Invoker Sometimes it's not enough to summon a rampaging engine of destruction to the battlefield. Sometimes, you have to become one yourself!

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1 Invoker Sometimes it's not enough to summon a rampaging engine of destruction to the battlefield. Sometimes, you have to become one yourself! The invoker is an archetype of the summoner class. Diminished Spellcasting: An invoker loses access to 7th through 9th level spells and has a lower Base MP as noted below. Level Base Spell MP Level 1 st 1 1 st 2 nd 2 1 st 3 rd 3 1 st 4 th 5 2 nd 5 th 8 2 nd 6 th 10 2 nd 7 th 13 3 rd 8 th 18 3 rd 9 th 22 3 rd 10 th 26 4 th 11 th 33 4 th 12 th 39 4 th 13 th 44 5 th 14 th 53 5 th 15 th 61 5 th 16 th 67 6 th 17 th 78 6 th 18 th 88 6 th 19 th 99 6 th 20 th th Martial Prowess: An invoker s base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases invoker s hit dice from d6 to d8. Limit Breaks (Su): At 1st level, the invoker receives the Limit Breaks (Eidolon's Fury and Eidolon's Sanction). Eidolon's Fury (Su): This Limit Break allows the invoker to enhance the connection she has to her invoked Eidolon. Spells granted by an Eidolon to an invoker deal maximum damage. Supernatural abilities granted by the Eidolon to the invoker have their damage empowered or their defense bonuses doubled. This Limit Break lasts for a duration of 1 round + 1 round per four summoner levels after 1st. This limit break requires only a swift action. Eidolon's Sanction (Su): This Limit Break is quite dangerous to the invoker as it involves great risk as she directly petitions her invoked Eidolon for aid. When the invoker uses this Limit Break, roll a percentile dice. On a roll of 1-45, the invoker s Eidolon grants her aid, on a 46+, she is denied aid. Should the invoker be denied aid, that usage of her Limit Break is not used up, but she cannot Limit Break for 1d4 rounds. Should the invoker be granted aid, she immediately takes 1d4 points of non-lethal damage per summoner level that she is below level 20, and immediately gains the benefits of a level 20 invoker's Eidolon invocation for a duration of 1 round + 1 round per four summoner levels after 1st. This limit break requires only a swift action.

2 These abilities replaces the summoner s standard Limit Breaks. Unarmed Strike (Ex): At 1st level, an invoker gains Improved Unarmed Strike as a bonus feat. An invoker's attacks may be with fist, elbows, knees, and feet. This means that an invoker may make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an invoker striking unarmed. An invoker may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually an invoker's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. An invoker's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. An invoker also deals more damage with her unarmed strikes than a normal person would, as shown on the table below. The unarmed damage values listed on the table below is for Medium invokers. A Small invoker deals less damage than the amount given there with his unarmed attacks, while a Large invoker deals more damage; see the table below. Table: Small, Medium, or Large Invoker Unarmed Damage Level Damage (Small) Damage (Medium) Damage (Large) 1st 3rd 1d4 1d6 1d8 4th 7th 1d6 1d8 2d6 8th 11th 1d8 1d10 2d8 12th 15th 1d10 2d6 3d6 16th 19th 2d6 2d8 3d8 20th 2d8 2d10 4d8 This ability replaces spell proficiency and paragon summons. Invoke Eidolon (Su): At first level the invoker gains the ability to call upon the powers of the Eidolons, great beings from beyond the mortal veil. These beings grant the invoker powers based on the level of class level of the invoker. An invoker may invoke at any time performing a ritual that takes 1 minute to complete. Once completed, the invoker is empowered. The empowerment lasts for as long as the invoker wishes, and the invoker can even sleep while empowered. If the invoker dies or goes unconscious from anything other than natural sleep, the invocation ends. While under the empowerment of an invocation, the invoker counts as both their normal type and an outsider, and uses whichever is beneficial to her at any one time. At 1st level, the invoker chooses one Eidolon to invoke. At 3rd level, and every 3 levels thereafter, she gains an additional Eidolon to invoke. She can only invoke one Eidolon at a time. See below for a list of Eidolons and their effects. In addition, at 1st level, the invoker, while invoked, gains a pool of evolution points to spend. The pool of evolution points increases at 3rd level and every 5 levels thereafter as noted on the chart below. Evolution points must be spent on abilities that mimic her primary Eidolon. If multiple Eidolons are invoked as per the Twin Eidolon class feature, the invoker must choose one to be her primary Eidolon. Beginning at 3rd level, when the invoker chooses to invoke an Eidolon, she may gain one of the following effects. At 8th level and every 5 levels thereafter, the invoker may choose an additional effect to gain when beginning an invocation. Invocation bonuses may have a minimum level and are noted in their entry. Each effect lasts while the invocation lasts, and each time she invokes, she chooses a different set of benefits. No matter how many Eidolons she has invoked, she gains 1 set of abilities. Abilities may be chosen multiple times, their effects stack. Table: Invocation Bonuses Effect Name Description Minimum Level (if any)

