2 Point Evolutions

The following evolution costs 2 points from the Phantom’s evolution pool.

**Ability Increase (Ex)**

A Phantom grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Phantom’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.

**AC Alteration (Su)**

This makes 1/2 of your natural armor bonus into an insight bonus. By spending 2 additional points, you can make this into a deflection bonus instead, and by spending 2 more you can make all of your natural armor into a deflection bonus.

**Alignment Smite (Su)**

Choose a single alignment component that opposes one of the summoner's own. Once per day as a swift action, the Phantom chooses one target within sight. If this target's alignment matches that chosen for this ability, the Phantom deals an additional +1d6 points of damage with one of its natural weapons. This damage increases by +1d6 at 4th, 8th, 12th, 16th, and 20th level. This attack is treated as alignment-aligned to your alignment either Good, Chaos, Law, or Evil, for the purposes of overcoming damage reduction. The alignment smite persists until the target is dead or the Phantom is dismissed. At 10th level, the summoner may spend 1 additional evolution point to allow the Phantom a second daily use of this ability. The summoner must be at least 5th level before selecting this evolution.

**Armor Training (Ex)**

The Phantom is able to wear armor, overcoming its interference with the summoner's link. It gains Light Armor Proficiency as a bonus feat. If 2 additional points are spent, you are also proficient with medium armor. If 2 additional points are spent, you become proficient with Heavy armor. For 1 additional point, you become proficient with shields (except tower shields, which require an additional 1 evolution point).

**Blood Drain (Ex)**

The Phantom drains blood at the end of its turn if it grapples a foe. This deals 1d2 constitution damage. By spending 2 additional points this becomes 1d4 constitution damage.

**Capsize (Ex)**

A Phantom with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check.

**Clobbering Charge (Ex)**

The Phantom must have a Slam attack to select this evolution. When the Phantom hits a target with its slam attack at the end of a charge, it can initiate a bull rush as a free action to move the struck target back in the same direction as the Phantom's charge. The Phantom cannot move with the target of the bull rush. If a Phantom scores a critical hit against a creature with its slam attack at the end of a charge, it also staggers the target for 1 round. If the victim succeeds at a DC 10+1/2 Phantom level+ Strength modifier Fortitude save, the stagger effect is negated, but the victim still suffers the effects of the Phantom's bull rush attempt.

**Constrict (Ex)**

A Phantom gains powerful muscles that allow it to crush those it grapples. Whenever the Phantom 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 Phantoms of the Phantoms that possess tentacles, a long snake like body or tail, or to Phantoms who possess the reach ability with a bite attack.

**Damage Alteration (Ex)**

Select a single attack the Phantom possesses that allows it to deal ability damage of some sort. This now deals a new kind of ability damage. This cannot be changed once selected.

**Energy Attacks (Su)**

The Phantom’s attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the Phantom’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. By spending an additional 2 points, you can increase the damage to 2d6, 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 of these alternative energy types.

**Engulf (Ex)**

This can only be selected by Phantoms of the Ooze type. The Phantom can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The Phantom merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based. If you possess the energy damage evolution, or the energy burn evolutions, they apply to creatures effected by this.

**Extra Feat (Ex)**

The Phantom gains an extra feat. It must meet the prerequisites of the feat.

**Fear Pheromone (Ex)**

The first time a creature successfully hits the Phantom it releases a fear pheromone that heightens the aggressiveness of all allied Kaiju or Vermin within 50 feet. All affected creatures receive a +1 morale bonus to attack rolls for the remainder of the encounter and fight without penalty even while disabled or dying. This ability is usable 3 times a day.

**Flight (Ex or Su)**

A Phantom grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The Phantom gains a fly speed equal to its base speed. The Phantom’s maneuverability depends on it size. Medium or smaller Phantoms have good maneuverability. Large Phantoms have average maneuverability, while Huge Phantoms have poor maneuverability. For 2 additional evolution points, the Phantom flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magi makes this a supernatural ability. The Phantom’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.

**Gnaw (Ex)**

The Phantom deals 1/2 again as much additional points of damage and 1 point of Strength damage on a successful bite. This is doubled against creatures with no armor or natural armor, but creatures in heavy armor or with a natural armor bonus of +10 or greater are immune, as are fleshless creatures and those immune to critical hits.

**Gore (Ex)**

A Phantom 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)**

A Phantom becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the Phantom makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the Phantom grapples the target. This ability only works on creatures of a size one category smaller than the Phantom or smaller. Phantoms with this evolution receive a +4 bonus on CMB checks made to grapple.

**Head (Ex)**

A Phantom grows an additional head. The Phantom does not gain any additional natural attacks for the additional head, but the additional head does allow the Phantom 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)**

The Phantom’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 Phantom 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. By expending 2 more points, you can instead be immune to Force, Disintegration, Holy, Unholy, Negative Energy, Radiation.

**Immunity (Su)**

A Phantom’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 Phantom 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)**

A Phantom’s sense of smell becomes even more acute. The Phantom 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 Phantom must possess the gills and scent evolutions to take this evolution.

