Perrywimple Weathermay

Chaotic Neutral Human Male Summoner

Description:

Summoner

10/+0 STR [10 base]
12/+1 DEX [12 base]
16/+3 CON [15 base, +1lvl]
18/+4 INT [17 base, +1lvl]
16/+3 WIS [16 base]
22/+6 CHA [17 base, +1LVL, +2Race, +2Magic]

RACIAL FEATURES [HUMAN]
· +2 Bonus to 1 Attribute (CHA)
· +1 Skill Rank per level
· Bonus Feat: Spellcasting Prodigy (CHA: Summoner)
· Favored Class: Summoner
· Favored Class (Alternative): +1/4 Evolution Points, Round-up (4)
· Medium Sized
· Speed: 30 feet

LEVEL-DEPENDANT FEATURES [13th level]
Ability Score Increases (3):
· 1st: Constitution
· 2nd: Intelligence
· 3rd: Charisma
Feats (7):
· 1st: Selective Channeling
· 2nd: Step Up
· 3rd: Following Step
· 4th: Combat Reflexes
· 5th: Extra Spell Slots (2nd & 3rd Level)
· 6th: Step Up and Strike
· 7th: Extra Spell Slots (4th & 5th Level)

Total Skill Name Ranks(91) Modifiers MISC
13 Acrobatics 10r 3dex n/a
4 Appraise 0r 4int n/a
15 Bluff 6r 6cha, 3T n/a
8 Climb 0r +8Str n/a
10 Craft (Trapmaking) 3R 4Int, 3T n/a
16 Diplomacy 10r 6Cha n/a
3 Disable Device 0r 3Dex n/a
10 Disguise 4r 6Cha n/a
3 Escape Artist 0r 3Dex n/a
10 Fly 4r 3Dex, 3T n/a
10 Handle Animal 1r 6Cha, 3T n/a
3 Heal 0r 3Wis n/a
6 Intimidate 0r 6Cha n/a
8 Know. (Arcana) 1r 4Int, 3T n/a
8 Know. (Dungeon.) 1r 4Int, 3T n/a
8 Know. (Engineering) 1r 4Int, 3T n/a
10 Know. (Geography) 3r 4Int, 3T n/a
10 Know. (History) 3r 4Int, 3T n/a
8 Know. (Local) 1r 4Int, 3T n/a
8 Know. (Nature) 1r 4Int, 3T n/a
8 Know. (Nobility) 1r 4Int, 3T n/a
10 Know. (Planes) 3r 4Int, 3T n/a
10 Know. (Religion) 3r 4Int, 3T n/a
12 Linguistics 5r 4Int, 3T Abyssal, Aquatic, Auran, Celestial, Common, Draconic, Elven, Ignan, Infernal, Sylvan, Terran, Undercommon
16 Perception 10r 3Wis, 3T n/a
7 Profession (Porter) 1r 3Wis, 3T n/a
10 Ride 4r 3Dex, 3T n/a
3 Sense Motive 0r 3Wis n/a
3 Sleight of Hand 0r 3Dex n/a
10 Spellcraft 3r 4int, 3T n/a
10 Stealth 7r 3Dex n/a
10 Survival 4r 3Wis, 3T n/a
8 Swim 0r 8Str n/a
10 Use Magic Device 1r 6Cha, 3T n/a

CLASS FEATURES
Summoner 13th level |9BAB|4F|4R|8W|d8|2int|
Aspect (Su): Alternate Class Feature (Eidoloncer)
Bonded Senses (Su): Shared Senses with Eidolon on Same Plane
Cantrips (Sp): 6 Known, usable at will
Eidolon (Sp): 1 Minute Ritual to summon Eidolon
Life Bond (Su): Transfer Damage to Eidolon to prevent death
Life Link (Su): SEE FUSED LINK (Sacrifice 1:1 Ratio)
Maker’s Call (Su): SEE MAKER’S JUMP (Dimension Door with Eidolon)
Shield Ally (Ex): REPLACED – See Shielded Meld (+4 Shield-AC / +4 Circumstance-Saves)
Summon Monster (Sp): Alternate Class Feature (Thamauturgist)
Transposition (Su): SEE MAKER’S JUMP (Dimension Door with Eidolon)

- Summoner Archetype: Synthesist

Fused Eidolon: Eidolon & Summoner are 1 creature (gain Physical Abilities, Attributes & Qualities)
Fused Link (Su): Sacrifice Summoner HP to prevent HP Loss from Eidolon or opposite (1:1 ratio)
Shielded Meld, Greater (Ex): +4 Shield Bonus to AC & +4 Circumstance Bonus to Saves
Maker’s Jump (Sp): Dimension Door (1/day), 2/day @ Caster Level 13

- Summoner Alternate Class Feature: Thamauturgist

Drop: Summon Monster
Gain: 1 Bonus Cleric Domain & Channel Energy
· Channel Energy (7d6; 3+CHA/Day)
%· Healing Domain (Additional Spells Known; Rebuke Death; Healer’s Blessing

- Summoner Alternate Class Feature: Eidoloncer

Drop: Aspect & Aspect, Greater
Gain: Sudden Evolution (3/day+CHA Mod) As an Immediate Action, you gain Half your level in Evolution Points for a duration of 1 minute. You can apply Sudden Evolution multiple times, the effects are replaced with each use.

