True Summoner (3.5e Class)

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True Summoner[edit]

True Summoners are historically wizards and sorcerers that diverged from the traditional form of studying magic to pursue the knowledge of summoning creatures of other planes. These summoners focus their study of the arcane toward learning about creatures from other planes and forming bonds with those that they feel a connection with. Many times these summoners also are able to summon a creature of their own creation, commonly referred to as an eidolon, to aid them in battle.

Making a True Summoner[edit]

True summoners differentiate themselves from other spellcasters by focusing almost exclusively on buffing allies and debuffing enemies while their summoned creature does most of the damage in battle. The summoner is very good at strengthening allies, but alone is not a reliable source of damage. The summoner is extremely reliant on his summoned creatures to aid him in battle and will often struggle if he is caught without his creatures in battle. Due to the summoner's focus on a specific type of magic, their spell list is uncharacteristically small for spellcasters and, as a result, often suffer from a lack of utility and damage spells.

Abilities: Charisma is the most important ability score as it determines the number of times the summoner can successfully call a creature to his aid as well as serving as his spellcasting modifier. Dexterity and Constitution are also very important for the times when summoners are being targeted or are caught out without having a summoned creature nearby. Intelligence is important for communication with summoned creatures other than his eidolon as they often do not share a common language. Strength is the least important score for a summoner as they rely on their summoned creatures to handle the hand-to-hand combat.

Races: Any, but usually magically inclined races are more successful summoners such as Halflings or Elves.

Alignment: Any, but summoners tend toward a neutral or chaotic alignment as they break the mold of traditional magic study.

Starting Gold: 3d6×10 gp (100 gp).

Starting Age: Complex.

Table: The True Summoner

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Cantrips, Eidolon, Life link, Master Summoning 4 1
2nd +1 +3 +0 +3 Bond senses 5 2
3rd +2 +3 +1 +3 Improved Master Summoning I 5 3
4th +3 +4 +1 +4 Shield ally 5 3 1
5th +3 +4 +1 +4 Improved Master Summoning II 5 4 2
6th +4 +5 +2 +5 Maker's call 5 4 3
7th +5 +5 +2 +5 Improved Master Summoning III 5 4 3 1
8th +6/+1 +6 +2 +6 Transposition 5 4 4 2
9th +6/+1 +6 +3 +6 Improved Master Summoning IV 5 5 4 3
10th +7/+2 +7 +3 +7 Evolution surge 5 5 4 3 1
11th +8/+3 +7 +3 +7 Improved Master Summoning V 5 5 4 4 2
12th +9/+4 +8 +4 +8 Greater shield ally 5 5 5 4 3
13th +9/+4 +8 +4 +8 Improved Master Summoning VI 5 5 5 4 3 1
14th +10/+5 +9 +4 +9 Life bond 5 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Improved Master Summoning VII 5 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Merge forms 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Improved Master Summoning VIII 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Greater evolution surge 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Master Summoning (Gate) 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Twin Eidolon 5 5 5 5 5 5 5

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Religion, The Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis).

Class Features[edit]

All of the following are class features of the true summoner.

Weapon and Armor Proficiency: True Summoners are proficient with simple weapons, plus a single weapon of choice. They are proficient in light armor, but are not able to use any other type of armor or they lose their ability to freely summon creatures during battle.

Spells: A True Summoner uses Charisma as their ability modifier and, as with the sorcerer, does not need to prepare his learned spells at the beginning of each day. To learn or cast a spell, a True Summoner must have a Charisma score equal to at least 10 + the spell level. When leveling, a true summoner can forget up to his caster level of his current spells to learn new ones. The Difficulty Class for a saving throw against a True Summoner's spell is 10 + the spell level + the summoner's Charisma modifier.


