Ability Increase (Ex) [2]: You get a +2 Enhancement bonus to a chosen ability score.
Duplication [2]: You gain a +2 Enhancement bonus to a different ability score. UPGRADE INDEPENDENT.
Upgrade [2]: Your Enhancement bonus for your chosen score increases by 2. This upgrade is normally STACKING LIMITED. You may ignore this distinction, but if you do, the bonus does not stack with inherent bonuses to the score or with the bonuses you receive every four HD (if this evolution would overlap with such bonuses currently in place, you may choose to redistribute them to different scores).
Additional Use (Ex) [1]: Choose an ability with limited uses per day. You may use this ability two additional times per day.
Duplication [1]: You gain two additional uses of a different ability. UPGRADE INDEPENDENT.
Upgrade [1]: You may use the chosen ability two additional times per day.
Automatic Maneuver (Ex) [2]: Choose one type of natural attack. Whenever you hit with that attack, you may immediately attempt a chosen Combat Maneuver. Success on the maneuver does not allow a new attack, even if it otherwise would (as with Improved Trip).
Duplication [2]: You may apply an automatic maneuver to an additional natural attack.
Upgrade [3]: You may apply an additional maneuver to your chosen natural attack. STACKING LIMITED.
Blindsense (Ex) [3]: You gain Blindsense out to 30'.
Upgrade [1]: Your Blindsense range increases by 30'. STACKING UNLIMITED.
Blindsight (Ex) [4]: You gain Blindsight out to 30'.
Upgrade [1]: Your Blindsight range increases by 30'. STACKING UNLIMITED.
Bonus Damage (Su) [1]: You deal +1d6 damage of a chosen common energy type per hit. You can alternately deal aligned damage, which does not affect those of the same alignment, or gain 1d6 Sneak Attack damage. Alternately, you can get a flat +2 bonus to weapon damage rolls.
You may choose a less common energy type by doubling the cost.
Upgrade [1]: You gain an additional die of bonus damage (or flat +2), which may be of the same or a different type. STACKING LIMITED.
Bonus HD (Ex) [5]: You gain an additional HD. This carries with it all the normal benefits of HD improvement - BAB, skill points, maximum skill ranks, saving throws, feats, and ability increases. You use your normal racial or class HD to determine the benefits gained (a multiclassed character uses whatever HD is most prevalent). It does not result in more EP, higher Limiting Factor, or the acquisition or progression of class features, save for those specifically based on total HD. These bonus HD also do not increase ECL, CR, LA, or other measures of total character power.
Upgrade [Varies]: You gain yet another HD. Each additional HD purchased costs 5 more EP than the last HD, so purchasing a total of two bonus HD costs 15 EP, three costs 30, and so on. STACKING UNLIMITED.
Bonus Feat (Ex) [1 or 2]: You gain a bonus feat. Most feats cost 2 EP, but feats that provide simple static or situational bonuses only cost 1.
Upgrade [1 or 2]: You gain an additional bonus feat.
Buff (Ex) [1]: You gain one additional hit point per hit die.
Upgrade [1]: You gain an additional hit point per hit die.
Burrow* (Ex) [3]: You gain a Burrow speed equal to half your land speed. You do not leave a hole behind, and can only move through dirt, clay, sand, and soft earth.
Upgrade [1]: You may choose to leave a path behind when you burrow, allowing allies to follow you.
Upgrade [1]: Your Burrow speed increases by 10'. STACKING UNLIMITED.
Upgrade [3]: You can burrow through wood, hard earth, and unworked stone.
Upgrade [6+]: You can burrow through any material with a Hardness equal to or less than 2 + the number of points spent on this Upgrade.
Climb (Ex) [1]: You gain a Climb speed equal to your base speed.
Upgrade [1]: Your Climb speed increases by 20'. STACKING UNLIMITED.
Constrict (Ex) [2]: Whenever you succeed a Grapple check, you deal damage from a chosen natural attack.