3 Body Fuel Gain +5 Hit Points 3 rd Energy Resistance Choose one element, gain 5 Resistance to that element 3 rd Divine Insight Gain a +1 insight bonus on Saving Throws 3 rd Tough Body Gain Damage Reduction 1/- 3 rd Good Defenses Gain +2 insight bonus to AC 8 th Swift Hits Gain +2 insight bonus on Attack rolls 8 th Heavy Hits Gain +2 insight bonus on Damage rolls 8 th Swiftness Gain +2 insight bonus on Initiative 8 th Muscle Building Gain +2 enhancement bonus to Strength 13 th Quickness Drills Gain +2 enhancement bonus to Dexterity 13 th Body Training Gain +2 enhancement bonus to Constitution 13 th Mental Acuity Gain +2 enhancement bonus to Intelligence 13 th Sageacity Gain +2 enhancement bonus to Wisdom 13 th Magnetism Gain +2 enhancement bonus to Charisma 13 th Eidolon's Influence Gain the Slippery Mind Ability* 18 th Bastion of Life Gain immunity to Negative Levels and Ability Damage/Drain* 18 th Mental Lock Gain immunity to mind-affecting effects* 18 th Battle Armor Gain Moderate Fortification (50% immunity)* 18 th *Cannot be taken more than once. This ability replaces avatar, blood pact, shield ally, transposition, greater blood pact, greater shield ally, tireless pact, merge forms, and mighty blood pact. Blessing from Beyond (Su): At 2nd level, an invoker forms a special bond with her Eidolons. Once per day per Eidolon that the invoker can invoke, when the invoker would be reduced to less than 0 hit points, she may shut off her invocation as an immediate action to heal 1d8 + summoner level (maximum of 5) hit points. If this would put the invoker back above 0 hit points, she remains conscious and healthy. She cannot re-invoke for 10 minutes after using this ability. Each Eidolon beyond the first adds 1d8 to the healing and 5 to the level cap of bonus healing. At 4th level, the invoker may extend this healing to a second target by touching the target and releasing her invocation. At 8th level, the invoker may reduce her healing (either on herself or another target) by 1d8 to remove the Blinded, Shaken or Sickened conditions. At 12th level, the invoker may reduce her healing (either on herself or another target) by 2d8 to remove the Dazed, Diseased or Silenced conditions. At 16th level, the invoker may reduce her healing (either on herself or another target) by 3d8 to remove the Cursed, Immobilized, Nauseated, Poisoned or Slowed conditions. And finally at 20th level, the invoker may reduce her healing (either on herself or another target) by 4d8 to remove the Berserk, Disabled, Paralyzed, Stunned or Zombie conditions. This ability replaces life link, summon monster I, and bond senses. Dedication (Su): At 7th level, the invoker may invoke her Eidolons faster than normal. The ritual to invoke an Eidolon requires a full-round action instead. This does not reduce the cooldown of Blessing from Beyond. At 19th level, the invoker may invoke as a standard action. This ability replaces maker's call.

4 Eidolon Senses (Ex): At 10th level, the invoker's bond increases. While invoked, the invoker gains 60 feet of darkvision (or +30 feet if she already has darkvision), low-light vision (doubling the normal range if she already has low-light vision) and the scent ability. This ability replaces clear mind. Eidolon Shield (Su): At 13th level, an invoker's life is precious to her Eidolons, and they don't wish the invoker to come to harm. At the start of each combat encounter, the invoker gains temporary hit points equal to her Charisma modifier x the number of her Eidolons. This ability replaces life bond. Eidolon's Armor (Su): At 17th level, the invoker gains one of the final enhancements from her Eidolons. While invoked, she gains damage reduction equal to the number of Eidolons she has (6/- at 17th level). This ability replaces superior shield ally. Twin Eidolon (Su): At 20th level, an invoker has reached the pinnacle of her power. She may now invoke 2 different Eidolons, gaining the full benefits of both. This ability replaces twin avatar. List of Eidolons and their effects Granted Abilities The supernatural abilities that an Eidolon grants are given on the table below. The following rules govern these supernatural abilities. All powers granted by Eidolons are supernatural in origin, even if they replicate spells or abilities that are normally considered magical. Limit Breaks granted by invoking an Eidolon are in addition to the Limit Breaks gained from class levels, and run off the same usage limit. Supernatural abilities are magical and thus are suppressed in an anti-magic field. Supernatural abilities are not subject to spell resistance. Supernatural abilities cannot be dispelled. Using a supernatural ability is a standard action unless otherwise noted. Some of the supernatural abilities granted by Eidolons provide constant benefits once activated. If the duration of a particular effect is not stated or implied by the ability description, assume it is constant. Typically, invokers take a few moments to activate such abilities immediately after making a connection with their Eidolon. Most effects that are not constant can be used only once every 5 rounds (see ability description for details). If a supernatural ability granted by an Eidolon mimics the effect of a spell, the caster level of that ability is always equal to the invoker's effective caster level. The use of an Eidolon-granted ability never threatens failure through distraction or damage. Supernatural abilities do not have somatic or verbal components, but certain requirements might apply to the use of individual granted abilities. For instance, an invoker using a breath weapon must be able to open her mouth and breathe. Similarly, a character must have a free hand to make a melee touch attack. In a grapple, the character makes a touch attack as though armed with a light weapon. Supernatural abilities do not have a spell failure chance when using vestige-granted abilities by an armored invoker, even when those abilities mimic spells.

