The summoner can change them whenever he gains a level (and through the transmogrify spell). 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 eidolon’s HD + its Con modifier). They can be made into legs, complete with feet.

Its effects do not stack.

The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge).

The bonuses from these free evolutions are already factored into the starting statistics. An eidolon is properly skilled and formed to serve as a combat-trained mount.

This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw. The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself.

An eidolon learns to cast a minor spell as a spell-like ability. For a low-level summoner, some of the eidolon’s features (such as extra hydra heads) may be cosmetic until he gains evolution points to spend. | 3.5e SRD

This evolution can be selected more than once. The summoner must be at least 6th level before selecting this evolution. It does not leave a hole behind, nor is its passage marked on the surface. The number noted here is the eidolon’s base total armor bonus. Since most Summoners will keep their Eidolon around all day long, you won't see this bonus often. At 12th level, by spending 2 additional evolution points, the eidolon gains immunity to acid, disease, fire, and poison. At 12th level, by spending 2 additional evolution points, this protection is increased to immunity against these attacks and the spell resistance is increased to 11 + its HD (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade). Unless otherwise noted, each evolution can only be selected once. The caster level for this evolution is equal to the eidolon’s Hit Dice. The natural armor of a Bodyguard eidolon appears to be a suit of metal plate, though this armor is actually part of the eidolon’s body. An eidolon’s base attack bonus is equal to its Hit Dice. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). Strong scents can be detected at twice the normal range. Additional Evolutions are a list of other evolutions to complete the modeled eidolon’s form and abilities. Its effects do not stack.

This evolution is only available to eidolons of the quadruped base form.

We thought it might be helpful information for a player or GM in adjudicating common problems or questions. Dévotion (Ext). Table: Eidolon Base Statistics determines many of the base statistics of the eidolon. An eidolon learns to cast dimension door as a spell-like ability once per day. | Fudge SRD Select one spell from the following list: acid splash, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, ray of frost, stabilize, or touch of fatigue. This model creates a five-headed hydra.

The eidolon must have a Charisma score of at least 11 and must possess the basic magic evolution to take this evolution. An eidolon can look like almost anything its summoner desires. The eidolon must possess the blindsense evolution to take this evolution.

This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. The DC of this save is 10 + 1/2 the eidolon’s HD + the eidolon’s Strength modifier. 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 eidolon. The eidolon’s smell or appearance is so offensive it sickens nearby creatures. It loses its wings, but its maneuverability increases to perfect.

Its effects do not stack. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level.

An eidolon’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). L'eidolon du conjurateur unchained - Wikis Pathfinder-fr Imprimer Discuter (0) Voir le code de la Page Historique L'eidolon du conjurateur unchained Les pouvoirs de l’eidolon dépendent du niveau de son conjurateur et de ses choix quant à l’utilisation des points de sa réserve d’évolution. An eidolon is an outsider linked to a specific summoner. Size: When summoned, an avian eidolon is Small unless it spends 2 points from its evolution pool. As a standard action, the eidolon can touch the summoner and transfer the selected evolution to him. 11 points: Base Form biped; Primary Evolutions improved natural armor, weapon training; Secondary Evolutions ability increase (Strength), fast healing, weapon training (martial). This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner.

If the eidolon is Small, it gains a +2 bonus to its Dexterity score. An eidolon 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. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3).

The DC of these checks is equal to 10 + 1/2 the eidolon’s HD + the eidolon’s Con modifier.

All of the points must be spent whenever the summoner gains a level. The eidolon gains a burrow speed equal to 1/2 its base speed.

Foes with more HD than the eidolon are immune to this effect. If a creature with pounce is under a slow effect, and it charges, does it still get its full attack from pounce? An eidolon cannot have more ranks in a skill than it has Hit Dice. It takes a –2 penalty to its Dexterity. The eidolon must possess the undead appearance evolution to take this evolution.

This evolution can be selected more than once. Targets of the trample can make attacks of opportunity at a –4 penalty. A drider eidolon’s upper humanoid torso is smaller than its spider body.

The eidolon must have a Charisma score of at least 12 and must possess the minor magic evolution to take this evolution. An eidolon is obviously of unnatural origin. You and your eidolon share an empathic connection while you ride it.

Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen. The summoner must be at least 4th level before selecting this evolution.

The eidolon must possess the appropriate appendages to utilize a magic item.

Size: When summoned, a tauric eidolon is Small unless it spends 2 points from its evolution pool, in which case it is Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attacks 2 claws (1d4); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.

Some options available through the eidolon’s evolution pool might modify these scores. The eidolon looks like a sleek aquatic predator such as a shark or orca.

Select one spell from the following list: arcane sight, create food and water, cure serious wounds, daylight, fireball, fly, gaseous form, lightning bolt, major image, stinking cloud, tongues, or water breathing. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon’s Strength modifier. This is the character’s summoner level. 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. This number is modified by the eidolon’s base form and some options available through its evolution pool.

26 points: Base Form biped; Primary Evolutions basic magic (daze or ray of frost), magic attacks, resistance (acid or cold); Secondary Evolutions damage reduction (good), flight, immunity (fire), major magic (invisibility, minor image, or scorching ray), minor magic (burning hands or detect good), see in darkness, spell resistance, ultimate magic ( fireball, lightning bolt, or major image) or dimension door. Animal companions receive average hit points per hit die. This evolution can be selected more than once. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. 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. If successful, the eidolon grapples the target.

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

Recalculate hit points for your companion each time it gains additional hit dice.

Check out our other SRD sites! It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). This attack is a primary attack.

This poison can be used no more than once per round. The minor granted ability becomes suppressed for 24 hours and the eidolon enjoys its benefits for 1d4 minutes before it fades away.

If successful, the target is knocked prone. Each additional time it is selected, increase the eidolon’s swim speed by 20 feet. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus. This evolution can be selected more than once.

The eidolon’s movement, energy attacks, and immunity depend on what type of genie is created—a djinni has flight, electricity attacks, and immunity to acid; an efreeti has flight, fire attacks, and immunity to fire; a marid has swim, cold attacks, and immunity to cold; and a shaitan has burrow, acid attacks, and immunity to electricity. Eidolon poison—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. This does not give immunity to cloud or gas attacks that do not require breathing. The eidolon must possess the flight evolution, with wings, to select this evolution.

An eidolon gains the swallow whole ability, giving it the ability to consume its foes. The eidolon gains an extra feat.

New Pages | Recent Changes | Privacy Policy, Latest Pathfinder products in the Open Gaming Store, Aegis of Empires 4: Legend of the Burning Star (PF1), Arcforge Campaign Setting: What Lies Beyond. The eidolon must be Medium to take this evolution. All of the eidolon’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The eidolon gains a +16 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its natural armor. The summoner must be at least 9th level before selecting this evolution.

An eidolon grows an additional head.

The summoner must be at least 11th level before selecting this evolution.

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