True Summoners choose their spells from the following list:

0—Arcane Mark, Dancing Lights, Detect Magic, Flare, Light, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic, Resistance

1st—Alarm, Charm Person, Color Spray, Compel Hostility, Comprehend Languages, Enlarge Person, Expeditious Retreat, Grease, Identify, Jump, Mage Armor, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Reduce Person, Shield, Summon Monster I

2nd—Barkskin, Bear's Endurance, Blindness/Deafness, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Ghoul Touch, Glitterdust, Hypnotic Pattern, Owl's Wisdom, Protection from Arrows, Rage, Resist Energy, Scare, Spectral Hand, Spider Climb, Summon Eidolon, Summon Monster II, Touch of Idiocy, Web

3rd—Dispel Magic, Displacement, Fly, Haste, Heroism, Hold Person, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Protection from Energy, Ray of Exhaustion, Sepia Snake Sigil, Sleet Storm, Slow, Stinking Cloud, Suggestion, Summon Monster III, Tongues, Tiny Hut

4th—Bestow Curse, Charm Monster, Confusion, Contagion, Crushing Despair, Dimension Door, Enervation, Fear, Greater Invisibility, Lesser Geas, Lesser Globe of Invulnerability, Mass Enlarge Person, Mass Reduce Person, Polymorph, Rainbow Pattern, Remove Curse, Secure Shelter, Shout, Solid Fog, Stoneskin, Summon Monster IV

5th—Baleful Polymorph, Contact Other Plane, Dismissal, Dominate Person, Feeblemind, Hold Monster, Interposing Hand, Lesser Planar Binding, Mind Fog, Overland Flight, Passwall, Secret Chest, Sending, Seeming, Summon Monster V, Symbol of Sleep, Telekinesis, Telepathic Bond, Teleport, Waves of Fatigue

6th—Antimagic Field, Eyebite, Forceful Hand, Geas/Quest, Greater Dispel Magic, Greater Heroism, Globe of Invulnerability, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Mass Suggestion, Mislead, Planar Binding, Repulsion, Summon Monster VI, True Seeing, Symbol of Fear, Veil

Table: True Summoner Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5



Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

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


Full features of the Eidolon are given at the bottom of the guide.


Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.


Master Summoning (Sp): The true summoner has spent their time learning how to summon all manner of creatures into the same plane and as such they have become masters of their craft. These summoners are able to call upon creatures that they have seen or have studied as a spell-like ability a number of times per day equal to 3 + the summoner's Charisma modifier as a normal action (will provoke attacks of opportunity). The summoner is able to exert his will to call upon a creature that has a Challenge Rating equal to or less than the current summoner level (maximum of CR 20). If the summoner attempts to summon a creature that has an opposed alignment to the summoner's, he must make a DC 10 + the creature's challenge rating save or fail to summon the creature (doing this still expends a master summoning use). If the creature the summoner has summoned a creature that does not wish to obey the summoner's commands, they two must make opposed Charisma checks. If the summoner wins the opposed check, the creature will obey the summoner's commands until that creature is dismissed or until the summoner can no longer hold the creature on this plane. If the creature wins the opposed check, it is free to act as it wishes and may or may not follow the summoner's commands. A creature summoned in this manner will stay on the summoner's plane with the summoner for 1 minute/summoner level or until dismissed as a swift action. Due to the exertion the summoner must go through to maintain a creature on his plane, the summoner is only able to have one creature summoned at any one time (this includes his Eidolon).

At 19th level, the summoner has gained such expertise over summoning creatures that he is able to temporarily open a rift to a plane he wishes to summon a creature from as if by using the gate spell. Doing this requires the same material components that a normal gate spell would and the summoner still must respect the restrictions of the spell.


Bond Senses (Su): Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.


Improved Master Summoning: As a summoner increases in power, his knowledge of the planes and the creatures inhabiting it grows. Beginning at 3rd level, any creature summoned using a summoner's "Master Summoning" ability will have a +1 bonus to both Strength and Constitution for the ability's duration. The Improved Master Summoning increases every other level up to a maximum of +8 to both Strength and Constitution at 17th level.


