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Adellar Varrn

Race: Human (Half Turmish, Half Illuskan)


Alignment: Chaotic Neutral
Class: Summoner (Alienist)
Level: 1
Character Level: 1st
Experience Points: 0
To Next Level: 1,000
Age: 25
Height: 6’3”
Weight: 208lbs
Hair: Black
Eyes: Green
Skin: Brown
Deity: Shar
Date of Birth: Marpenoth 7th, 1238 D.R.
Home Region:
Level Adjustment: +0
Equivalent Character Level: 1st
Current Time:
Action Points:

Ability Mod/Temp Ability Mod


STRENGTH 8 -1
DEXTERITY 11 +0 CONSTITUTION 13 +1
INTELLIGENCE 14 +2
WISDOM 7 -2
CHARISMA 16 +3

Hit Points: 9
Armor Class: 10 (10 base + 0 Dexterity)
Flat-Footed AC: 10
Touch AC: 10
Initiative: +0
Speed: 30 ft. (6 squares)
Base Attack Bonus: +0
Combat Maneuver Bonus: +0
Combat Maneuver Defense: 10 (10 base + 0 Base Attack Bonus + 0 Dexterity)
Automatic Languages: Common, Elven, Chondathan

Bonus Languages:

SAVING THROWS
Fortitude: +2 (+1 base, +1 Constitution)
Reflex: +2 (+0 base, +0 Dexterity)
Will: +0 (+2 base, -2 Wisdom)

SAVE BONUSES:

RACIAL TRAITS:
Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their
choice at creation to represent their varied nature [Charisma].

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Metamagic: Invisible Spell

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they
gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can
choose any languages they want (except secret languages, such as Druidic).

CLASS ABILITIES:

SUMMONER (ALIENIST)
Eidolon: An alienist’s eidolon is an outsider with the mythos subtype, and it always takes the
form of an alien creature. The eidolon may be built using aboleth or thing from beyond eidolon
models, or its design may be unique, but its appearance is always unnatural, and it must have
at least 1 tentacle evolution. In addition, the eidolon gains the following special abilities as the
summoner gains levels.

Hit Die: d8

Human Favored Class option: Add 1 hit point to the summoner's eidolon
Weapon and Armor Proficiency:
Summoners are proficient with all simple weapons. Summoners are also proficient with light
armor. A summoner can cast summoner spells while wearing light armor without incurring the
normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing
medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in
question has a somatic component. A multiclass summoner still incurs the normal arcane spell
failure chance for arcane spells received from other classes.

Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any
spell he knows without preparing it ahead of time, assuming he has not yet used up his
allotment of spells per day for the spell’s level.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell
level + the summoner’s Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base
daily spell allotment is given on Table 2–7. In addition, he receives bonus spells per day if he
has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A summoner’s selection of spells is extremely limited. A summoner begins play knowing four
0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level,
he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number
of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8
are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a
summoner can choose to learn a new spell in place of one he already knows. In effect, the
summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the
same as that of the spell being exchanged, and it must be at least one level lower than the
highest-level summoner spell he can cast. A summoner may swap out only a single spell at any
given level and must choose whether or not to swap the spell at the same time that he gains
new spells known for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8
under “Spells Known.” These spells are cast like any other spell, but they may be cast any
number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for
example, consume spell slots as normally.

Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider
called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an
aspect of the same creature. An eidolon has the same alignment as the summoner that calls it
and can speak all of his languages. Eidolons are treated as summoned creatures, except that
they are not sent back to their home plane until reduced to a number of negative hit points equal
to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon
can touch and attack creatures warded by protection from evil and similar effects that prevent
contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When
summoned in this way, the eidolon hit points are unchanged from the last time it was
summoned. The only exception to this is if the eidolon was slain, in which case it returns with
half its normal hit points. The eidolon does not heal naturally. The eidolon remains until
dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane
due to death, it cannot be summoned again until the following day. The eidolon cannot be sent
back to its home plane by means of dispel magic, but spells such as dismissal and banishment
work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately
banished.

The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving
throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the
summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on
the summoner’s class level, that can be used to give the eidolon different abilities and powers.
Whenever the summoner gains a level, he must decide how these points are spent, and they
are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, 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 is identical to a rune that appears on the
summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden
through mundane means, it cannot be concealed through magic that changes appearance, such
as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link (Su): An alienist’s link with his eidolon is tenuous. While the eidolon’s hit points
decrease as normal when it strays too far from the alienist, the alienist cannot sacrifice his own
hit points to heal the eidolon. This modifies the life link ability.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the
eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its
current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet
away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%.
If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane.
Current hit points lost in this way are not restored when the eidolon gets closer to its summoner,
but its maximum hit point total does return to normal.

