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ABANDONED ARTS© PRESENTS:
EIGHTEEN NEW CLASS OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME
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arms. Evolution points cannot be saved. Natural weapons listed as secondary attacks are made using the eidolon's base attack bonus -5. The eidolon can hold itself so still that it appears to be an inanimate object of the appropriate shape or size (a statue. and other upgrades. This attack is a secondary attack and deals 1d2 points of bludgeoning damage (1d3 if Large. Listeners familiar with the sound gain a +8 bonus on their Sense Motive skill check. and each spine deals 1d6 points of piercing damage (1d8 if Large. this disease deals 1d2 points of Constitution damage instead. save Fort negates (see below for DC). All of the points must be spent whenever the summoner gains a level. The eidolon can take 20 on its Stealth skill check to hide in plain sight as this kind of object. or some other body part
is covered in deadly spines. effect 1d2 Str damage and dazzled for 1 day.
STICKY TONGUE (EX): The eidolon gains a sticky tongue attack with a
The following evolutions cost 2 points from the eidolon’s evolution pool. the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack.
STENCH (EX): The eidolon secretes a foul odor. Finally. The save DC for this effect is equal to 10 + half the eidolon’s Hit Dice + the eidolon’s Constitution modifier. regardless of the attack's type.
. called evolutions. A number of evolutions grant the eidolon natural attacks. onset 1d3 days. and each target must be within 30 feet of each other target. If the eidolon only has a single natural attack. may be changed whenever the summoner gains a new level. An eidolon with the pull evolution gains a +2 bonus on CMB checks made to use that ability with this natural attack. For an additional 2 evolution points. the target is diseased. or one-eighth its space while squeezing. and creatures resistant to poison receive the usual bonus on their saving throws. a patch of vegetation. Any creature that successfully saves cannot be affected by the same eidolon’s stench for 24 hours. Creatures with immunity to poison are unaffected. Whenever the eidolon’s bite attack hits. a summoner’s eidolon receives a number of evolution points that can be spent to give the eidolon new abilities.
FREEZE (EX): The eidolon’s hide bears a close resemblance to stone or some other material or mineral. The save DC for this disease is equal to 10 + half the eidolon’s Hit Dice + the eidolon’s Constitution modifier. the eidolon can launch only 24 spines in any 24-hour period. cure 2 consecutive saves. 2d6 if Huge). Unless otherwise noted. the eidolon can fling as many spines as its maximum limitation on natural attacks per round allows. These abilities. powers. MIMICRY (EX): The eidolon can perfectly imitate specific sounds and voices by making a Bluff skill check opposed by each listener’s Sense Motive skill check to recognize the mimicry. 1d4 if Huge). All living creatures
DISEASED (EX): The eidolon’s natural attack carries a disease. Natural weapons listed as primary attacks are made using the eidolon's full base attack bonus and add the eidolon's Strength modifier on damage rolls. reach 5 feet longer than his natural reach. A delay poison or neutralize poison spell or effect removes the sickened effect. frequency 1/day. These attacks are primary ranged attacks. tail. and so on). SPINES (EX): The eidolon’s back. Each spine has a range of 100 feet with no range increment. With a single volley.
COMPRESSION (EX): The eidolon can move through an area as small
as one-quarter of its space without squeezing. while unfamiliar listeners take a -8 penalty. but they are otherwise set. which can be flung in projectile fashion as a standard action. For an additional evolution point.EIDOLON EVOLUTIONS
As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™. the eidolon may increase the 24spines-per-day limit by an additional 24 spines.
(except other creatures with this ability) within 30 feet must succeed on a Fortitude saving throw or be sickened for 10 rounds. Evolutions are grouped by their cost in evolution points. The eidolon must have the bite evolution to take this evolution. and adding 1/2 the eidolon's Strength modifier on damage rolls (if positive). each evolution may only be selected once. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen.
Eidolon Disease–type disease (injury).
The following evolutions cost 1 point from the eidolon’s evolution pool.
the eidolon can attempt a Reflex saving throw to catch such a projectile that would normally hit it.
size (including other projectiles of similar shape. Removing a quill requires a DC 15 Heal skill check performed as a full-round action. the eidolon takes a cumulative -10 penalty on this combat maneuver check. Once per round. such as a catapult’s payload). Any creatures caught in the cone must succeed on a Fortitude saving throw or be stunned for 1 round. gaining a +1 resistance bonus on all saving throws. you and your eidolon both gain a 20% miss chance until the start of your next turns. creatures attempting to use the Intimidate skill to demoralize you take a -8 penalty on the check. As long as a creature suffers from at least one quill. causing great pain. that creature must succeed on a Reflex saving throw or have one quill break off in its flesh. adding one and a half times the eidolon’s Strength modifier. The DC of this saving throw is equal to the attack roll of the projectile to be caught. On a failed check. an unarmed strike. one additional quill can be removed. one quill is still removed.
AMORPHOUS (EX): The eidolon’s body is malleable and shapeless.
ROCK CATCHING (EX): The eidolon can catch rocks of up to Large
ROCK THROWING (EX): The eidolon is a talented rock thrower. The eidolon must have both the large and swim evolutions to take this evolution. whichever is higher. This attack
deals 1d3 points of damage and may cause a quill to break off in the target’s flesh.
The magnificent sight of your otherworldly ally heartens you. that creature takes damage from the eidolon’s quills. The eidolon must have the compression evolution and either the aquatic or serpentine base form to take this evolution. It
is immune to precision damage (such as sneak attacks) and to critical hits. The eidolon can use this ability once per day.3-POINT EVOLUTIONS
The following evolutions cost 3 points from the eidolon’s evolution pool. The save DC for this effect is equal to 10 + half the eidolon’s Hit Dice + the eidolon’s Dexterity modifier. or a natural weapon. The eidolon can hurl a rock or rock-like projectile (such as a catapult’s payload) that is up to two size categories smaller than its size with a range increment of 20 feet. PREREQUISITES: eidolon class feature BENEFIT: While you can see your eidolon.
. The eidolon must have the quills evolution to take this evolution.
Both of the feats described below are restricted by their prerequisites to members of the summoner class.
Your translocational powers take effect with blurring speed. The eidolon must be aware of such an attack in order to attempt to catch it. PREREQUISITES: transposition class feature BENEFIT: Whenever you use your transposition ability. A thrown rock deals 4d6 points of damage (6d6 if Huge). The summoner must be at least 9th level before selecting this evolution. For each size category that the ship is larger than the eidolon. The eidolon must have both the grab and tentacle evolutions to take this evolution. filling a 30-foot cone with sonic energy.
CAPSIZE (EX): The eidolon can attempt to capsize a boat or ship by ramming it with a charge attack and making a combat maneuver check with a DC of 25.
RESILIENT (SU): The eidolon is supernaturally resistant to harm and
ill fortune. Throwing a rock requires two hands. For every 5 points by which this DC check is exceeded.
The following evolutions cost 4 points from the eidolon’s evolution pool. The summoner must be at least 9th level before selecting this evolution. Whenever a creature takes damage from the eidolon’s quill slap.
STRANGLE (EX): An opponent grappled by the eidolon’s tentacle
cannot speak or cast spells with verbal components. The eidolon can use this ability 1 additional time per day by spending one additional evolution point (maximum 3/day). The save DC for this effect is equal to 10 + half the eidolon’s Hit Dice + the eidolon’s Constitution modifier. or the result of the captain’s Profession (sailor) skill check. but the process deals 1d4 points of damage to the victim. and must succeed on a Reflex saving throw or have a quill break off in its flesh.
QUILL DEFENSE (EX): The eidolon’s sharp quills comprise a prickly defense. and benefit members of that class exclusively. The eidolon must have the large evolution to take this evolution. and
gains a +1 racial bonus on ranged attack rolls with thrown rocks. The eidolon must have both the large and rock throwing evolutions to take this evolution. When a creature strikes the eidolon with a non-reach melee weapon.
STUNNING ROAR (EX): The eidolon can roar. QUILLS (EX): The eidolon gains a primary quill slap attack. that creature gains the sickened condition.
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