3 Point Evolutions

The following evolution costs 3 points from the Phantom’s evolution pool.

**Arcane Conduit (Su)**

The Phantom gains the feat Eldritch Heritage as a bonus feat, even if it does not meet the prerequisites. By spending 3 additional points, it also gains the feat Improved Eldritch Heritage as a bonus feat.

**Blindsense (Ex)**

A Phantom’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the Phantom 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 Phantom. Visibility still affects the Phantom’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.

**Blood Rage (Ex)**

When the Phantom takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily. By spending 3 additional points, you can increase the bonus to +4 Strength and Constitution.

**Body Thorns (Ex)**

The Phantom's body is covered in dangerous and pointy thorns. Creatures that strike you with a non-reach weapon in melee combat, or who are trying to grapple you, takes 1d4 damage from your thorns. This damage is 1d3 if small sized and 1d6 if large. By spending 1 additional point, you can increase the damage by 1 step, making 1d6 a 1d8 instead. A third point makes it 1d10. If you possess more than one sting attack, you can instead replace this evolution's damage with the sting damage.

**Bramble Incursion (Ex)**

The Phantom must possess the body thorns evolution to select this one. Like a swarm, The Phantom can move into areas occupied by other creatures. Its brambles or body spikes weave quickly across the ground, wounding and tripping creatures sharing the same space. Moving into another creature’s space is a move action that provokes attacks of opportunity. Creatures sharing a space with the Phantom are considered to be moving in difficult terrain. Each time a creature takes a move or standard action within the Phantom's space, it must first succeed at a Reflex save or take 1d8 points of piercing damage from the sharp thorns. This increases to a d10 and then a d12 if the body thorns evolution has been upgraded, or to the Phantom's sting damage if that is what's being used. The save DC is Dexterity-based.

**Burrow (Ex)**

A Phantom grows thick and gnarled claws, allowing it to move through the earth. The Phantom 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.

**Divine Presence (Su)**

The Phantom manifests some of the abilities of a celestial.

Spells and effects that target creatures with the good subtype or have specific effects against such creatures affect the Phantom as if it were a celestial. The Phantom 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).

**Compression (Ex)**

The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

**Confusion (Su)**

The eerie shifting of patterns on the Phantom's body or wings is hypnotic—any creature within 30 feet that does not avert its gaze from the Phantom must make a Will save at the start of each turn or become confused for 1 round. This is a mind-affecting effect—Other Phantoms or creatures with this ability are immune to this effect. Activating it is a swift action and it can be done for a number of rounds per day equal to the Phantom's charisma modifier. The save DC is Charisma-based.

**Damage Reduction (Su)**

A Phantom’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The Phantom 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 Phantom. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. At 16th level, by spending 2 additional evolution points, this can be made DR/-. The summoner must be at least 9th level before selecting this evolution.

**Dimensional Hunter (Su)**

Your Phantom has specialized in tracking and hunting other extra-dimensional creatures. It gains a +2 competence bonus on attack rolls and damage rolls against summoned creatures and other Phantoms, as well as survival checks made to track them.

**Disease (Ex)**

A Phantom carries with it a horrible disease, gaining a diseased natural attack.Pick one natural attack that deals slashing or piercing damage. Whenever the selected attack hits, the target is inflicted with the disease. This disease is one of the following, and when selected it can't be changed. Blinding Sickness, Bubonic Plague, Cholera, Leprosy, Tuberculosis, Rabies, Shattermind, or Zombie Rot. The Onset uses the same time as the Listed Disease, and the save DC is the Phantom's normal ability save DC. For 2 additional evolution points, this Disease has an onset of immediately. For 2 more additional points the frequency becomes once per round. If you possess the curse evolution when selecting this, you can instead select Mummy Rot or Lycanthropy as your disease. This disease can be used no more than once per round. The summoner must be at least 7th level before selecting this evolution.

**Divine Disciple (Su)**

The Phantom gains the feat Divine Indoctrination as a bonus feat, even if it does not meet the prerequisites. By spending 3 additional points, it also gains the feat Improved Divine Indoctrination as a bonus feat.

**Energy Burn (Ex)**

A Phantom must possess the Energy Attack evolution to select this. Phantoms with the burn special attack deals energy damage equal to the damage dealt from Energy attack when struck in combat with a melee weapon or natural attack, in addition to damage dealt on a successful hit in melee. By spending 2 additional points, those affected by the burn ability must also succeed on a Reflex save or become engulfed by the energy type (Catch fire, Covered in Acid, Splashed with a freezing substance, etc...), taking the listed damage for an additional 1d4 rounds at the start of its turn. The effected creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save.

**Energy Drain (Su)**

The Phantom can sap a living opponent’s vital energy when a melee or ranged attack hits. Select a single natural attack the Phantom possesses, Each successful hit with that natural attack triggers the energy drain, and bestows one negative level upon the enemy. If an attack that includes an energy drain scores a critical hit, it bestows two negative levels. This creature gains a fortitude saving throw against the negative level. The Phantom gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save. On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. This effect can't effect the same creature more than once in a given round for each natural attack that possesses this. This can be taken multiple times, each effecting a different natural weapon.

**Fiendish Presence (Ex)**

The Phantom manifests some of the abilities of a fiend, or increases it’s fiendish capabilities. Spells and effects that target creatures with the evil subtype or have specific effects against such creatures affect the Phantom as if it had that subtype. The Phantom 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 Phantom 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.)