Summon Monster I [6/day,1 minute] (Sp) Starting at 1st level, a summoner can cast summon
monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier.
Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As
a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as
a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).
At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level,
allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th
level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the
summoner must pay any required material components. A summoner cannot have more than
one summon monster or gate spell active in this way at one time. If this ability is used again,
any existing summon monster or gate immediately ends. These summon spells are considered
to be part of his spell list for the purposes of spell trigger and spell completion items. In addition,
he can expend uses of this ability to fulfill the construction requirements of any magic item he
creates, so long as he can use this ability to cast the required spell.

FLAWS:
Insomniac: You have great difficulty achieving a full and restful sleep.
Benefit: In order to get a full night of rest you must succeed at a DC 15 Fortitude save. If you are
sleeping and a disturbance wakes you during the night, you must make an additional save (at
the same DC) to return to sleep. If you fail the Fortitude save you are fatigued when you rise in
the morning. If you are fatigued when you try to sleep, you gain a +2 bonus on your save. If you
are exhausted, you gain a +6 bonus. Comfortable conditions, such as those found in most inns,
grant you a +4 bonus on this save. Poor conditions, such as sleeping on the ground or in armor,
give you a -4 penalty on this save. Even if you sleep poorly, you may prepare arcane spells as
normal after 8 hours of fitful rest.

Haunted: You are unable to prevent the occurrence of strange noises in your immediate vicinity.
Prerequisite: Ability to cast spells.
Benefit: Spontaneous noises sometimes arise in your immediate vicinity. These noises are
completely out of your control and cannot be used to communicate or distract other creatures.
These sounds cease when you are unconscious, petrified, asleep, or dead. You suffer a -4
penalty on all Listen and Move Silently skill checks.

FEATS:

Spell Focus (Conjuration):


Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select. (Level 1)

Invisible Spell:
You can modify any spell you cast so that it carries no visual manifestation. All other aspects of
the spell, including range, area, targets, and damage remain the same. Note that this feat has
no bearing on any components required to cast the enhanced spell, so the spell's source might
still be apparent, depending on the situation, despite its effects being unseen. For example,
fireball cast by someone with this feat could be made invisible in the moment of its detonation,
but everyone in the area would still feel the full effect (including the heat), and any flammable
materials ignited by the explosion would still burn visibly with nonmagical fire. Those with detect
magic, see invisibility, or true seeing spells or effects active at the time of the casting will see
whatever visual manifestations typically accompany the spell: A spell modified using the
Invisible Spell feat uses a spell slot of the spell's normal level. (Human bonus)

Aberrant Blood (Segmented eyes): You gain a physical feature that grants you a racial bonus on
one type of check; once you select the check to which this bonus applies (as well as the
corresponding feature) you cannot change it later. The bonus must be chosen from the following
list:

Aberrant Feature Segmented eyes --- +3 bonus on Search checks. (Flaw)

Tumultuous Spell: Benefit(s): You can enhance any spell that targets a single creature to
become a tumultuous spell. A creature hit by a tumultuous spell (if the spell requires an attack
roll) or that fails its saving throw against a tumultuous spell immediately moves 1d4×5 feet in a
random direction. This movement does not provoke attacks of opportunity. If this movement
would force a creature into a solid object or another creature, the movement ends harmlessly
just before impact.

A tumultuous spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with
the lawful descriptor can’t be tumultuous spells.(Flaw)

SKILLS
Maximum Ranks: 1

SUMMONER (Unchained)

class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int),
Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each Level: 2 + Int modifier.

