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View Full Version : [Pathfinder] Eidolon as a class.



Goonthegoof
2010-02-24, 08:32 AM
I've heard a lot of complaints about the summoner, most of which seem to stem from the idea that the Eidolon is as strong as a class by itself. So quite simply I decided to see what the Eidolon would be like as a player character. I've kept most of its previous abilities, though I have changed a few to make it more suited to being a player character.

Note:The Eidolon is both a class and a race. To differentiate them, I have named the class the Eidolon and the race Shadowshaped(placeholder name).

Shadowshaped:
The Shadowshaped race is a prerequisite for taking the Eidolon base class. Your first level must be a level in the Eidolon class, and your race cannot be changed. Multiclassing is possible, but the character permanently loses one point of constitution for each level in a character class that is not Eidolon that he takes. This constitution loss is not reversible by any means except removal of the offending character class.

A Shadowshaped is an Eidolon that has gained free will and escaped the control of its master or has been voluntarily released. The Shadowshaped retains much of the former abilities it had while under the command of a Summoner, but has learned to shape itself and act independently more. Thus it has more skills than an Eidolon under a Summoner's command and is proficient with more weapons and armour, having learned to hold its shape steady enough to utilise much more equipment than a regular Eidolon.

Shadowshaped Racial Traits:

Native Outsider
The Shadowshaped is a Native Outsider, so it needs to eat and sleep, but can be resurrected normally.

Equipment: The Shadowshaped can wield weapons as long as it has the limbs required to do so, but itcannot wield regular armour, as its form is too unstable. It can, however, wield magic items. To wield a magic item, a Shadowshaped absorbs it into the twisting shadows making up its being. This does not harm the item or the Shadowshaped, and the Shadowshaped can expel an item as a swift action. The Shadowshaped gains the effect of the item even though it is not technically wearing it. A Shadowshaped cannot wield multiple magic items that would occupy the same spot, with the exception of two rings. This ability does not apply to weapons or armour.

Carapace: A Shadowshaped can choose between a light carapace, a heavy carapace and no carapace. A light Carapace gives two AC, an armour check penalty of two and counts as light armour. A heavy carapace gives eight AC, an armour check penalty of five. and counts as heavy armour. The AC bonuses are armour bonuses, and a carapace can be enchanted as if it were a normal piece of armour. This enchantment remains until replaced, and applies to all states of the carapace, regardless of what state the carapace was in when it was enchanted. A Shadowshaped can change the Carapace between none, light and heavy by concentrating for five minutes.

Forms: A Shadowshaped has three basic forms: Biped, Quadruped and Serpentine. These forms determine 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. 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, a Shadowshaped can choose to start as Small. If the Shadowshaped 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).

Any time the Shadowshaped rests for 8 hours it can choose to change what size or base form it has.

Base Forms:

Quadruped: Size Medium; Speed 40 ft.; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores: +2 Constitution. Free Evolutions bite, limbs (legs) (2).

Biped: Size Medium; Speed 30 ft. Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores: +2 Strength; Free Evolutions claws, limbs (arms), limbs (legs).

Serpentine: Size Medium; Speed 20 ft., climb 20 ft. Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores: +2 Dexterity; Free Evolutions bite, climb, tail, tail slap.



The Eidolon

HD: d8

Weapon and Armor Proficiencies: An Eidolon has proficiency with all simple and martial weapons and light and heavy shields. An Eidolon is proficient with no armour (but see Carapace in the Shadowshaped race description)

Class Skills: (4+Int modifier per level): Bluff, Craft, Intimidate, Knowledge (planes), Perception, Sense Motive and Stealth. In addition, at 1st level, the Eidolon can choose 4 additional skills to be class skills. 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.

Progression: An Eidolon Progresses as a player character of its level would. Unlike a normal eidolon, it gains fewer increases to natural AC and str/dex but gains attributes as a normal character's rate.

