pincers (Ex)

An eidolon grows large pincers at the end of one pair of its limbs, giving it two pincer attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge).

The eidolon must have the limbs (arms) evolution to take this evolution.

Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point).

This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs (arms) evolution.

Pull (Ex)

An eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity.

The eidolon must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Push (Ex)

An eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity.

This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Rake (Ex)

An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are secondary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge).

This evolution is only available to eidolons of the quadruped base form.

Reach (Ex)

One type of an eidolon’s attacks is capable of striking at foes at a distance. Pick one type of natural attack. (If selecting claws, pincers, or another attack type associated with limbs, this evolution applies to only one pair of limbs.) The eidolon’s reach with those attacks increases by 5 feet.

Resistance (Ex)

An eidolon’s form takes on a resiliency to cold or fire. (This is usually reflected in its physical body—ashen hide for fire, icy breath for cold, or similar.) Pick one of those two energy types; the eidolon gains resist 5 against that energy type.

This evolution can be selected more than once. If selected multiple times for the same energy type, the effects stack (i.e., selecting fire resistance twice grants the eidolon resist fire 10). For any given energy type, this evolution may be selected no more than once for every 5 of the summoner’s class levels.

Scent (Ex)

An eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature’s location if it is within 5 feet. The eidolon can use scent to track creatures.

Skilled (Ex)

An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill.

This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.

Slam (Ex)

An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge).

The eidolon must have the limbs (arms) evolution to take this evolution.

Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point).

This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Sting (Ex)

An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge).

The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.

Swim (Ex)

An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater.

This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s swim speed by 20 feet.

Tail (Ex)

An eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface.

This evolution can be selected more than once.

Tail Slap (Ex)

An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.

Tentacle (Ex)

An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge).

This evolution can be selected more than once.

Wing Buffet (Ex)

An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge).

The eidolon must possess the flight evolution, with wings, to select this evolution.

2-Point Evolutions

The following evolutions cost 2 points from the eidolon’s evolution pool.

Ability Increase (Ex)

An eidolon achieves greater intelligence, or acquires another increase to one of its mental abilities. Increase one of the eidolon’s mental ability scores by +2.

This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the summoner possesses.

Constrict (Ex)

An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution.

This evolution is only available to eidolons of the serpentine base form. The eidolon must possess the grab evolution to select this evolution.

Flight (Ex or Su)

An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s maneuverability depends on it size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability.

For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent.

The summoner must be at least 5th level before selecting this evolution.

Gore (Ex)

An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

Grab (Ex)

An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the eidolon grapples the target. This ability only works on creatures of a size one category smaller than the eidolon or smaller. Eidolons with this evolution receive a +4 bonus on CMB checks made to grapple.

Limbs (Ex)

An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient.

This evolution can be selected more than once.

Poison (Ex)

An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned.

Eidolon poison
Bite or sting—injury
save Fort negates (DC 10 + 12 the eidolon’s HD + the eidolon’s Constitution modifier)
frequency 1/round for 4 rounds
effect 1 step on the Strength damage track
cure 1 save

For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round.

The summoner must be at least 7th level before selecting this evolution.

Pounce (Ex)

An eidolon gains quick reflexes, allowing it to make a full attack after a charge.

This evolution is only available to eidolons of the quadruped base form.

Rend (Ex)

An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 112 times the eidolon’s Strength modifier.

The eidolon must possess the claws evolution to select this evolution.

The summoner must be at least 6th level before selecting this evolution.

Trample (Ex)

An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 112 times the eidolon’s Strength modifier. Targets of the trample can make attacks of opportunity at a −4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 12 the eidolon’s HD + the eidolon’s Strength modifier. A trampling eidolon can only deal trampling damage to a creature once per round.

This evolution is only available to eidolons of the biped or quadruped base forms.

Tremorsense (Ex)

An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground.

The summoner must be at least 7th level before selecting this evolution.

Trip (Ex)

An eidolon becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the eidolon makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the eidolon is not tripped in return. This ability only works on creatures of a size equal to or smaller than the eidolon.

The eidolon must possess the bite evolution to select this evolution.

Weapon Training (Ex)

An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.

Blindsense (Ex)

An eidolon’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

The summoner must be at least 9th level before selecting this evolution.

Burrow (Ex)

An eidolon gains the ability to burrow, allowing it to move through the earth. The eidolon gains a burrow speed equal to 12 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface.

The summoner must be at least 9th level before selecting this evolution.

Frightful Presence (Ex)

An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 12 the eidolon’s HD + the eidolon’s Charisma modifier. If the eidolon has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the eidolon are immune to this effect.

The summoner must be at least 11th level before selecting this evolution.

Swallow Whole (Ex)

An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a combat maneuver check to swallow the creature. The creature can be up to one size category smaller than the eidolon.

Swallowed creatures take damage equal to the eidolon’s bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 110 the eidolon’s total hit points. The eidolon’s AC against these attacks is equal to 10 + 12 its natural armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon’s mouth, where it can attempt to escape or be swallowed again.

The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution.

The summoner must be at least 9th level before selecting this evolution.

Web (Ex)

An eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than the eidolon. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a −4 penalty). The DC of these checks is equal to 10 + 12 the eidolon’s HD + the eidolon’s Constitution modifier. The webs have a hardness of 0 and a number of hits points equal to the eidolon’s total Hit Dice. The eidolon can climb its own webs at its climb speed and can pinpoint any creature touching its webs.

The eidolon must possess the climb evolution to take this evolution.

The summoner must be at least 7th level before selecting this evolution.

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.

Breath Weapon (Su)

An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either cold or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 12 the eidolon’s HD + the eidolon’s Constitution modifier. The eidolon can use this ability once per day. The eidolon can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day).

The summoner must be at least 9th level before selecting this evolution.

Fast Healing (Su)

An eidolon’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5).

The summoner must be at least 11th level before selecting this evolution.

Large (Ex)

An eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength and a +2 bonus to its natural armor. It takes a −2 penalty to its Dexterity. This size change also gives the creature a −1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a −2 penalty on Fly skill checks, and a −4 penalty on Stealth skill checks. If the eidolon has the biped base form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total.

The eidolon must be Medium to take this evolution.

The summoner must be at least 8th level before selecting this evolution.

If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +8 bonus to Strength and a +4 bonus to its natural armor. It takes a −4 penalty to its Dexterity. This size change also give the creature a −2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a −4 penalty on Fly skill checks, and a −8 penalty on Stealth skill checks. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large.

The summoner must be at least 13th level before selecting this option.