**Freeze (Ex)**

The Phantom can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.

**Frightful Presence (Ex)**

A Phantom becomes unsettling to its foes, gaining the frightful presence ability. The Phantom can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the Phantom must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the Phantom’s HD + the Phantom’s Charisma modifier. If the Phantom has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the Phantom are immune to this effect. The summoner must be at least 11th level before selecting this evolution.

**Lingering Sting (Ex)**

The Phantom must possess the energy attacks evolution for acid to select this. Creatures damaged by the Phantom's acid are sickened with pain (Fortitude negates). Creatures can attempt a new save each round at the end of their turn to end this effect. The save DC is Constitution-based.

**Major Magic (Sp)**

A Phantom learns to cast a major spell as a spell-like ability. Select one 2nd level spell. 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 Phantom’s Hit Dice – 2. The save DC for this spell is 10 + 1/2 the Phantom’s HD + the Phantom’s Charisma modifier. The Phantom 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 A Phantom selects this evolution, it applies to a new spell from the above list.

**Poison Blood (Ex)**

You must possess the poison evolution to select this. Any creature that confirms a critical hit against the Phantom with a piercing or slashing melee weapon is sprayed with poison (melee weapons with reach don’t endanger their users in this way.) This is the same as the poison evolution.

**Poison Cloud (Ex)**

The Phantom must possess the poison evolution to select this. As a standard action up to twice per day, A Phantom can release a cloud of poisonous gas in a 30-foot-radius spread, centered on any point within its space. Any creature in the area must succeed at a Fortitude save or be nauseated for 1d6 rounds and sickened for 1d4 hours afterward. The poison cloud does not obscure vision and persists for 1d4 rounds, but a strong or stronger wind disperses it immediately. This is a poison effect. The save DC is Constitution-based.

**Sacrifice (Su)**

A Phantom can sacrifice its own health to heal another creature. As a standard action, the Phantom 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)**

A Phantom 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.

**Small (Ex)**

The Phantom shrinks in size, becoming small. It gains a +4 bonus to Dex and takes a -2 penalty to Str. This size change also gives the creature a +1 size bonus to its AC and on attack rolls, a -1 penalty to its CMB and CMD, a +2 bonus on Fly skill checks, and a +4 bonus on Stealth skill checks. The summoner must be at least 6th level before selecting this evolution. If 4 additional points are spent, the creature instead becomes Tiny sized. It gains a +8 bonus to Dex and takes a -4 penalty to Str. This size change also gives the creature a +2 size bonus to its AC and on attack rolls, a -2 penalty to its CMB and CMD, a +4 bonus on Fly skill checks, and a +8 bonus on Stealth skill checks. Tiny Phantoms have a reach of 0 ft and must occupy the same space as a creature to attack them in melee combat. These bonuses and penalties replace, and do not stack with, those gained from becoming Small. The summoner must be at least 10th level before selecting this option. The ability increase evolution costs twice as much (4 evolution points) when adding to the Dexterity of a Tiny Phantom.

**Smother (Ex)**

If the Phantom's opponent is holding its breath, the Phantom can reduce the time until the target has to attempt suffocation checks. As a free action while grappling an opponent, the creature can attempt a special grapple combat maneuver against the opponent once per round. If it succeeds, the opponent reduces the remaining duration it can hold its breath by 1d6 rounds.

**Spines (Ex)**

The Phantom must possess the Sting, Gore,  Thumb Spikes, or Body Thorns evolution to select this evolution. The Phantom can loose a volley of six spear-like spines, horns, or thorns from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft. These spines deal the damage of your gore, sting, thumb spikes, or body thorns.

**Stunning Slam (Ex)**

You must possess the slam natural attack to select this. As a standard action, A Phantom may forgo any weapon attack to make a single slam attack against any creature in reach. If it hits, the target takes damage and must succeed at a Fortitude save to avoid being stunned for 1 round. If you spend an additional 2 points it becomes 1d4 rounds, and if you spend 4 additional points it becomes 1d6 rounds.

**Swallow Whole (Ex)**

A Phantom gains the swallow whole ability, giving it the ability to consume its foes. If the Phantom 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 Phantom. Swallowed creatures take damage equal to the Phantom’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 Phantom’s total hit points. The Phantom’s AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the Phantom 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 Phantom’s mouth, where it can attempt to escape or be swallowed again. The Phantom must possess the grab evolution, tied to a bite attack, to take this evolution.  If you spend 3 additional points when taking this evolution, you can swallow creatures up to the same size as the Phantom, or double the amount of creatures a size category smaller, though after doing so it cuts the Phantom's movement speeds in half. By spending 2 additional points when taking this evolution, you can gain the fast Swallow ability.  The summoner must be at least 9th level before selecting this evolution.

**Uncanny Leap (Ex)**

As a full-round action, The Phantom can jump up to its run speed. A Phantom can treat this jump as a charge, as long as the leap is made in a straight line.

**Web (Ex)**

A Phantom gains a pair of spinnerets, giving it the ability to spin webs. The Phantom 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 Phantom. 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 Phantom’s HD + the Phantom’s Con modifier. The webs have a Hardness of 0 and a number of hits points equal to the Phantom’s total Hit Dice. The Phantom can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The Phantom must possess the climb evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution.