1 Point Evolutions

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

**Basic Magic (Sp)**

A Phantom learns to cast a basic spell as a spell-like ability. Select one first level spell. 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 Phantom’s Hit Dice. The save DC for this spell is 10 + the Phantom’s Charisma modifier. The Phantom must have a Charisma score of at least 10 to take this evolution. This evolution can be selected more than once. Each time A Phantom selects this evolution, it applies to a new spell.

**Bite (Ex)**

A Phantom’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 Phantom 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 Phantom 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 Phantom selects this evolution, it applies to a different attack. The bleed effect doesn’t stack.

**Carry Off (Ex)**

The Phantom's carrying capacity is tripled.

**Claws (Ex)**

The Phantom 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 Phantom 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 Phantom must possess an equal number of the limbs evolution. If you have this evolution, you can expend another evolution point to make them talons, making their natural critical range 19-20. By spending a third point, they deal 1d6 damage instead of 1d4 (1d8 if large, 2d6 if huge).

**Climb (Ex)**

A Phantom 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 Phantom’s climb speed by 20 feet.

**Gills (Ex)**

A Phantom has gills and can breathe underwater indefinitely.

**Health (Ex)**

The Phantom gains one additional hit point per hit die. This may be selected once at 1st level, and one additional time/ 5 levels the summoner possesses (max of +5 HP per HD at 20th level).

**Hive Guard (Ex)**

The Phantom gains Coordinated Defense as a bonus feat, and Phantoms or creatures with a hive mind or telepathy gain this feat when adjacent to it. As a standard action, the Phantom can provide total cover to creatures behind it or sharing its space, as if wielding a tower shield.

**Improved Damage (Ex)**

One of the Phantom’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 A Phantom selects this evolution, it applies to a different natural attack.

**Improved Natural Armor (Ex)**

A Phantom’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.

**Low-Light Vision (Ex)**

A Phantom gains low-light vision, enabling it to see twice as far as a human in conditions of dim light.

**Magic Attacks (Su)**

A Phantom 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 Phantom’s weapons are treated as the alignment of the Phantom for the purpose of overcoming damage reduction.

**Mount (Ex)**

A Phantom is properly skilled and formed to serve as a combat-trained mount. The Phantom must be at least one size category larger than its rider.

**Pull (Ex)**

A Phantom gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the Phantom 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 Phantom. This ability only works on creatures of a size equal to or smaller than the Phantom. Creatures pulled in this way do not provoke attacks of opportunity. The Phantom 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 A Phantom selects this evolution, it applies to a different natural attack.

**Push (Ex)**

A Phantom gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the Phantom 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 Phantom. This ability only works on creatures of a size equal to or smaller than the Phantom. 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 A Phantom selects this evolution, it applies to a different natural attack.

**Reach (Ex)**

One of the Phantom’s attacks is capable of striking at foes at a distance. Pick one attack. The Phantom’s reach with that attack increases by 5 feet. By spending another point you can increase the same attack's reach again, this can be selected up to twice for each natural attack.

**Resilience (Ex)**

The Phantom gains a +2 bonus to a single saving throw (fortitude, reflex, or will). Youmay select this multiple times, but only a maximum of twice per saving throw.

**Resistance (Ex)**

A Phantom’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 Phantom 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 A Phantom selects this evolution, it applies to a different energy type. By spending 1 additional point, the Phantom can select instead one of the following energy types. (Disintegration, Force, Holy, Unholy, Negative Energy, or Radiation).

**Sand Trap (Ex)**

A Phantom must possess the burrow evolution to select this. The Phantom can create a 60-foot-diameter, 20-foot-deep pit in any sand or soft earth surface. Creating a sand trap takes 10 minutes. A Perception check equal to the Phantom's Sleight of hand, Bluff, or disguise check allows a creature to realize such a depression in the sand is in fact a trap. Any creature that steps into the trap slides to the center if it fails a constitution based Reflex save—such victims take no damage, but they do fall prone. A Phantom can make an attack of opportunity against any creature that falls to the bottom of its sand trap. These creatures can move across sand traps at their normal speed and are immune to the trap’s effects. Other creatures can navigate the trap’s walls with a DC 20 Climb check. By spending an additional point, the Phantom can decrease the time it takes to create this down to 1 minute. Another point makes it a full round action.

**Scent (Ex)**

A Phantom’s sense of smell becomes quite acute. The Phantom 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 Phantom to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The Phantom can pinpoint the creature’s location if it is within 5 feet. The Phantom can use scent to track creatures.

**Shared Evolution (Su)**

Select a 1-point or 2-point evolution the Phantom has. As a standard action, the Phantom can touch the summoner and transfer the selected evolution to him. This functions as the summoner’s aspect ability, and the same limitations apply. The summoner can touch the Phantom as a standard action to return the evolution. The evolution returns to the Phantom automatically if the Phantom is dismissed by the summoner or sent back to its home plane.

**Skilled (Ex)**

A Phantom 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 A Phantom selects this evolution, it applies to a different skill.

**Slam (Ex)**

A Phantom 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 Phantom must have the limbs (arms) evolution to take this evolution. Alternatively, the Phantom can replace the claws from its starting race if it has them with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the Phantom must possess an equal number of the limbs evolution.

**Slippery (Ex)**

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

**Sticky (Ex)**

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

**Sting (Ex)**

A Phantom 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 Phantom must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the Phantom must possess an equal number of the tail evolution.

**Swim (Ex)**

A Phantom gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the Phantom the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the Phantom’s swim speed by 20 feet.

**Semi-Constructed (Ex)**

The Phantom gains the half construct subtype. The creature gains the Construct subtype which allows it to be affected by abilities that only effect constructs. In addition this grants the creature a +4 bonus against Disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning, as well as against Mind-affecting effects (Charms, compulsions, morale effects, patterns, and phantasms). By spending an additional 2 points you gain immunity to ability damage and ability drain.

**Sprint (Ex)**

Once per minute, a Phantom may sprint, doubling it's speed for 1 round.

**Tail (Ex)**

A Phantom 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)**

A Phantom 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 Phantom must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the Phantom must possess an equal number of the tail evolution.

**Tentacle (Ex)**

A Phantom 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.

**Thumb Spikes (Ex)**

You must possess the claws evolution to select this. The Phantom's thumb spikes can inflict grievous wounds—the claws deal triple damage on a successful critical hit instead of double damage.

**Unnatural Aura (Su)**

A Phantom is obviously of unnatural origin. Normal animals do not willingly approach the Phantom unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.

**Wing Buffet (Ex)**

A Phantom 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 Phantom must possess the flight evolution, with wings, to select this evolution.