Eidolon

EIDOLON

While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the arcanist. This practitioner of the arcane arts forms a close bond with one particular outsider, known as an eidolon, who gains power as the arcanist becomes more proficient at his summoning. Over time, the two become linked, eventually even sharing a shard of the same soul. But this power comes with a price: the arcanist’s spells and abilities are limited due to his time spent enhancing the power and exploring the nature of his eidolon. The eidolon’s physical appearance is up to the arcanist, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that marks it as a minion of the arcanist.

CREATION

Base Forms

Each eidolon has one of many base forms. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.

Quadruped
Quadreped eidolons resemble creatures that walk on four legs such as wolves or great cats.
Starting Statistics:
AC: +2 Natural Armor
Attack: Bite (+2)
Free Evolutions Bite, Limbs (legs) (2).

Biped
Biped eidolons resemble creatures that walk on two legs such as humans or apes.
Starting Statistics:
AC: +2 Natural Armor
Attack: 2 Claws (+2)
Free Evolutions: Claws, Limbs (arms), Limbs (legs).

Serpentine:
Serpentine eidolons resemble great serpents, being long and slender covered in an array of scales.
Starting Statistics:
AC: +2 Natural Armor
Attack: Bite (+2), Tail Slap (+2)
Free Evolutions: Bite, Climb, Reach (bite), Tail, Tail Slap.

Avian:
Colorful and proud, Avian eidolons resemble great birds of prey. Their sleek bodies are sheathed in a rainbow of feathers or armored plumage.
Starting statistics:
AC: +2 Natural Armor
Attack: Bite (+2)
Free Evolutions: Bite, Flight, Skilled (Fly)

Cosmic Horror:
Cosmic Horror eidolons are like no real creature. They are monsters of imagination and strange angles. Their appearance changes often and subtly, like a nightmare of deep ocean predators.
Starting statistics:
AC: +2 Natural Armor
Attack: 2 Claws (+2), Bite (+2)
Free Evolutions: Bite, Reach (Bite), Tentacle

Elemental Abstract:
Your eidolon is not a living creature. Instead, it is an undifferentiated mass of elemental matter that sometimes takes on a rudimentary physical form. The creature resembles an elemental of the appropriate type.
Starting statistics:
AC: +4 Natural Armor
Attack: Slam (+2)
Free Evolutions: Natural Armor, Slam, Simple Anatomy

Insectoid (Beetle Form):
These hardy but relatively slow and clumsy eidolons resemble great beetles or magnificent versions of humble roaches.
Starting statistics:
AC: +4 Natural Armor
Attack: 2 Claws (+2)
Free Evolutions: Climb, Claws, Improved Natural Armor

Insectoid (Scorpion Form):
Fierce and clever in their bloodthirsty way, these eidolons bear a superficial resemblance to any of a thousand breeds of scorpion.
Starting statistics:
AC: +2 Natural Armor
Attack: Bite (+2) Sting (+2)
Free Evolutions: Bite, Stinger, Tail

Piscean:
Piscean eidolons are creatures of the deep ocean, at home in the lightless, airless depths of the sea. They are almost completely helpless on land, but swift and graceful beneath the waves.
Starting statistics:
AC: +4 Natural Armor
Attack: Bite (+2)
Free Evolutions: Bite, Gills, Swim, Tail

EVOLUTIONS
Each eidolon receives a number of evolutions based on the ranks an arcanist has in summoning. These ranks give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the arcanist gains a new rank in summoning, but they are otherwise set. A number of evolutions grant the eidolon additional natural attacks.
Evolutions are grouped by their evolution rank. Unless otherwise noted, each evolution can only be selected once.

At first rank an eidolon can have 3 bonus 1st tier evolutions.

At second rank an eidolon can have one extra 1 tier evolution and a 2 tier evolution.

At third rank an eidolon can have an extra 1 tier evolution, an extra 2 tier evolution and a 3 tier evolution.

At fourth rank an eidolon can have an extra 1 tier evolution, an extra 2 tier evolution and an extra 3 tier evolution as well as one 4 tier evolution.

At fifth rank an eidolon can have an extra evolution in all four tiers. An eidolon should have seven 1 tier evolutions, four 2 tier evolutions, three 3 tier evolutions and two 4 tier evolutions.

1 TIER EVOLUTIONS

Bite:
An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. If the eidolon already has a bite attack, this evolution allows it to have a +1 bonus to attack rolls made with its bite.

Claws:
An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The eidolon 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 eidolon must possess an equal number of the limbs evolution.

Climb:
An eidolon becomes a skilled climber, gaining the climb skill. It receives +2 to climb checks and +2 for each additional times this evolution is taken.

Gills:
An eidolon has gills and can breathe underwater indefinitely.

Improved Damage:
One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and that attack does major damage instead of minor damage. 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.

Improved Natural Armor:
An 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 multiple times.

Magic Attacks:
An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were spell attacks.

Man Speech:
An eidolon has human-like vocal apparatus. It can speak and understand any languages known to the arcanist.

Mount:
An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be larger than its rider. This evolution is only available to eidolons of the quadruped, serpentine, and insect base forms.

Pincers:
An eidolon grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. Eidolons with the grab evolution linked to pincers gain a +2 bonus made 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 evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Pounce:
An eidolon gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to eidolons of the quadruped base form.

Pull:
An 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 make a pull check. If successful, the target of the attack is pulled closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon 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 an eidolon selects this evolution, it applies to a different natural attack.

Push:
An 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 push check. If successful, the target of the attack is pushed away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. 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:
One of an eidolon’s attacks is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet.

Resistance:
An eidolon’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 water, and so on). Pick one energy type (earth, electricity, fire, wind or water). The eidolon gains +5 AC vs that energy type. 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 energy type.

Scent:
An eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect nearby opponents by smell. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence.

Skilled:
An eidolon 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 donot stack. Each time an eidolon selects this evolution, it applies to a different skill.

Slam:
An eidolon can deliver a devastating slam attack. The eidolon must have the limbs (arms) evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Sting:
An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.

Swim:
An eidolon gains webbed hands, feet, or powerful flippers, giving the eidolon a +2 circumstance bonus to Swim. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once.

Tail:
An eidolon 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:
An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.

Tentacle:
An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This evolution can be selected more than once.

Wing Buffet:
An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. The eidolon must possess the flight evolution, with wings, to select this evolution.

2 TIER EVOLUTIONS

Ability Increase:
An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Choose Strength, Constitution, Dexterity, Intelligence, Wisdom or Charisma. All skills of the chosen type increase by +2. This evolution can be selected more than once. It can only be applied once to an individual ability set, plus 1 additional time for every rank in summoning.

Constrict:
An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional minor damage per round. This evolution is only available to eidolons of the serpentine base form.

Energy Attacks:
An eidolon’s attacks become charged with energy. Pick one energy type: earth, electricity, fire, wind or water. All of the eidolon’s natural attacks deal energy damage of the chosen type on a successful hit.

Ferocity:
Once per day, when the eidolon takes critical damage but is not killed, it can fight on for one more round. At the end of its next turn, unless stabalized, it immediately falls unconscious and begins dying.

Flight:
An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. This also provides +2 to fly checks. This evolution can be selected more than once.

Gore:
An eidolon grows a number of horns on its head, giving it a gore attack.

Grab:
An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free grapple check. If successful, the eidolon grapples the target. Eidolons with this evolution receive a +4 bonus on checks made to grapple.

Immunity:
An eidolon’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: earth, electricity, fire, wind or water. The eidolon 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.

Limbs:
An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with 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 a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Poison:
An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Eidolon poison— immobile for 1d4 rounds. This poison can be used no more than once per round.

Rake:
An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. This evolution is only available to eidolons of the quadruped base form.

Rend:
An 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 attacksagainst the same target in 1 round, its claws latch onto the flesh and deal extra damage. The eidolon must possess the claws evolution to select this evolution.

Trample:
An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. A trampling eidolon can only deal trampling damage to a creature once per combat scenario. This evolution is only available to eidolons of the biped or quadruped base forms.

Tremorsense:
An eidolon 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 eidolon and the creature to be pinpointed are in contact with the ground.

Trip:
An 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 of the selected type, it can attempt a free trip check. If successful, the target is knocked prone. If the check fails, the eidolon is not tripped in return. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon must possess the bite evolution to select this evolution.

Weapon Training:
An eidolon learns to use a weapon, gaining +2 to attack while using that weapon. This ability functions like the Weapon Proficiency skill.

3 TIER EVOLUTIONS

Blindsense:
An eidolon’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the eidolon 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 eidolon.

Burrow:
An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon can move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface.

Damage Reduction:
An eidolon’s body becomes resistant to harm, granting it damage reduction. Critical damage becomes major damage. Major damage becomes minor damage. Minor damage becomes nonlethal damage.

Dimensional Hunter:
An eidolon specializes in hunting and devouring other summoned creatures, and likes nothing better than ripping the still beating heart of another eidolon out. The eidolon receives a +2 competence bonus on melee attack made against any summoned creature and other eidolons.

Frightful Presence:
An 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 that fail a Fear check become shaken for 3d6 rounds.

Swallow Whole:
An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a consume check to swallow the creature. The creature can be up to one size category smaller than the eidolon. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. If a creature fails to escape the grapple in 1d4 rounds it dies. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution.

Web:
An eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon 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 eidolon. The webbing has a range of 50feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check. The eidolon can climb its own webs and can pinpoint any creature touching its webs. The eidolon must possess the climb evolution to take this evolution.

4 TIER EVOLUTIONS

Blindsight:

An eidolon’s senses sharpen even further, granting it blindsight out to 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. The eidolon must possess the blindsense evolution to take this evolution.

Breath Weapon:
An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either earth, wind, water, electricity, or fire. The eidolon can breathe a 30-foot cone or line that offers +5 to attack rolls made with the breath weapon. The eidolon can use this ability once per day. The eidolon can use this ability 1 additional time per day by taking this evolution again.

Clockwork Eidolon:
An eidolon becomes a creature of intricately machined brass gears, golden pistons and has a glowing furnace for a heart. The eidolon becomes immune to critical damage, stunning, fatigue and the exhausted condition.

Dying Bequest:
An eidolon dies strangely, its body warping back to its extra-dimensional lair, and in its place, a strange magical artifact pulled from some remote corner of the multiverse. When the eidolon is slain or banished, a randomly (GM) chosen Magical Item appears in the space the eidolon vacates. This item is usable and remains until the eidolon is summoned again.

Fast Healing:
An eidolon’s body gains the ability to heal wounds very quickly, giving it lesser regeneration. The eidolon heals completely after 1d6+1 rounds. Fast healing does not allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive.

Non-Euclidian Geometry:
An eidolon warps space around itself. The eidolon gains +2 AC vs ranged attack launched at it. This evolution may be selected more than once.

Separate Chakras:
An eidolon has a stronger sense of self than most. The eidolon can use their own magical items, gaining the benefit from both. The link is not impeded if both the arcanist and the eidolon wear magic items.

Simple Anatomy:
An eidolon’s biology is rudimentary, and its crude internal organs are difficult to damage. Your eidolon becomes immune to critical damage, sneak attacks, and stunning. If damage causes the eidolon to bleed, it automatically stabilizes. Further damage kills the eidolon.

Spell Resistance:
An eidolon is protected against magic, gaining spell resistance. The eidolon gains +5 AC vs spells and spell like abilities. This spell resistance does not apply to spells cast by the arcanist.

Vermin Mind:
An insect-like eidolon gains the legendary stubborn mindlessness of true insects. The eidolon becomes immune to mind-influencing effects, fear and illusions.
Requires: Insectoid base form

5 TIER EVOLUTIONS

Death Spasm:
When an eidolon is destroyed or successfully banished or dismissed, it explodes in a storm of energy. This dying energy spasm inflicts critical damage to all creatures and objects within a 30 ft radius of the eidolon. The arcanist is immune to the damage inflicted by their eidolon’s dying spasm. The energy type is the same as the eidolon’s breath weapon.
Requires: Breath Weapon

Elemental Healing:
Select one form of energy the eidolon is immune to. When targeted with an attack dealing that type of energy damage, the eidolon heals fully. This evolution may be taken multiple times, the effects do not stack. Each time this evolution is chosen, it applies to a different form of energy. The eidolon cannot attack itself to heal itself, even if capable of generating an energy type that would heal it. Any attempt damages the eidolon as normal.
Requires: Immunity

Ultima Blast:
An eidolon’s already impressive breath weapon increases in potency to the point where its flames burn hotter than a main sequence star, its electrical fury matches that of a summer thunderstorm’s, its cold is intense enough to crack mountains or its acid is vile enough to scortch the very air. Once per day, when unleashing its breath weapon, the eidolon can choose to instead fire an Ultima Blast of incredible power. The damaging effects of the breath weapon are maximized dealing obliterating damage. In addition, energy resistance or immunity to the chosen energy type does not apply to damage from this super-charged breath weapon.
Requires: Breath Weapon