Damage Reduction* (Ex) [Varies]: You gain DR 10/magic (improving to 10/epic at epic levels), DR 5/alignment, material, or damage type, or DR 2/-.
Upgrade [2]: Your DR 5 adds "and magic".
Upgrade [4]: Your DR 5 adds "and" another DR 5 option.
Upgrade [2]: Your DR 5 improves to DR 10, but adds "or" another DR 5 option.
Upgrade [2]: Your DR increases by its base amount. STACKING LIMITED.
Upgrade [1]: Your DR increases by its base amount, but adds "or magic". STACKING LIMITED.
Energy Blast (Su) [3]: You can unleash a blast of energy at will as a standard action. This is a ranged touch attack that affects a single target in Medium range. The attack deals 1d6 damage per HD, plus effects as per the mage Energy Bolt power.
Upgrade [1]: Once per encounter, your attack affects everyone in a 60' line, with a Reflex save for half.
Upgrade [2]: Once per encounter, your attack affects everyone in a 30' cone, with a Reflex save for half.
Upgrade [2]: Once per encounter, your attack affects everyone in a 15' radius burst or spread centered on you, with a Reflex save for half.
Upgrade [3]: Once per encounter, your attack affects everyone in a 10' radius burst or spread centered in Medium range, with a Reflex save for half.
Upgrade [3]: Once per encounter, your attack affects one five-foot cube point of Limiting Factor, placed within Medium range, with a Reflex save for half.
Upgrade [2]: Area uses of your Energy Blast are selective.
Upgrade [2]: The damage of your energy blast increases by one die step. STACKING LIMITED.
Upgrade [2]: The area or range of your energy blast increases by 100%. STACKING UNLIMITED.
Upgrade [2]: You can apply an additional energy type to your energy blast (this upgrade also grants another type you can choose from, as per the Duplication).
Upgrade [1]: If you can affect an area with your energy blast, you increase the per-encounter uses of all area options by one.
Duplication [1]: You gain another type of energy to make energy blasts with. You choose which energy type (or types, if you have the multiple energy types upgrade) you use with each blast.
Enhanced Vision (Ex) [0]: You gain Low Light Vision OR Darkvision 60'.
Duplication [1]: You gain the other form of Enhanced Vision.
Upgrade [1]: Your Darkvision range increases by 60', or your Low Light Vision multiplier increases by 1. STACKING UNLIMITED.
Enhancement (Su) [1 or 2]: You gain an ability as if from a magical armor or weapon with a +1 enhancement value as an inherent ability. The EP cost is 1 for an armor enhancement or 2 for a weapon enhancement.
Duplication [1 or 2]: You gain an ability of the other sort (armor if you have weapon, weapon if you have armor). UPGRADE INDEPENDENT.
Upgrade [1 or 2]: You add an additional +1 value, which can be used to purchase a stronger ability or a different ability.
Extra Limbs (Ex) [2]: You gain additional pair of limbs. Additional pairs of arms allow you to wield additional weapons. Additional arms also provide a +4 bonus on Athletics checks to climb and swim, or on Maneuver checks to grapple. Additional pairs of legs give you a +4 bonus to resist Trip, Bull Rush, and Overrun maneuvers, or other effects that are affected by Stability. They also increase your land speed by 10'.
Upgrade [2]: You gain yet another pair of limbs. STACKING LIMITED.
Fast Healing* (Su) [4]: You gain Fast Healing 1.
Upgrade [2]: Your Fast Healing increases by 1.
Flight* (Ex) [2]: You gain winged flight, with a speed equal to your land speed. Medium or smaller characters have Good maneuverability, Large characters Average, Huge Poor.
Duplication [1]: You instead fly by means of magic. Your maneuverability becomes Perfect, and this ability becomes (Su).
Upgrade [1]: Your Fly speed increases by 20'. STACKING UNLIMITED.