Cross-Class Skills: Autohypnosis (Wis), Climb (Str), Diplomacy (Cha), Disguise (Cha), Iaijutsu
Focus (Cha), Martial Lore (Int), Psicraft (Int), Stealth (Dex), Swim (Str), Truespeak (Int), Use
Psionic Device (Cha)

TOTAL
Psicraft -1 (1 rank + -2 Int)
Ride +4 (1 rank + 0 dex + 3 class skill)
Spellcraft +2 (1 rank + -2 Int + 3 class skill)
Use Magic Device +7 (1 rank + 3 cha + 3 class skill)
Knowledge (Dungeoneering) +2 (1 rank + -2 wis, 3 class skill)
BACKGROUND SKILLS:
Craft (Taxidermy) -1 (1 rank + -2 int)
Knowledge Local -1(1 rank + -2 int)
*Armor Check Penalty:

NEED TO HAVE 1 RANK TO USE


Appraise (benefit more when trained)
Autohypnosis
Decipher Script
Disable Device
Forgery
Handle Animal (benefit more when trained)
Iaijutsu Focus
Knowledge (for DCs higher than 10)
Martial Lore
Open Lock
Psicraft
Ride (benefit more when trained)
Sleight of Hand
Speak Language
Spellcraft
Truespeak
Tumble
Use Magic Device
Use Psionic Device

ARMOR:
None

SHIELD:
None

WEAPONS:
Dagger
Cost 2 gp Weight 1 lb.
Damage 1d3 (small), 1d4 (medium); Critical 19-20/x2; Range 10 ft.; Type P or S; Special —
Category Light; Proficiency Simple
Weapon Groups Blades, Light; Thrown; Tribal
+2 sleight of hand to conceal

Longspear
Cost 5 gp Weight 9 lbs.
Damage 1d6 (small), 1d8 (medium); Critical x3; Range —; Type P; Special brace, reach
Category Two-Handed; Proficiency Simple
Weapon Groups Spears

Light crossbow
Cost 35 gp Weight 4 lbs.
Damage 1d6 (small), 1d8 (medium); Critical 19-20/x2; Range 80 ft.; Type P; Special —
Category Ranged; Proficiency Simple
Weapon Groups Crossbows

EQUIPMENT
Light Load: Up to 43 lbs
Medium Load: 44-86 lbs
Heavy Load: 87-130 lbs

Lift Over Head: 130 lbs


Lift Off Ground: 260 lbs
Push/Drag: 650 lbs

WEIGHT CARRIED: 54 lbs [20 lbs if drop backpack]
LOAD CARRIED: Medium (Light if drop
backpack)
WEIGHT PENALTIES: Check Penalty -3, Max. Dexterity +3, Speed 20 ft. (None if
drop backpack)

MONEY
Copper:
Silver:
Gold:
Platinum:
Gems:
Art Objects:

(Total GP)

MAGIC/PSIONIC ITEMS:

WEAPONS

SHIELD

BODY/TORSO
Brown Leather Armor
FEET
Brown leather boots

HANDS
Brown fingerless gloves

HEAD

RINGS (2 slots)

SHOULDERS
Black Fur Cloak

THROAT

TORSO
Brown vest and black shirt

WAIST
Brown leather breeches

TOOLS

POTIONS
MASTERWORK POTION BELT (max 10)

SCROLLS

WANDS

MUNDANE ITEMS
1 week of rations
Wineskin of water
Bedroll

CLOTHING
Brown Winter Outfit

WEAPONS
Dagger
Light Crossbow
Long Spear
10 bolts
STORAGE

GEMS

ARCANE MAGIC (SUMMONER)


Arcane Caster Level:1st
Caster Level Check: +1
Spell Saving Throw DC Modifier: +4 (CHARISMA)

CANTRIPS KNOWN
Arcane Mark
Detect Magic
Read Magic
Light

1st LEVEL SPELLS KNOWN


Rejuvenate Eidolon, Lesser
Enlarge Person

CANTRIPS
Arcane Mark
School universal; Level arcanist 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner
0, summoner (unchained) 0, witch 0
Casting Time 1 standard action
Components V, S
Effect Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
Saving Throw none; Spell Resistance no
Description
This spell allows you to inscribe your personal rune or mark, which can consist of no more than
six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch
the rune upon any substance without harm to the material upon which it is placed. If an invisible
mark is made, a detect magic spell causes it to glow and be visible, though not necessarily
understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an
invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be
dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object
(see that spell description for details).