**Leaping Charge (Ex)**

A Phantom can jump while charging, allowing it to ignore difficult terrain when it charges. When a Phantom makes a charge in this way, it deals double damage with its talons. The Phantom must have the Claws evolution and must have improved it twice by taking the evolution multiple times, and must also possess the skilled evolution for acrobatics.

**Limbs (Ex)**

A Phantom 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 Phantom’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The Phantom 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 Phantom is proficient. This evolution can be selected more than once.

**Lunge (Ex)**

The Phantom is capable of reaching much farther than normal for a creature of its size. Select a single natural attack you possess, As a full-attack action, it can make a single attack with it at double its normal reach. When it attacks in this manner, it gains a +4 bonus on its attack roll. You cannot make attacks of opportunity with this.

**Mandibles (Ex)**

A Phantom can get a quick bite on a creature that it has struck with it's claws. You must possess the claws and grab evolutions to select this. When you successful grapple or grab a creature with your claws, you can make an attack at a -5 penalty against that creature to deal damage again. This damage only applies 1/2 of your strength modifier. If you possess the bite evolution, you can instead deal your bite damage here.

**Minor Magic (Sp)**

A Phantom 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 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 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 A Phantom selects this evolution, it applies to a new spell from the above list.

**Pheromones (Ex)**

After the first round of combat, A Phantom can emit a strange, musky scent in a 30-foot radius as a free action. All creatures within this area (save for other Phantoms with this ability) must make a Fortitude save each round to avoid becoming weakened by the pheromones. Once a creature fails a save against this effect, it takes a –4 penalty to its Strength score—this penalty lasts for as long as the battle continues and for 1 hour thereafter. Lesser restoration or any other effect capable of healing ability damage immediately removes this Strength penalty. The save DC is Constitution-based.

**Poison (Ex)**

A Phantom secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned.

**Phantom poison**—*type* 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 Phantom’s HD + the Phantom’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.

**Poison Stream (Ex)**

The Phantom must possess the Poison evolution to select this. As a standard action usable every 1d4 rounds, A Phantom can spray its poison from its mouth in a 15-foot line. Any creature caught in this area must succeed at a Reflex save or be exposed to the Phantom's poison. This save DC is dexterity based.

**Rend (Ex)**

A Phantom learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the Phantom 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 Phantom’s Strength modifier. The Phantom 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 Phantom 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 Phantom. The Phantom must possess the mount evolution to take this evolution.

**Shadow Blend (Su)\***

In any condition of illumination other than bright light, the Phantom 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 Phantom can suspend or resume this ability as a free action.

**Shadow Form (Su)\***

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

**Shared Slot (Su)**

Select a magic item slot. A magic item worn by the Phantom in that slot also grants it’s bonuses to the Summoner. This evolution can be selected more than once. Each time an Phantom selects this evolution, it applies to a new slot.

**Sickening (Ex)**

The Phantom’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 Phantom’s HD + its Con modifier). Creatures that successfully save cannot be affected by the same Phantom’s sickening effect for 24 hours.

**Song (Ex)**

As a move action, the Phantom can flex membranes in its abdomen to produce a loud and distracting sound. After starting its song, the Phantom can maintain its song in subsequent rounds as a free action. Any creatures within 30 feet of the Phantom must succeed at a Fortitude saving throw or be deafened for the duration of the Phantom's song. Being deafened in this way doesn’t make a creature immune to this effect, but creatures that were naturally or magically deafened prior to encountering this effect are unaffected. This is a sonic effect and the save DC is Constitution-based.

**Sound Mimicry (Ex)**

The Phantom perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The Phantom cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know.

**Stun (Ex)**

The Phantom's tail can deliver a powerful, stunning blow. The Phantom must possess the tail and tail slap evolutions to select this. A creature struck by this attack must make a DC 10+1/2 Phantom level+ Strength modifier Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds.

**Trample (Ex)**

A Phantom gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the Phantom can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the Phantom 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 Phantom’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 Phantom’s HD + the Phantom’s Strength modifier. A trampling Phantom can only deal trampling damage to a creature once per round.

**Tremorsense (Ex)**

A Phantom 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 Phantom 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)**

A Phantom becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the Phantom 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 Phantom is not tripped in return. This ability only works on creatures of a size equal to or smaller than the Phantom. The Phantom must possess the bite evolution to select this evolution.

**Undead Appearance (Ex)**

A Phantom appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Negative energy heals the Phantom, 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 Phantom as if it were undead. The Phantom 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 Phantom appears undead, it is still an outsider.

**Weapon Training (Ex)**

A Phantom 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.

**Weapon Training (Ex)**

A Phantom 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 (gaining Martial Weapon Proficiency). If 2 additional evolution points are spent, the Phantom deals 1 and 1/2 its strength modifier damage with the first weapon attack it makes in a round (twice str mod on two hand attacks).  If an additional 2 points are spent and you have already spent the points for the extra damage on the first attack in the round, your weapon is counted as one size category larger for damage.