Frightful Presence (Ex) [3]: You gain the Frightful Presence ability.
Gills (Ex) [1]: You can breathe underwater.
Immunity (Ex) [Varies]: You gain an immunity, chosen from the following list. These immunities are solid for what they are, but don't hold up well against piercing abilities; any effects that allows a check to ignore these immunities gets a +5 bonus, while effects that deal half damage through immunities instead deal ¾ damage.
- Immunity to a specific status effect (stunned, sickened, frightened, poisoned, etc) costs 1 EP.
- Immunity to a related group of status effects (fear, sickened/nauseated, stunned/dazed, etc) costs 2 EP.
- Immunity to an energy type (fire, negative energy, holy, etc) costs 3 EP.
- Immunity to a group of effects (free movement, death ward, charms, compulsions, etc) costs 4 EP.
- Immunity to a broad group of effects (mind-affecting, true seeing, etc) costs 8 EP.
Duplication [Varies]: You gain an additional immunity by paying its point cost.
Improved Natural Armor (Ex) [1]: You gain a +2 Enhancement bonus to your natural armor.
Upgrade [1]: Your natural armor Enhancement bonus further increases by +1.
Incorporeal* (Su) [8]: You gain the Incorporeal subtype.
Leveled Ability [Varies]: You gain a Leveled ability. This is a spell, psionic power, invocation, martial maneuver, or any other type of ability that is grouped with other abilities that are given distinct levels. Leveled abilities cannot have a level higher than your Limiting Factor, or 1/2 your CR, rounded up, whichever is lower.
If the list of abilities the ability is drawn from has only six levels, treat the effective level as half again as high. If it has fewer than six levels, double the effective level (for example, a fourth level bard spell would count as a sixth level spell, while a fourth level ranger spell would count as an eighth level spell).
These abilities retain any type distinctions they normally have. Spells become spell-like abilities, psionic powers become psi-like abilities, maneuvers remain exceptional or supernatural, invocations remain spell-like, and so on. These abilities are each usable once per day. Additionally, any time you successfully complete an encounter, you recover your daily uses of all Leveled abilities.
Metamagic feats and similar feats can be applied to leveled abilities when they are chosen, permanently altering the ability and its effective level. In this case, you don't need to possess the feat in question.
You may not gain Leveled abilities that have special additional costs (expensive, unique, or priceless material components or focuses, XP costs, etc).
The EP cost of a Leveled Ability is equal to twice the level of the ability, except for maneuvers, which cost 1 EP per maneuver level.
At the DM's discretion, a character may also be allowed to gain Leveled Abilities of higher level than your normal limit (this option is suggested only for primarily utility abilities, and is best reserved for NPCs in most cases). In this case, the EP cost triples.
Rather than gaining the ability, you can improve an existing Leveled Ability, making it usable at will. This is only allowed for Leveled Abilities of half your maximum level or less, unless the DM allows otherwise (in which case, as before, the cost is tripled).
Duplication [Varies]: You gain (or improve) another Leveled Ability by paying its cost.
Mount (Ex) [1]: You can serve another creature as a mount.
Natural Attacks (Ex) [1]: You gain a single primary natural attack that deals 1d8 + Str Modifier damage, or two secondary natural attacks that deal 1d6 + ½ Str Modifier damage. You may not use secondary natural attacks along with weapons or unarmed strikes. You may use primary natural attacks along with weapons or unarmed strikes, but they are treated as secondary.
Upgrade [1]: You gain an additional primary natural attack or two additional secondary natural attacks. STACKING LIMITED.
Piercing Attacks (Su) [1]: Your physical attacks overcome DR and Regeneration of a chosen type (so, magic, evil, fire, etc).
Duplication [1]: You may choose another type of DR and Regeneration to overcome.
Pounce (Ex) [1]: You gain the Pounce special ability.