5 An invoker shows no outward sign when using a granted ability, unless the ability description specifies that she must concentrate, or the use of the ability would be obvious based on its description (such as a ray projecting from the invoker's eyes). When subjected to a supernatural ability that requires a saving throw but has no obvious effect, the target feels a hostile force or tingle but does not necessarily know the source or nature of the attack. Effects created by the invoker's supernatural abilities end when the Eidolon leaves the invoker, or if the invoker dies while invoked. The DC for a saving throw against an Eidolon-granted power is (10 + half of the summoner s level + her Charisma Modifier). Abilities that duplicate the benefit of a feat do so even if the recipient does not qualify for the feat. Eidolon Name Alexander Bahamut Carbuncle Diabolos Fenrir Garuda Ifrit Leviathan Odin Ramuh Shiva Siren Titan Total Evolution Points (Addition) Invoked Effects by Level (Note: The invoker only gains the effects while she has an Eidolon invoked.) Level 1 Level 3 Level 8 Level 13 Level 18 Holy Judgment Blast Punch Light II Lofty Challenge Curaga Megaflare Hunting Dive Impulse Draconic Crush Frightful Presence Searing Light Healing Ruby Shining Ruby Glittering Ruby Ruby Light Black Hole Dark II Nether Blast Pit of Despair Corruption Howling Moon Moonlit Charge Icy Breath Lunar Bay Ecliptic Howl Aerial Blast Garuda s Favor Aero II Aerial Armor Aeroga Hellfire Fire II Crimson Roar Firaga Eruption Tidal Wave Water II Grand Fall Waterga Spring Water Zantetsuken Temper Valhalla s Call Enspell III Phantom Blade Strike Judgment Bolt Thunder II Rolling Thunder Lightning Armor Thundaga Diamond Dust Blizzard II Frost Armor Blizzaga Hailstorm Lunatic Voice Water II Mesmerizing Voice Waterga Water Shield Earthen Fury Stone II Earthen Ward Stonega Geocrush 3 (+3) 5 (+2) 8 (+3) 12 (+4) 17 (+5) Evolutions Each eidolon gains 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

6 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 half of the eidolon s Strength modifier on damage rolls (if positive). If the eidolon has only 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 be selected only once. 1-Point Evolutions The following evolutions cost 1 point from the eidolon's evolution pool. Bite (Ex): The 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): The eidolon has a pair of vicious claws at the ends 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, up to the number of limbs evolutions the eidolon possesses. This evolution can be applied to any number of limbs (arms) evolutions, but no more than one limbs (legs) evolution. Climb (Ex): The 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): The 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 by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack. Improved Natural Armor (Ex): The 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, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2. Magic Attacks (Su): The 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 natural attacks are treated as the alignment of the eidolon for the purpose of overcoming damage reduction. Pincers (Ex): An eidolon grows large pincers at the ends 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 their pincers gain a +2 bonus on combat maneuver checks 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, up to the number of limbs (arms) evolutions the eidolon possesses.

7 Pull (Ex): The 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 the eidolon succeeds at this check, it pulls the target of the attack 5 feet closer to it. This ability works only on creatures of a size category equal to or smaller than the eidolon. Creatures pulled 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. Prerequisite: Reach of 10 feet or more. Push (Ex): The 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 the eidolon succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This ability works only on creatures of a size category 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 the eidolon's attacks is capable of striking foes at a distance. Select 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 elemntal type, which is usually reflected in its physical body (ashen hide for fire, icy breath for ice, and so on). Pick one elemental type (dark, earth, fire, ice, light, lightning, water, or wind). The eidolon gains elemental resistance 5 against that elemental 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 outsider type. Scent (Ex): The 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 the opponent is downwind, the range 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 as 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. Slam (Ex): The 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, up to the number of the eidolon's limbs (arms) evolutions. Sting (Ex): The 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). This evolution can be selected more than once, up to the number of tail evolutions the eidolon possesses. Swim (Ex): The eidolon gains webbed hands, webbed 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): The eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks to balance on a surface. This evolution can be selected more than once. Tail Slap (Ex): The 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). This evolution can be selected more than once, up to the number of tail evolutions the eidolon possesses. Prerequisite: Tail evolution.