- Eidolon Archetype: Synthesist Exoskeleton

Aspect Embodiment (Su): Your Eidolon is worn like a second skin. You and your Eidolon are merged as a single creature for purposes of Saving Throws, Magic Item Slots and Usage, Spellcasting Effects, Special Abilities and Qualities. Your actions are limited in a round as the Eidolon is apart of you rather than controlled by you.

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.

Table: Eidolon Base Statistics

Class Level HD BAB Good Saves Bad Saves Skills Feats Armor Bonus Str/Dex Bonus Evolution Pool Max Attacks Special
1st 1 +1 +2 +0 4 1 +0 +0 3 3 Darkvision, link, share spells
2nd 2 +2 +3 +0 8 1 +2 +1 4 3 Evasion
3rd 3 +3 +3 +1 12 2 +2 +1 5 3 —
4th 3 +3 +3 +1 12 2 +2 +1 7 4 —
5th 4 +4 +4 +1 16 2 +4 +2 8 4 Ability score increase
6th 5 +5 +4 +1 20 3 +4 +2 9 4 Devotion
7th 6 +6 +5 +2 24 3 +6 +3 10 4 —
8th 6 +6 +5 +2 24 3 +6 +3 11 4 —
9th 7 +7 +5 +2 28 4 +6 +3 13 5 Multiattack
10th 8 +8 +6 +2 32 4 +8 +4 14 5 Ability score increase
11th 9 +9 +6 +3 36 5 +8 +4 15 5 —
12th 9 +9 +6 +3 36 5 +10 +5 16 5 —
13th 10 +10 +7 +3 40 5 +10 +5 17 5 —
14th 11 +11 +7 +3 44 6 +10 +5 19 6 Improved evasion
15th 12 +12 +8 +4 48 6 +12 +6 20 6 Ability score increase
16th 12 +12 +8 +4 48 6 +12 +6 21 6 —
17th 13 +13 +8 +4 52 7 +14 +7 22 6 —
18th 14 +14 +9 +4 56 7 +14 +7 23 6 —
19th 15 +15 +9 +5 60 8 +14 +7 25 7 —
20th 15 +15 +9 +5 60 8 +16 +8 26 7 —
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. If, due to changes, the eidolon no longer qualifies for a feat, the feat has no effect until the eidolon once again qualifies for the feat.

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 armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.

Str/Dex Bonus: Add this modifier to the eidolon’s Strength and Dexterity scores, as determined by its base form. Some options available through the eidolon’s evolution pool might modify these scores.

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 (and through the transmogrify spell).

Max. Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.

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.

Link (Ex) 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. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells (Ex) The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

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), Knowledge (planes) (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 (four if using Ultimate Magic) 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 1-1/2 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).

Ultimate Magic introduced a fourth base form: aquatic. The aquatic base form follows all of the normal rules for base forms.

Aquatic (Ultimate Magic)
Starting Statistics: Size Medium; Speed 20 ft., swim 40 ft.; AC +4 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, improved natural armor, gills, swim (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).

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).

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 1/2 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 1-1/2 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.

Note: Unless indicated otherwise, the source for all Evolutions is Advanced Player’s Guide.

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

Basic Magic (Sp)
Source: Ultimate Magic
An eidolon learns to cast a basic spell as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, ray of frost, stabilize, or touch of fatigue. This spell can be cast once per day as a spell-like ability. At 4th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the eidolon’s Hit Dice. The save DC for this spell is 10 + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 10 to take this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell.

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 1-1/2 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.

Hooves (Ex)
Source: Ultimate Magic
An eidolon has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. These attacks are secondary attacks. The hooves 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. Alternatively, the eidolon can replace the claws evolution from its base form with these hoof attacks (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of limbs evolutions.

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 five levels the summoner possesses.

Low-Light Vision (Ex)
Source: Ultimate Magic
An eidolon gains low-light vision, enabling it to see twice as far as a human in conditions of dim light.