Regeneration* (Su) [6]: The character gains Regeneration 1. You must choose two types of common energy (fire, cold, electricity, acid, or sonic), alignment components, materials, or damage types that cause lethal damage to you. Attacks from these sources ignore any immunities or resistances you possess. Immunity to nonlethal damage does not confer immunity to lethal damage turned nonlethal by your regeneration.
Upgrade [2]: The effects that bypass your Regeneration can be less common, such as force, positive energy, negative energy, mental attacks, etc.
Upgrade [4]: The effects that bypass your Regeneration can be very uncommon, generally being only available to a narrow group of beings or not commonly used as a weapon, such as Vile damage, gold, gemstones, or the like.
Upgrade [8]: The effects that bypass your Regeneration can be very rare and specific, the sort of thing that requires a specific quest, special circumstances, or a high price, such as wood from a tree struck by lightning, the fires of the volcano you were born in, a weapon blessed under the full moon by a circle of druids, a Wish or Miracle spell, etc.
Upgrade [2]: Your regeneration is only overcome by only one effect, rather than two.
Upgrade [2]: Your regeneration increases by 1.
Rend (Ex) [2]: Choose a type of natural attack that you have at least two of. For each two hits you score in a round with that natural attack, you deal additional damage equal to the base damage of both attacks + 1.5 times your Strength modifier.
Resistance (Ex) [1]: You gain Resistance 5 per point of Limiting Factor to a chosen energy type.
Duplication [1]: You gain the Resistance to an additional energy type.
Scent (Ex) [1]: You gain Scent.
Upgrade [1]: Your Scent range increases by 100%. STACKING UNLIMITED.
See In Darkness (Su) [2]: You can see normally in darkness of any sort.
Size* (Ex) [Varies]: You are a different size category:
- Fine: 6 EP.
- Diminutive: 4 EP.
- Tiny: 2 EP.
- Small: 0 EP.
- Medium: 0 EP.
- Large: 4 EP.
- Huge: 8 EP.
- Gargantuan: 12 EP.
- Colossal: 16 EP.
Skilled (Ex) [1]: You gain eight ranks in a certain skill, you are still limited by your normal max ranks.
Upgrade [1]: You gain four additional ranks.
Duplication [1]: You gain the bonus to checks with an additional skill. UPGRADE INDEPENDENT.
Special Attack (Ex) [Varies]: Choose one of your attack forms. Whenever you hit with this attack, you may impose an additional effect or penalty as a swift action. This effect allows a saving throw of your choice to negate (the DC is 10 + ½ your character level + your highest ability score). The EP cost depends on several factors. Special attacks cost a minimum of 1 EP each.
Severity:
- An attack that imposes a flat numerical penalty, or that imposes a condition that only causes flat numerical penalties, costs 1 EP. This penalty cannot exceed 2 + 1/2 the character's Limiting Factor, or a random roll with that as the average.
- Any effect that causes more than a flat stat penalty costs 2 EP.
- Any effect that would prevent the target from taking standard actions or from choosing its actions costs 3 EP.
- Any effect that would render the target helpless or unable to take actions costs 4 EP.
- Any effect that would give the character persistent control over the target costs 6 EP.
- You may impose multiple effects, adding the severity values together.
Duration:
- One Round: 0 EP.
- Multiple Rounds: 1 EP.
- Minutes: 2 EP.
- Tens of Minutes: 3 EP.
- Hours: 4 EP.
- Days: 5 EP.
- Permanent: 6 EP.
Utility:
- Requires making a single attack as a standard action: -2 EP.
- No save against the effect: Square the severity, and add 2 EP.
- Successful save leaves the target immune for encounter: -1 EP.
- Successful save leaves the target immune for one day: -2 EP.
- Successful save leaves the target permanently immune: -3 EP.
- Requires a touch attack: Double cost.
- Does not deal normal attack damage: 3/4 cost.
Duplication [1]: You gain an additional special attack, which must have an equal or lesser cost than your main special attack.