8 Tentacle (Ex): The eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once. Wing Buffet (Ex): The 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). Prerequisite: Flight (wings) evolution. 2-Point Evolutions The following evolutions cost 2 points from the eidolon's evolution pool. Ability Increase (Ex): The 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 be applied only once to an individual ability score, plus one additional time for every 6 levels the summoner possesses. Elemental Attacks (Su): An eidolon s attacks become charged with elemental energy. Pick one elemental type: dark, earth, fire, ice, light, lightning, water, or wind. All of the eidolon s natural attacks deal 1d6 points of elemental damage of the chosen type on a successful hit. Prerequisite: The summoner must be at least 5th level before selecting this evolution. Flight (Ex or Su): The 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 its 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. If the eidolon f lies by magic, this is a supernatural ability. The eidolon can increase its fly speed by spending additional evolution points, gaining a 20-foot increase to its fly speed for each additional point spent. Prerequisite: Summoner level 5th. Gore (Ex): The 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): The eidolon becomes adept at grappling foes, gaining the grab ability. Select one of the following attacks: bite, claw, pincers, slam, tail slap, or tentacle. 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 works only on creatures at least one size category smaller than the eidolon. Eidolons with this evolution gain a +4 bonus on combat maneuver checks to grapple. Immunity (Su): An eidolon s body becomes extremely resilient to one elemental type, gaining immunity to that type. Pick one elemental type: dark, earth, fire, ice, light, lightning, water, or wind. The eidolon gains immunity to that elemental type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different elemental type. Prerequisite: The summoner must be at least 7th level before selecting this evolution. Limbs (Ex): The 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 slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

9 Poison (Ex): The eidolon secretes toxic venom, gaining a poison attack. Select one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Prerequisites: Summoner level 7th; bite or sting evolution. Eidolon 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 + half of the eidolon s Hit Dice + 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. Rend (Ex): The 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 on to 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. Prerequisites: Summoner level 6th, claws 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. Tremorsense (Ex): The eidolon becomes attuned to vibrations in the ground, gaining tremorsense with 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. Prerequisite: Summoner level 7th. Trip (Ex): The 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, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, the target is knocked prone. If the eidolon fails, it is not tripped in return. This ability works only on creatures of a size category equal to or smaller than the eidolon. Prerequisites: Bite evolution. 3-Point Evolutions The following evolutions cost 3 points from the eidolon's evolution pool. Blindsense (Ex): The eidolon's senses become incredibly acute, giving it blindsense with a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it can't see without having to attempt 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. Prerequisite: Summoner level 9th. Burrow (Ex): The 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 clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface. Prerequisite: Summoner level 9th. Frightful Presence (Ex): The 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 succeed at a Will save or become shaken for 3d6 rounds. The DC of this save is equal

10 to 10 + half of the eidolon s Hit Dice + the eidolon's Charisma modifier. If the eidolon has at least 4 more Hit Dice than an opponent that fails this save, that opponent becomes frightened instead. Foes with more Hit Dice than the eidolon are immune to this effect. Prerequisite: Summoner level 11th. 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. Web (Ex): The eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus one creature of up to the same size. It can throw webbing as a ranged touch attack up to eight 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 a successful Escape Artist check, or with a Strength check at a 4 penalty. The DC of these checks is equal to 10 + half of the eidolon s Hit Dice + the eidolon's Constitution modifier. The webs have a hardness of 0 and a number of hits points equal to the eidolon's total Hit Dice. The eidolon can climb its own webs at its climb speed and can pinpoint the location of any creature touching its webs. Prerequisites: Summoner level 7th; climb evolution. 4-Point Evolutions The following evolutions cost 4 points from the eidolon's evolution pool. Blindsight (Ex): The eidolon's senses sharpen even further, granting it blindsight with 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. Prerequisites: Summoner level 11th, blindsense evolution. Breath Weapon (Su): An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either dark, earth, fire, ice, light, lightning, water, or wind. 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 + half of 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). Prerequisite: The summoner must be at least 9th level before selecting this evolution. Fast Healing (Su): The eidolon's body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage per round, just like via 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 point per round for every 2 additional evolution points spent (to a maximum of 5 points per round). Prerequisite: Summoner level 11th. 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. Prerequisite: The summoner must be at least 15th 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. Prerequisite: The summoner must be at least 11th level before selecting this evolution.

11 Spell Resistance (Ex): The 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. Prerequisite: Summoner level 9th.

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