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 a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Eidolons with the grab evolution linked to pincers gain a +2 bonus on CMB checks made to grapple. 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 evolution.

Pounce (Ex)
An eidolon gains quick ref lexes, allowing it to make a full attack after a charge. This evolution is only available to eidolons of the quadruped base form.

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.

Reach (Ex)
One of an eidolon’s attacks is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet.

Resistance (Ex)
An eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. 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 energy type.

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.

Unnatural Aura (Su)
Source: Ultimate Magic
An eidolon is obviously of unnatural origin. Normal animals do not willingly approach the eidolon unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.

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 grows larger muscles, gains faster ref lexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon’s 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.

Channel Resistance (Ex)
Source: Ultimate Magic
An eidolon becomes less easily affected by the channel energy ability of clerics or paladins. The eidolon gains a +2 bonus on any saves that are made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). At 7th level, this bonus can be increased to +4 by spending 2 additional evolution points. The eidolon must possess the undead appearance evolution to take this evolution.

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.

Energy Attacks (Su)
An eidolon’s attacks become charged with energy.
Pick one energy type: acid, cold, electricity, or fire. All of the eidolon’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The summoner must be at least 5th level before selecting 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.

Head (Ex)
Source: Ultimate Magic
An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.

Immunity (Su)
An eidolon’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The eidolon gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The summoner must be at least 7th level before selecting this evolution.

Keen Scent (Ex)
Source: Ultimate Magic
An eidolon’s sense of smell becomes even more acute. The eidolon can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. The eidolon must possess the gills and scent evolutions to take this evolution.

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.

Minor Magic (Sp)
Source: Ultimate Magic
An eidolon learns to cast a minor spell as a spell-like ability. Select one spell from the following list: burning hands, comprehend languages, cure light wounds, detect chaos/evil/good/law, magic missile, obscuring mist, silent image, vanish [APG] (self only), or ventriloquism. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the eidolon’s Hit Dice – 2. The save DC for this spell is 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 11 and must possess the basic magic evolution to take this evolution. The summoner must be at least 4th level before selecting this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

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—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the eidolon’s HD + the eidolon’s Constitution modifier. 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.

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 primary 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. This evolution counts as one natural attack toward the eidolon’s maximum. The summoner must be at least 4th level before selecting this evolution.

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 1-1/2 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 1-1/2 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 + 1/2 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.

Undead Appearance (Ex)
Source: Ultimate Magic
An eidolon appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Negative energy heals the eidolon, and positive energy (including a cleric’s channel energy ability) harms it. Spells and effects that target undead or have specific effects against undead (such as Command Undead, hold (halt?) undead, and searing light) affect the eidolon as if it were undead. The eidolon gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade). Although the eidolon appears undead, it is still an outsider.

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 grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to 1/2 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.

Damage Reduction (Su)
An eidolon’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The eidolon gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the eidolon. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. 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 + 1/2 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.

Major Magic (Sp)
Source: Ultimate Magic
An eidolon learns to cast a major spell as a spell-like ability. Select one spell from the following list: acid arrow, cure moderate wounds, darkness, daze monster, glide [APG], invisibility (self only), lesser restoration, levitate, minor image, scorching ray, see invisibility, or spider climb. This spell can be cast once per day as a spell-like ability. At 10th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the eidolon’s Hit Dice – 2. The save DC for this spell is 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 12 and must possess the minor magic evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

See in Darkness (Su)
Source: Ultimate Magic
An eidolon can see perfectly in darkness of any kind, including that created by deeper darkness. The summoner must be at least 9th 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 1/10 the eidolon’s total hit points. The eidolon’s AC against these attacks is equal to 10 + 1/2 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 + 1/2 the eidolon’s HD + the eidolon’s Con 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.

Blindsight (Ex)
An eidolon’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

Breath Weapon (Su)
An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, 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 + 1/2 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.

Dimension Door (Sp)
Source: Ultimate Magic
An eidolon learns to cast dimension door as a spell-like ability once per day. The caster level for this evolution is equal to the eidolon’s Hit Dice. The save DC for this spell is 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 14 to take this evolution. The summoner must be at least 13th 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.

Incorporeal Form (Sp)
Source: Ultimate Magic
Once per day, an eidolon can become incorporeal for 1 round per summoner level. While in this form, the eidolon gains the incorporeal subtype and incorporeal quality. It only takes half damage from corporeal sources as long as they are magic (it takes no damage from nonmagical weapons and objects). Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. The summoner must be at least 15th level before selecting this evolution.

Large (Ex)
An eidolon grows in size, becoming Large. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, 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 +16 bonus to Strength, a +8 bonus to Constitution, and a +5 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. The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.