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


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


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


Evolution Surge (Sp): At 10th level, a summoner has developed such a close bond with his Eidolon that he is able to sacrifice some of his very essence to grant his Eidolon temporary strength. A summoner can gift his Eidolon more power equal to a number of times per day of 1 + the summoner's Charisma modifier and lasts up to a maximum 1 round/level. While the ability is active, the Eidolon gets an extra 4 evolution points.

At 18th level, the summoner has become adept at empowering his Eidolon and, as such, awards the Eidolon an extra 6 evolution points.


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

Epic True Summoner[edit]

Table: The Epic True Summoner

Hit Die: d4

Level Special
21st Improved Master Summoning IX
22nd Bonus Feat
23rd Improved Master Summoning X
24th
25th Improved Master Summoning XI
26th Bonus Feat
27th Improved Master Summoning XII
28th
29th True Summoning
30th Split Summoning

2 + Int modifier skill points per level.

Improved Master Summoning: At epic levels, Improved Master Summoning continues to add +1 to the creature's Strength and Constitution modifier for each rank.

True Summoning (Sp): A summoner has reached the peak of what his abilities will allow him to do and as such, he is able to exert his will to summon creatures usually inaccessible to him. By sacrificing 1d10 hit points per 1 challenge rating, a summoner is able to successfully summon a creature of a higher challenge rating than his summoner level.

Split Summoning: This summoner's ability to call upon creatures from other planes has become legend across the land. You are able to summon both your Eidolon and a creature and maintain both at the same time. Have fun.

Eidolons[edit]

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.


Making an Eidolon[edit]

Table: Eidolon Base Statistics

Hit Die: d10

Level HD BAB Good Saves Poor 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


Table: Epic Eidolon Base Statistics

Hit Die: d8

Level HD BAB Good Saves Poor Saves Skills Feats Armor Bonus Str/Dex Bonus Evolution Pool Max Attacks Special
21st 16 +16 +10 +5 64 8 +16 +8 27 7 Ability score increase
22nd 17 +17 +10 +5 64 10 +16 +8 28 7
23rd 18 +18 +10 +6 68 10 +18 +9 29 7
24th 18 +18 +11 +6 68 10 +18 +9 30 7
25th 19 +19 +11 +6 72 11 +18 +9 32 7 Ability score increase
26th 20 +20 +11 +6 72 11 +20 +10 33 7
27th 21 +21 +12 +7 76 12 +20 +10 34 7
28th 21 +21 +12 +7 76 12 +20 +10 35 7
29th 22 +22 +12 +7 80 12 +22 +11 36 7
30th 23 +23 +13 +7 80 13 +22 +12 38 8 Ability score increase


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.

    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.

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 Skills[edit]

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 Base Forms[edit]

Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Eidolon attacks add the eidolon’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 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).


Biped: 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: 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: 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.

Evolution List[edit]

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.


1-Point Evolutions[edit]

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


Basic Magic (Sp): 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.


Bleed (Ex): An eidolon gains the ability to inflict bleeding wounds. Select one type of attack. Attacks of that type deal 1d6 points of bleed damage. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a different attack. The bleed effect doesn’t stack.


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): 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 beginning at 1st level.


Low-Light Vision (Ex): 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 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 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.


Slippery (Ex): Due to its slimy hide or a slick exoskeleton, the eidolon is especially slippery. The eidolon gains a +4 bonus to CMD to escape a grapple and on Escape Artist checks.


Spirit-Touched (Su): The eidolon is spirit-touched, granting it 1 minor granted ability from a 1st level spirit of the summoner’s choice. Each time the eidolon is summoned, it manifests the same granted ability as well as the physical sign and influence of that spirit.


Sticky (Ex): The eidolon is especially sticky, whether from a coating of adhesive slime, partially congealed blood, or tiny barbed spines. The eidolon gains a +4 bonus on combat maneuver checks to initiate or maintain a grapple.


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): 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[edit]

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 6 levels the summoner possesses.


Absorb Occult Energy (Su): Whenever the eidolon successfully strikes a creature with an unarmed attack, natural attack, or touch attack, the struck creature must succeed on a Will save (DC equals 10 + ½ the eidolon’s hit dice + its Charisma modifier) or have 1 random minor granted ability the target possesses stolen from them. The minor granted ability becomes suppressed for 24 hours and the eidolon enjoys its benefits for 1d4 minutes before it fades away. This ability cannot steal vestigial companions.


Alignment Smite (Su):

Choose: A single alignment component that opposes one of the summoner’s own.

Benefit: Once per day as a swift action, the eidolon chooses one target within sight. If this target’s alignment matches that chosen for this ability, the eidolon deals an additional +1d6 points of damage with one of its natural weapons. This attack is treated as good-aligned for the purposes of overcoming damage reduction. The alignment smite persists until the target is dead or the eidolon is dismissed. At 10th level, the summoner may spend 1 additional evolution point to allow the eidolon a second daily use of this ability. The summoner must be at least 5th level before selecting this evolution. Evil or true neutral summoners cannot select this evolution.


Channel Resistance (Ex): 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 magi 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): 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): 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): 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 poisontype 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.


Rider Bond (Ex): You and your eidolon share an empathic connection while you ride it. You gain a bonus on Ride checks equal to one-half your summoner level and you also gain Mounted Combat as a bonus feat when mounted on your eidolon. The eidolon must possess the mount evolution to take this evolution.


Shadow Blend (Su): In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.


Shadow Form (Su): The eidolon’s body becomes shadowy and more indistinct. This shadow form grants the eidolon constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The eidolon’s melee attacks deal only half damage to corporeal creatures.


Sickening (Ex): The eidolon’s smell or appearance is so offensive it sickens nearby creatures. Any living creature except its summoner that approaches within 20 feet or begins its turn in that area is sickened for 1 round unless it succeeds at a Fortitude save (DC = 10 + 1/2 the eidolon’s HD + its Con modifier). Creatures that successfully save cannot be affected by the same eidolon’s sickening effect for 24 hours.


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): 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[edit]

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.


Celestial Appearance (Ex): The eidolon appears as a celestial creature and manifests some of the abilities of a celestial.

Prerequisite: Must be of good alignment

Benefit: Spells and effects that target creatures with the good subtype or have specific effects against such creatures affect the eidolon as if it were a celestial. The eidolon gains a +2 bonus on saves against disease, petrification, poison, and electricity spells and effects. It also gains spell resistance equal to 5 + its HD against spells with the evil descriptor.

At 7th level, by spending 2 additional evolution points, this bonus on saves is increased to +4 and the spell resistance is extended to affect any spells and effects from evil creatures.

At 12th level, by spending 2 additional evolution points, this protection is increased to immunity against these attacks and the spell resistance is increased to 11 + its HD (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).


Damage Reduction (Su): An eidolon’s body becomes resistant to harm, granting it damage reduction.

Choose: one alignment: chaotic, evil, good, or lawful.

Benefit: 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.


Fiendish Appearance (Ex): The eidolon appears as a fiendish creature and manifests some of the abilities of a fiend. Spells and effects that target creatures with the evil subtype or have specific effects against such creatures affect the eidolon as if it had that subtype. The eidolon gains a +2 bonus on saving throws against acid, disease, fire, and poison spells and effects. It also gains an amount of spell resistance equal to 5 + its HD against spells with the good descriptor.

The summoner must be evil-aligned to select this evolution.

At 7th level, by spending 2 additional evolution points, the summoner increases the bonus on saving throws to +4 and extends the spell resistance to affect any spells and spell-like abilities cast by good creatures.

At 12th level, by spending 2 additional evolution points, the eidolon gains immunity to acid, disease, fire, and poison. Its spell resistance increases to an amount of equal to 11 + its HD. (The summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade.)


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): 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.


Sacrifice (Su): An eidolon can sacrifice its own health to heal another creature.

As a standard action, the eidolon can sacrifice up to 2 hit points per Hit Die and then touch the target creature, thereby healing the creature for half the amount sacrificed.


See in Darkness (Su): 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[edit]

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): 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): 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): 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): 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): 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.



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