Speed (Ex) [1]: You add +10' to all modes of movement.
Upgrade [1]: You add an additional 10' to all modes of movement. STACKING UNLIMITED.
Spell Resistance (Ex) [4]: You gain SR of 6 + your CR.
Upgrade [1]: You increase your SR by 1.
Stat Swap (Ex) [2 or 4]: Choose a single stat or three skills. You can substitute an ability score of your choice for another ability score as it relates to that stat or those skills. The cost is doubled if swapping a mental score for a physical score or vice-versa.
Duplication [2 or 4]: You make another stat swap.
Sustenance (Su) [Varies]: You are sustained naturally. You may choose one of the following benefits:
- No Need Food: 2 EP.
- No Need Water: 2 EP.
- No Need Air: 4 EP.
- No Need Sleep: 2 EP (must still rest to recover spells).
Duplication [Varies]: You may choose an additional form of sustenance by paying its point cost.
Swallow Whole (Ex) [3]: You gain the Swallow Whole ability.
Swim (Ex) [1]: You gain a Swim speed equal to your base land speed.
Upgrade [1]: Your Swim speed increases by 20'. STACKING UNLIMITED.
Telepathy (Su) [1]: You can communicate telepathically with anyone in 30' who has a language.
Upgrade [1]: Your telepathy range increases by 30'. STACKING UNLIMITED.
Upgrade [2]: As a full-round action, you can send a telepathic message of 25 words or less to a character you know the name of within ten miles per 30' of your normal telepathy distance.
Tough Hide (Ex) [1]: You gain a natural armor bonus equal to half your level.
Trample (Ex) [2]: You gain the Trample special ability, with damage as a primary natural attack.
Tremorsense (Ex) [2]: You gain Tremorsense out to 30'.
Upgrade [1]: Your Tremorsense range increases by 30'. STACKING UNLIMITED.
Turn Resistance (Ex) [2]: You gain Turn Resistance +2.
Upgrade [2]: Your Turn Resistance increases by 2. STACKING LIMITED.
Uncanny Dodge (Ex) [2]: You gain Uncanny Dodge.
Upgrade [1]: You instead gain Improved Uncanny Dodge.
Unnatural Aura (Su) [1]: Normal animals refuse to approach you unless its master can make a Handle Animal, Ride, or Wild Empathy check. The DC is equal to your Integrity, and you can oppose the check with Intimidate.
Weakness [-1+]: You have some special weakness, which gives you additional Evolution points. You cannot have more total points from weaknesses than twice your Limiting Factor.
Weaknesses do not provide a large amount of EP. In the case of PCs, the actual penalty of the weakness is not really expected to come into play; rather, the weakness is presumed to be something that restricts your options, gives your enemies a tool to use against you, and so on. Situations where your weaknesses will be brought into play are expected to be avoided. Basically, when you take a weakness, you are saying, "My character is likely to avoid/flee/circumvent these situations". The penalty is primarily a measure of how severely the character is punished for not doing so.
If the DM feels that an NPC's weaknesses will substantially affect the encounter, its CR can be appropriately reduced.
- A weakness that doesn't appreciably hinder you in general play grants 0 EP.
- A weakness that mainly restricts your options or role playing grants 1 EP. You may have no more than four such weaknesses.
- A weakness that causes a minor mechanical hindrance (small check penalties, loss of hit points, etc) grants 2 EP.
- A weakness that causes a serious hindrance (large check penalties, flat failure chances, loss of actions or resources, vulnerabilities) grants 3 EP.
- A weakness that causes a major hindrance (auto-failing checks, loss of turns, loss of major abilities, crippling vulnerabilities) grants 4 EP.
- A weakness that can prove lethal grants 5 EP.
Weapons Master (Ex) [1]: You may treat weapon attacks as unarmed or natural weapon attacks whenever beneficial.
Web (Ex) [3]: You gain the Web ability.