{table=head]Level | Base Attack Bonus | Bad Save | Good Saves | Special | Evolution Pool
1st | +1 | +0 | +2 | Monster Feat | 3
2nd | +2 | +0 | +3 | Evasion | 4
3rd | +3 | +1 | +3 | - | 5
4th | +4 | +1 | +4 | - | 7
5th | +5 | +1 | +4 | Monster Feat | 8
6th | +6 | +2 | +5 | Multiattack | 9
7th | +7 | +2 | +5 | - | 10
8th | +8 | +2 | +6 | - | 11
9th | +9 | +3 | +6 | Monster Feat | 13
10th | +10 | +3 | +7 | - | 14
11th | +11 | +3 | +7 | Improved Multiattack | 15
12th | +12 | +4 | +8 | - | 16
13th | +13 | +4 | +8 | Monster Feat | 17
14th | +14 | +4 | +9 | - | 19
15th | +15 | +5 | +9 | Improved Evasion | 20
16th | +16 | +5 | +10 | - | 21
17th | +17 | +5 | +10 | Monster Feat | 22
18th | +18 | +6 | +11 | - | 23
19th | +19 | +6 | +11 | - | 25
20th | +20 | +6 | +12 | Rapid Evolution | 26 [/table]

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.

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 Eidolon gains a level, the number in this pool increases and the Eidolon can spend these points to change its abilities. These choices are not set. The Eidolon can change them whenever he rests for at least 8 hours.

Monster Feat: At first, fifth, ninth, thirteenth and seventeenth levels an Eidolon can select any monster feat for which it meets the prerequisites.

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.

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 Multiattack: An Eidolon gains Improved 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 third and fourth attack (if BAB is high enough to allow the extra attacks) with one of its natural weapons, albeit at a cumulative –5 penalty per attack. If the Eidolon later gains 3 or more natural attacks, it loses these additional attacks and instead gains Improved 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.

Rapid Evolution (Ex): The Eidolon can now change any and all features with five minutes of concentration instead of 8 hours of rest. This can be done twice per day.

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 Eidolon rests for 8 hours but are otherwise set. Some evolutions require that the Eidolon have a specific base form or 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 to 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 Eidolon 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 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 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 five levels the Eidolon 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 Eidolon 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.

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 reflexes, 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 Eidolon 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 Eeidolon 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.

Spell-Like Ability (Sp): An eidolon gains a measure of arcane power. Select one spell from the wizard/sorcerer spell list. The Eidolon gains this spell as a spell-like ability that can be cast once per day (or three times per day if the spell is 0-level). The spell’s DC is based on the Eidolon’s Charisma. The Eidolon must possess a Charisma score equal to 10 + the spell’s level to select this evolution. The Eidolon must be of a level equal to or greater than twice the spell’s level to select this evolution. This spell-like ability costs a number of evolution points equal to the spell’s level (minimum 1). The spell can be cast three times per day by increasing the evolution cost by 1 (or at will if the spell is a 0-level spell).

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.

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.

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 reflexes, 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 5 levels the Eidolon 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.

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 Eidolon 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 Eidolon 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, 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.

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 twice. Its effects do not stack. Each time it applies to a different energy type. The Eidolon must be at least 7th level before selecting 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.

Poison (Ex): An Eidolon secretes toxic venom, gaining a poison attack. Pick a bite or sting attack. Whenever the Eidolon makes a successful attack of the selected type, 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. The Eidolon 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. The Eidolon 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 Eidolon 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 Eidolon must be at least 7th level before selecting this evolution.

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 Eidolon 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 Eidolon 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 Eidolon must be at least 9th 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. The Eidolon must be Medium to take this evolution. The Eidolon must be at least 6th 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 acid 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 Eidolon 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 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 Eidolon 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 Eidolon 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 breath 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 Eidolon 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 healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The Eidolon must be at least 11th 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 Eidolon must be at least 11th level before selecting this evolution.

Huge (Ex): An Eidolon grows in size, becoming Huge. The Eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +3 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also give the creature a –1 size penalty to its AC and 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. The eidolon must possess the Large evolution before selecting this evolution, and the bonuses and penalties stack. The Eidolon 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 Eidolon's class level. The Eidolon must be at least 9th level before selecting this evolution.

Feat: Extra Evolution Point (Monster feat)
Requires: Eidolon class.
This feat can be taken multiple times. Each time it is taken it improves the amount of points in the Evolution Pool by 1. This feat can not be taken more times than half your Eidolon class level, to a minimum of 1.