Lifesense (Su)
Source: Ultimate Magic
An eidolon can pinpoint living creatures with ease. The eidolon notices and locates living creatures within 60 feet, just as if it possessed the blindsight evolution. The eidolon must possess the undead appearance evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

No Breath (Ex)
Source: Ultimate Magic
An eidolon no longer needs to breathe. The eidolon does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The summoner must be at least 11th level before selecting this evolution.

Spell Resistance (Ex)
An eidolon is protected against magic, gaining spell resistance. The eidolon’s spell resistance is equal to 11 + the summoner’s level. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th level before selecting this evolution.

Ultimate Magic (Sp)
Source: Ultimate Magic
An eidolon learns to cast a powerful spell as a spell-like ability. Select one spell from the following list: arcane sight, create food and water, cure serious wounds, daylight, fireball, fly, gaseous form, lightning bolt, major image, stinking cloud, tongues, or water breathing. This spell can be cast once per day as a spell-like ability. The caster level for this evolution is equal to the eidolon’s Hit Dice – 2. The save DC for this spell is 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 13 and must possess the major magic evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

Eidolon Models

An eidolon can look like almost anything its summoner desires. Eidolon models are pre-built examples of base forms and evolutions that provide an easy guide to building an eidolon with a specific appearance or theme.

Using a model does not change the eidolon’s type or give it special abilities unavailable to other eidolons—it is basically a shortcut to allow a player or GM to quickly create an eidolon with a specific look in mind. Each model states the total number of evolution points required to build a complete eidolon with that model; in many cases this build requires most of the summoner’s evolution points, so only a more powerful summoner’s eidolon is a close approximation of the intended creature. For a low-level summoner, some of the eidolon’s features (such as extra hydra heads) may be cosmetic until he gains evolution points to spend.

The Base Form lists the eidolon’s recommended base form for that model.

Primary Evolutions are a list of recommended evolutions to choose when you start building an eidolon with that model.

Additional Evolutions are a list of other evolutions to complete the modeled eidolon’s form and abilities. Evolutions marked with an asterisk (*) are new evolutions from later in this section.

Aboleth
The eidolon looks like an aberrant aquatic creature such as an aboleth.
25 points: Base Form aquatic; Primary Evolutions reach (tentacles), tentacles (2); Secondary Evolutions basic magic* (ghost sound), huge, large, major magic* (minor image), minor magic* (silent image), tentacles (2), ultimate magic* (major image).

Angel
The eidolon looks like a celestial being such as an angel, archon, or azata. Angel eidolons usually appear as beautiful humanoids with large, feathered wings.
24 points: Base Form biped; Primary Evolutions resistance (fire or electricity), weapon training; Secondary Evolutions basic magic* (stabilize), damage reduction (evil), flight, immunity (acid or cold), major magic* (cure moderate wounds or invisibility), minor magic* (cure light wounds or detect evil), spell resistance, ultimate magic* (cure serious wounds, daylight, or tongues) or dimension door*.

Behir
This model creates a multi-legged, reptilian eidolon that looks like a behir.
24 points: Base Form quadruped; Primary Evolutions climb, limbs (legs); Secondary Evolutions breath weapon (electricity), grab (bite), immunity (electricity), large, limbs (legs, 3), swallow whole.

Bodyguard
The eidolon looks like a humanoid warrior. The natural armor of a Bodyguard eidolon appears to be a suit of metal plate, though this armor is actually part of the eidolon’s body. Bodyguard eidolons are normally trained in a variety of dangerous weapons.
11 points: Base Form biped; Primary Evolutions improved natural armor, weapon training; Secondary Evolutions ability increase (Strength), fast healing, weapon training (martial).

Centaur
The eidolon has the upper torso of a humanoid and the lower body of a quadruped (such as a horse). A centaur eidolon’s upper humanoid torso is smaller than its quadrupedal body. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most centaur eidolons). The centaur model can also be used to create a lamia (a centaur eidolon with the upper body of a woman and the lower body of a lion) by replacing the hooves evolution with claws and taking basic magic* (touch of fatigue), minor magic* (ventriloquism), major magic* (daze monster), and ultimate magic* (major image), resulting in a 23-point model.
13 points: Base Form quadruped; Primary Evolutions limbs (arms), hooves*; Secondary Evolutions large, trample, weapon training, weapon training (martial).

Chimera
The eidolon looks like chimera—a lion with wings and two additional heads, those of a dragon and a goat. The color of the dragon’s head determines the chimera eidolon’s breath weapon type.
19 points: Base Form quadruped; Primary Evolutions claws, head*; Secondary Evolutions bite, breath weapon, flight, gore, head*, large, scent.

