4 Point Evolutions

The following evolution costs 4 points from the Phantom’s evolution pool.

**Blindsight (Ex)**

A Phantom’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The Phantom 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 Phantom must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

**Breath Weapon (Su)**

A Phantom learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The Phantom can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. By spending an additional 2 points, you can increase the damage to 2d6 per HD, or you can instead deal 1d6 of the following damage (Disintegration, Force, Holy, Unholy, Negative Energy, or Radiation). By spending 2 more points you can make this damage 2d6 per HD of these alternative energy types. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the Phantom’s HD + the Phantom’s Constitution modifier. The Phantom can use this ability once per day. The Phantom 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)**

A Phantom learns to cast dimension door as a spell-like ability once per day. The caster level for this evolution is equal to the Phantom’s Hit Dice. 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 14 to take this evolution. The summoner must be at least 13th level before selecting this evolution.

**Fast Healing (Su)**

A Phantom’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The Phantom 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 Phantom to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the Phantom is alive. This fast healing does not function when the Phantom 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.

**Fortification (Ex)**

The Phantom possesses dense and durable protective skin or chitin over it's most vulnerable bits. The Phantom has a 25% chance to treat any critical hit or sneak attack as a normal hit, as if wearing light fortification armor. By spending 4 additional points this becomes 50% and by spending 4 more it becomes 75%.

**Hands of War (Ex)**

The Phantom's multitude of arms allows it to effectively block attacks, granting it an armor bonus equal to +2 for each pair of arms it possesses (Max of +10). The Phantom must possess the limbs (arms) evolution at least twice to select this evolution.

**Incorporeal Form (Sp)**

Once per day, A Phantom can become incorporeal for 1 round per summoner level. While in this form, the Phantom 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)**

A Phantom grows in size, becoming Large. The Phantom 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, It also gains a 10 foot reach. Any reach evolutions the Phantom possesses are added to this total. The Phantom 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 Phantom instead becomes Huge. The Phantom 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. The Phantom’s reach also increases to 15 feet. Any reach evolutions the Phantom 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 Phantom.

**Lifesense (Su)**

A Phantom can pinpoint living creatures with ease. The Phantom notices and locates living creatures within 60 feet, just as if it possessed the blindsight evolution. The Phantom must be undead to take this evolution. The summoner must be at least 11th level before selecting this evolution.

**No Breath (Ex)**

A Phantom no longer needs to breathe. The Phantom 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.

**Non-euclidean (Su)**

The Phantom warps and twists its body in strange, unpredictable ways. Your Phantom gains a 25% miss chance against any ranged attack launched at it, as if the creature had concealment. For every additional point you spend, you increase this miss chance by 5%.

**Separate Aura (Ex)**

The Phantom has its own magic item slots and need not share yours. Your link is not impeded if you both wear magic items in the same slot.

**Spell Resistance (Ex)**

A Phantom is protected against magic, gaining spell resistance. The Phantom’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.

**Sudden Strike (Ex)**

The Phantom is particularly adept at moving quickly when its foes are surprised. During a surprise round, a the Phantom may act as if it had a full round to act, rather than just one standard action.

**Ultimate Magic (Sp)**

A Phantom learns to cast a powerful spell as a spell-like ability. Select one spell from the 3rd level spell list. This spell can be cast once per day as a spell-like ability. 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 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 A Phantom selects this evolution, it applies to a new spell.