Detect Magic
Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study
a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras
are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of
magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level
for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its
properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or
conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster
level; see the accompanying table. If an aura falls into more than one category, detect magic
indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell)
or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a
location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long
the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura


Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 x 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the
conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell
can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Spell or Object Aura Power


Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
PFS Legal Detect Magic, Greater
Source Ultimate Intrigue pg. 212

Read Magic
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Effect
Range personal
Target you
Duration 10 min./level
Description
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that
would otherwise be unintelligible. This deciphering does not normally invoke the magic
contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter
able to read that particular writing without recourse to the use of read magic. You can read at
the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding
with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any
symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Light
Casting Time 1 standard action
Components V, M/DF (a firefly)
Effect
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius,
and increasing the light level for an additional 20 feet by one step, up to normal light (darkness
becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this
spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another
casting is still in effect, the previous casting is dispelled. If you make this spell permanent
(through permanency or a similar effect), it does not count against this limit. Light can be used to
counter or dispel any darkness spell of equal or lower spell level.

Enlarge Person
Casting Time 1 round
Components V, S, M (powdered iron)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
Description
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its
weight by 8. This increase changes the creature's size category to the next larger one. The
target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and
a –1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach
of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum
possible size and may make a Strength check (using its increased Strength) to burst any
enclosures in the process. If it fails, it is constrained without harm by the materials enclosing
it—the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons
affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other
magical properties are not affected by this spell. Any enlarged item that leaves an enlarged
creature's possession (including a projectile or thrown weapon) instantly returns to its normal
size. This means that thrown and projectile weapons deal their normal damage. Magical
properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person.


Enlarge person can be made permanent with a permanency spell.

Rejuvenate Eidolon, Lesser


School conjuration (healing); Level summoner 1, summoner (unchained) 1
Casting
Casting Time 1 standard action
Components V, S, M (a drop of your blood)
Effect
Range touch
Target eidolon touched
Duration instantaneous
Saving Throw none; Spell Resistance no
Description
By laying your hand upon an eidolon, you cause its wounds to close and its form to solidify. This
spell cures 1d10 points of damage +1 point per caster level (maximum +5).
Phylakxiss The Pale Lady
Eidolon type: Outsider (Mythos)

Base Form- Serpentine


Starting Statistics: Size Medium; Speed: 20 ft., climb 20 ft.; AC: +2 natural armor; Saves: Fort
(bad), Ref (good), Will (good); Attack: bite (1d6), tail slap (1d6); Ability Scores: Str 12, Dex 16,
Con 13, Int 7, Wis 10, Cha 11; Free Evolutions: bite, climb, reach (bite), tail, tail slap

Subtype- Aberration
Alignment: Chaotic evil, chaotic neutral, neutral, or neutral evil.

Base Form(s): Aberrant (bite, grab [tentacle mass], tentacle mass), biped (limbs [arms], limbs
[legs], slam), quadruped (bite, limbs [legs, 2]), or serpentine (bite, grab [bite], reach [bite], tail,
tail slap).

Base Evolutions: Starting at 1st level, aberrant eidolons gain the following class skills in place of
those normally gained by eidolons: Escape Artist, Intimidate, Knowledge (pick one), Perception,
Stealth, and Climb, Fly, or Swim (pick one). The summoner can choose four additional skills to
be class skills for his eidolon. Aberrant eidolons count as both aberrations and outsiders for
spells and effects. They gain a +4 racial bonus on saving throws against mind-affecting effects.

Hit Points: 13

BAB: +1

Saves: Fort +1 Con, Reflex +5 (+3 Dex, +2 Base) Will +2

Skills:
Intimidate +5 (1 rank, +1 cha, +3 class skill)
Perception +4 (1 rank, +3 class skill)
Survival +4 (1 rank, +3 class skill)
Sense Motive +4 (1 rank, +3 class skill)

Feats:
Combat Reflexes:
You may make a number of additional attacks of opportunity per round equal to your Dexterity
bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A
character without this feat can make only one attack of opportunity per round and can’t make
attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a
rogue to use her opportunist ability more than once per round.

Evolutions:
Bite (Ex): An eidolon'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 eidolon
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.

Climb (Ex): An eidolon 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 eidolon's climb speed by 20 feet.

Reach (Ex) Tenacle: 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.

Tail (Ex): 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 (Ex): An eidolon 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 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 (Ex): An eidolon 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.

Grab (Ex) Tentacle: The eidolon becomes adept at grappling foes, gaining the grab ability.
Select one of the following attacks: bite, claw, pincers, slam, tail slap, or tentacle. Whenever the
eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver
check. If successful, the eidolon grapples the target. This ability works only on creatures at least
one size category smaller than the eidolon. Eidolons with this evolution gain a +4 bonus on
combat maneuver checks to grapple.

3 attacks

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