Demon
The eidolon has a demonic appearance. Demon eidolons have no recommended base form, as demons can have almost any form. A marilith demon eidolon might have the serpentine base form, while a vrock demon eidolon would have the biped base form.
26 points: Base Form any; Primary Evolutions resistance (acid, cold, fire); Secondary Evolutions basic magic* (acid splash); bite, claws, slam, or tentacle; damage reduction (good); flight; immunity (electricity); magic attacks; major magic* (darkness or see invisibility); minor magic* (detect good or vanish); spell resistance; ultimate magic* (gaseous form or stinking cloud) or dimension door*.

Devil
The eidolon has an infernal appearance. Devil eidolons might have large bat wings or could fly magically.
26 points: Base Form biped; Primary Evolutions basic magic* (daze or ray of frost), magic attacks, resistance (acid or cold); Secondary Evolutions damage reduction (good), flight, immunity (fire), major magic* (invisibility, minor image, or scorching ray), minor magic* (burning hands or detect good), see in darkness*, spell resistance, ultimate magic* ( fireball, lightning bolt, or major image) or dimension door*.

Dragon
The eidolon appears to be a Medium dragon. Making a Small dragon eidolon creates a fairy dragon or pseudodragon. Large or Huge dragons can be created by exchanging one or more of the evolutions below for the large evolution.
26 points: Base Form quadruped; Primary Evolutions claws, tail, tail slap; Secondary Evolutions basic magic* (any), blindsense, breath weapon, flight, frightful presence, immunity, magic attacks, minor magic* (any), spell resistance, wing buffet.

Drider
This centaurlike eidolon has the upper torso of a humanoid and the lower body of a giant spider. A drider eidolon’s upper humanoid torso is smaller than its spider body. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most drider eidolons).
25 points: Base Form quadruped; Primary Evolutions climb, limbs (arms); Secondary Evolutions basic magic* (dancing lights or detect magic), large, limbs (legs, 2), minor magic* (detect good or detect law), poison, spell resistance, weapon training, web.

Fey
The eidolon looks like a fey creature such as a dryad, nymph, pixie, or satyr. Fey eidolons usually appear as attractive humanoids and may have insect or butterfly wings. An aquatic fey such as a nixie can be created by adding the gills and swim evolutions, resulting in a 24-point model.
22 points: Base Form biped; Primary Evolutions basic magic* (daze, dancing lights, detect magic, or ghost sound), weapon training; Secondary Evolutions damage reduction (lawful), dimension door*, flight, low-light vision*, major magic* (cure moderate wounds or invisibility), minor magic* (obscuring mist or vanish), spell resistance.

Genie
The eidolon looks like a genie such as a djinni, efreeti, janni, marid, or shaitan. The eidolon’s movement, energy attacks, and immunity depend on what type of genie is created—a djinni has flight, electricity attacks, and immunity to acid; an efreeti has flight, fire attacks, and immunity to fire; a marid has swim, cold attacks, and immunity to cold; and a shaitan has burrow, acid attacks, and immunity to electricity.
21–23 points: Base Form biped; Primary Evolutions basic magic* (detect magic), weapon training; Secondary Evolutions burrow, flight, or swim; energy attacks; immunity; large; major magic* (acid arrow, invisibility, or scorching ray); minor magic* (burning hands or obscuring mist); ultimate magic* (create food and water, gaseous form, or water breathing).

Hydra
The eidolon looks like a multi-headed hydra. This model creates a five-headed hydra. A cryohydra or pyrohydra can be created by adding the breath weapon and immunity evolutions, resulting in a 26-point model.
20 points: Base Form serpentine; Primary Evolutions bite, head*; Secondary Evolutions bite (3), fast healing, head* (3), large.

Linnorm
The eidolon appears to be a Medium-sized linnorm. Large or Huge linnorms can be created by exchanging one or more of the evolutions below for the large evolution. This model can also be used to create a wingless dragon such as a Chinese dragon.
23 points: Base Form serpentine; Primary Evolutions claws, limbs (legs); Secondary Evolutions breath weapon, fast healing, flight, flight (magic), immunity, poison, spell resistance.

Mammoth
The eidolon is a large, powerful creature with tusks and a prehensile trunk (using the tentacle evolution), such as an elephant or mastodon.
14 points (20 points for Huge): Base Form quadruped; Primary Evolutions gore, tentacle; Secondary Evolutions grab (tentacle), huge, large, mount, scent, slam, trample.

Merfolk
The eidolon has the upper body of a humanoid and the lower body of a fish. This model can be used to create an aquatic humanoid such as a merfolk or sahuagin.
18 points: Base Form aquatic; Primary Evolutions limbs (arms), tail; Secondary Evolutions blindsense, claws or pincers, immunity (cold), no breath*, tail slap, weapon training, weapon training (martial).

Nightmare
The eidolon is a fiery equine similar to a nightmare, possibly suitable for use as a mount.
17 points: Base Form quadruped; Primary Evolutions energy attacks (fire), hooves*; Secondary Evolutions flight (magic), large, minor magic* (obscuring mist), mount, resistance (fire), trample.

Sea Serpent
This serpentine, aquatic eidolon looks like a sea serpent or aquatic worm.
18 points, 24 points (Huge): Base Form serpentine; Primary Evolutions gills, resist (fire), swim; Secondary Evolutions constrict, grab (bite and tail slap), immunity (cold), large, swallow whole.

Shark
The eidolon looks like a sleek aquatic predator such as a shark or orca.
16 points: Base Form aquatic; Primary Evolutions grab (bite), scent; Secondary Evolutions blindsense, improved damage (bite), keen scent*, large, swallow whole.

Thing from Beyond
The eidolon has a form that was not meant to be seen by mortal eyes, such as that of a shoggoth, mi-go, star-spawn, or something even worse. The Thing from Beyond can have any base form, with multiple mouths, eyes, claws, and tentacles.
25 points: Base Form any; Primary Evolutions tentacles (3); Secondary Evolutions blindsense, bite, grab (bite or tentacle) immunity (cold, sonic), large, resist (acid, electricity, fire), swallow whole, tremorsense.

Undead
The eidolon appears to be an undead creature, whether a skeleton, zombie, mummy, or even an incorporeal ghost or shadow. A summoner with an undead eidolon must select the undead appearance evolution at 1st level.
19 points: Base Form any; Primary Evolutions undead appearance*, unnatural aura*; Secondary Evolutions channel resistance*, immunity (cold), incorporeal form*, lifesense*, no breath*.

Vermin
The eidolon looks like a large insect or other vermin. Taking the limbs (legs) evolution an additional time creates a giant spider.
16 points, 18 points (spider), 22 or 24 points (Huge): Base Form quadruped; Primary Evolutions climb, limbs (legs); Secondary Evolutions flight, poison, sting, tail, trample, tremorsense, web.

Winged Snake
The eidolon looks like a serpent with wings, such as a couatl or lillend.
23 points (couatl), 26 points (lillend): Base Form serpentine; Primary Evolutions basic magic* (any), grab; Secondary Evolutions couatl (constrict, flight, large, magic attacks, major magic* [invisibility], minor magic* [detect chaos/evil/good/law], poison, ultimate magic* [gaseous form]); lillend (constrict, flight, immunity [electricity], large, limbs [arms], magic attacks, major magic* [darkness or invisibility], minor magic* [cure light wounds], resistance [cold, fire], skilled [Perform], weapon training [martial]).

EIDOLON-ARMOR
HD: 10
BAB: 10
Saves: 7/3
Skills: N/A – Synthesist
Feats: N/A – Synthesist
Armor Bonus (Natural): +10
STR/DEX Bonus: +5
Evolution Pool: 24 [17 Base, +4Racial]
Max. Attacks: 5
Special:
· Ability Score Increase (x2): Strength & Constitution
· Darkvision: 60’ Range
· Devotion (Ex): +4 Will Saves vs. Enchantment Spells & Effects
· Evasion
· Link: Mental Link
· Share Spells (Ex): Spells cast by Summoner can be applied to Eidolon

EIDOLON
Medium Biped
· TEMP HP (10d10+CON): 94
· +14 Natural Armor
· STR: 22/6 (165+1)
· DEX: 17/3 (125)
· CON: 14/2 (131)
Free Evolutions: Claws, Limbs (arms), Limbs (Legs)
Evolutions (21):
· 1: Improved Damage (Slam @ 2d6 damage)
· 1: Improved Natural Armor (+2 Bonus to Natural Armor)
· 1: Reach (5’ Reach increase)
· 1: Resistance (Acid); 15
· 1: Resistance (Cold); 15
· 1: Resistance (Sonic); 15
· 1: Slam (Replaces Claws; 1d8 Base Damage)
· 2: Immunity (Electricity)
· 2: Immunity (Fire)
· 4: Spell Resistance (11+CL=24)
· 6: Fast Healing 2

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SPELLCASTING

LVL Kn. /Day SPELLS KNOWN [DC: 10base, +7CHA, +Spell Level] DOMAIN
0th 6 ∞ Detect Magic; Guidance; Light; Mage Hand; Mending; Message N/A
1st 6+D 5+2 Alarm; Enlarge Person; Expeditious Retreat; Grease; Mage Armor, Prot. Evil Cure Light Wounds
2nd 5+D 5+3 Bull’s Strength; Glitterdust; Haste; Restore Eidolon (L); Summon Eidolon Cure Moderate Wounds
3rd 5+D 4+3 Dimension Door; Evolution Surge; Heroism; Invisibility (G); Magic Fang (G) Cure Serious Wounds
4th 4+D 3+2 Major Creation; Overland Flight; Stoneskin (Comm); Wall of Stone Cure Critical Wounds
5th 2+D 1+2 Summon Monster VII; Teleport (G) Breath of Life

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EQUIPMENT
Amulet of Mighty Fists; Holy (+2d6 vs. Evil) [20k]
Headband of Alluring Charisma +2 [4k]
Ring of Sustenance [2.5k]
Scarab, Golem Bane [2.5k]
Vest of Resistance +2 [4k]

Handy Haversack [2k]
– Mundane Gear [.5k – See Below]
– Rod of Extend, lesser [3k]
– Rod of Persist, lesser [9k]
– Rod of Persist, lesser [9k]

WANDS [3k]:
– Cure Light Wounds (x3) [2.25k]
– Rejuvenate Eidolon, Lesser [.75k]

25PP / 250GP (On Hand)

Haversack: [Mundane Gear 500gp]
- Caltrops (5)
- Candles (5)
- Canteen, Water (5)
- Climber’s Kit (x2)
- Crowbar, Adamantine
- Everburning Torch
- Flint & Steel
- Grappling Hook, Adamantine
- Hammer/Pitons, Adamantine
- Healer’s Kit (x2)
- Ink/Pen/Journal
- Lock, Masterwork Adamantine (Small Iron Chest)
- Magnifying Glass, Masterwork
- Manacles, Masterwork (x2)
- Outfit: Traveling Robes & Cape(x3)
- Outfit: Winter Robes & Cloak(x2)
- Rations (5 Days)
- Rope, Silk – 500 feet
- Spyglass, Masterwork
- Sunrod (5)
- Tent/Bedroll/Blanket
- Tindertwig (5)
- Torch (5)
- Vial; Acid (5)
- Vial; Alchemist Fire (5)
- Vial; Antitoxin (5)
- Vial; Holy Water (5)
- Winter Blanket
- Writing Kit (Journals, pen & ink)
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COMBAT NOTES & TACTICS: Fused Form (w/ Buffs)

+15 FORT [7base, +2CON, +4Competence, +2Magic]
+13 REFL [4base, +3DEX, +4Competence, +2Magic]
+17 WILL [8base, +3WIS, +4Competence, +2Magic]

AC: 31 14 Natural / +3Dex / +4Shield] (Flat:28 / Touch:13)
2 Slams (
21 Attack) @ 2d6+11 (Holy)

MELEE BUFFS:
Bull’s Strength (Persist 24 Hours): +4 Strength
Magic Fang, Greater (13 Hours): +3 Attack & Damage w/ Natural Weapon (Slam)


Tactics:
A) Enlarge Person and/or Evolution Surge (Large Size): become large or huge sized
– Large: +8STR; +4CON; +2NaturalArmor; -2DEX; -1Size; +1CMB/CMD; -2Fly; -4Stealth; +5’Reach; (3d6)
– Huge: +16STR; +8CON; +5NaturalArmor; -4DEX; -2Size; +2CMB/CMD; -4Fly; -8Stealth; +10’Reach; (2d8)

B) Run Away (Greater Teleport)

Bio:

Perrywimple Weathermay – Chaotic Neutral Human Male

Background:

There are really only two lives to be had in the heartless city of Zhentil Keep: Those who are dying and those who are thriving. For the most part, the Weathermay family had thrived in the Black City. Theirs was an otherwise perfectly legitimate enterprise if not for the need to consort with illicit guilds. They trafficked not in the flesh of man but in the ephemeral substance of the very planes. Summoners and Conjurers, generations of the Weathermay family had been steeped in the traditions associated to the Wayfarer’s Guild.

Perry, destined at one point to take the reins of his father’s business, was quite the disappointment. Whether it was his doting mother or his streak of over-independence, something had stirred within Perry early in adolescense. Plagued with nightmares and day-terrors, the youth held firm that some entity surely sought his soul. An Inchoate Summoner in a family which knew of no such things, Perry was summarily sent for tutelage and apprenticeship. His path as a Wayward Guildsman – following in the footsteps of his father – was incontestable.

Fate decried otherwise. Those that were nightmares and dreamscapes were but vortices to the depths of the outer planes. Perry held a primeval connection, an unbreakable bond, to some planar entity beyond his ken. The planar phantom was soon proven to be more fantastic than any dream conceived. Unlike other denizens which could be conjured for a stitch in time, the summoned eidolon remained until dismissed or dispersed. Moreover, the creature was symbiotic, fusing to Perry as though it were but a husk.

So too was the burgeoning Summoner all the more different when his blessed vision of some unearthly divine presence brought understanding. Marked both by the Eidolon sigil and deeper, to the soul, Perry had communed with some celestial being when his Eidolon was first formed. There was a deep connection, common to all Summoners and their Eidolon. There was yet more a connection to the very essence of positive energies which had breathed a semblance of life into the Eidolon.

Fortune shown readily on the meak and mild youth. The days and years that followed saw a flourish of capability, a honing of prowess. Perry had been culled from the flock of fellow would-be Conjurers, the spark within him noticeably different amongst a sea of similarity. His talents were tested and perfected, preparing him not for the usual course of life taken by those of his lineage. Rather, he was tasked by his guild for the realms were aplenty with Imaskari Portals. His was a life deigned worthy of seeking the unsought road, walking the untouched path.

Unfettered and free, the adult Perry has since roved those realms his Guild has designs for. His travels ranging far and wide have resulted in few discoveries yet he will always forage for such wondrous marvels as those Portals that he has found. Fey guardians, hulks of aether magic, linked the many portals of old. Some he’d found dead and desecrated, others he found in need of much repair. His hands and love of planar things reknitted and repaired as did his voice console and cajole. A smile and words of thanks were his parting.

The past year has been marginally different. A recently discovered portal was shared with his guild which in turn, required dissemenation to other partners. One such meeting resulted in a long-winded conversation regarding all that was good or Just and all that was evil or Unjust. Such injustices sparked a fire within the breast of Perry and found him pledging allegiance to the ill-fated Harpers. Conjoined previously, the Wayward Guild held no reservations to the bonding.

Homecoming at the Height of Life, a requirement of his peoples, was unctious and unsettling. Hiding his Harper allegiance, Perry spent a full week with his parents. His 25th summer was heralded as the Annointing of Inheritance, a common practice when one reached the Height of Life – to better enjoy and prosper with inheritance whilst life was still to be had. The many debates and arguements which coursed throughout the day and raged in the night stayed the hand of the Patriarch. Though his mother still coddled and cooed for her son, Perry’s father would not be swayed. His son had tarried from the familial path and so too would his obligations be tarried to another. His sister was prime and of good stock, already showing promise under her own Tutelage. Honor besmirched, Perry unjustly let slip his affliations and was ousted from house and keep that very moment. A parting smile and word of thanks, Perry’s calling card, were given in earnest.

Lately, Perry has become rather melancholic. Though he’d had a rather happy upbringing and comfortable life, he has been plagued anew with discomfort. Girded to his planar companion though he often is, there has been little comfort from his phantom friend of late. The excommunication from his friends and family has left him soured and given him a dour demeanor. His days and nights run together as one as he struggles against the tyranny of emotion within him. He remains ever hopeful that his family will be ousted from the yoke of the Zhentarim, but knows otherwise. The light of hope remains feeble but constant, burning away any webs of doubt regarding the Harpers he has allied himself to…

Personality:
A man of many moods, Perry may be meak and mild but he is mostly good-mannered. His kindness is often mistaken for a weakness, to the detriment of his opponents. Recently preferential to a morbid and melancholic lifestyle, Perry has taken to a dark and somber mood. When girded to his Eidolon, there is an unsubtle change within Perry – he seems decidedly more confident in all that he says and attempts. A genius of sorts, Perry has a way with words and is able to coax and convince the most stubborn of adversaries – thanks in part to his lifelong dealings with cowing planar-powers. There is a streak of piety remarkably lacking in his brethren, a sense of compassion unheard of from those of Zhentil Keep – Perry is otherwise quite flippant and erratic, displaying myriad moods.

Description:
Combat often finds Perry fused to his planar phantom – his Eidolon. Rubbery black translucent skin stretched over bulging muscles with elongated limbs and barely a head to speak of, the fused duo appear somewhat monstrous in their insidious nature. A shadow on a shadow, the haze of Perry nestled within his Eidolon can be seen beyond the rubbery skin.
When not fused thusly, Perry appears as a younger wizard or priest of some sort. He is often with staff or cudgle, feigning some limp or other wound. His dress is kept simple; thick robes and heavy cowl with a rucksack for his belongings. He has recently taken to morbid accoutrements, skull devices and such annointing his attire like a macabre costume – complete with skull cap.

Perrywimple Weathermay

OC Monthly Gamers faerundm