Summoner

An ancient magic passed down through the centuries allows a person to preserve their lifeforce essence, maintaining their spirit and willpower at the cost of their physical body. Some select few are able to commune with these spirits and call upon them, drawing upon their great magical strength.

Role: Summoners in Spira have, since Sin first appeared, been the world’s only hope of bringing about the calm. Summoners must dedicate their lives to learning how to commune with the Aeons, become stronger in controlling this power, and, often, sacrifice themselves and their guardians to pay the price for Spira’s continued safety. Some choose to take up the pilgrimage only to abandon it rather than make that final sacrifice; others choose to train and teach, helping the people through the use of the Aeon’s incredible powers; and a few train solely to add to their own power.

Game Rule Information

Alignment: Any non-Chaotic.
Hit Die: d6.

Class Skills: The summoner’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Perform (Sending) (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Like any other arcane spellcaster, a summoner wearing armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component.

Summoner Spells: At 1st Level, a summoner gains the ability to cast spells from either the White (Cleric) or Black (Wizard) list. They must make this choice upon taking their first level, and cannot change once it has been made. The Summoner learns and casts spells spontaneously like a Bard. The number of spells per level is shown on the chart below. The Summoner’s magic is based on Wisdom, and he gains extra spells per day with a high Wisdom stat.
A Summoner always has 6 cantrips ready and prepared. These are chosen from the list of all cantrips known (either of White or Black).

To learn or cast a spell, a summoner must have a Wisdom 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 Wisdom 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 the table below. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A summoner’s selection of spells is extremely limited. At each new summoner level, he gains one or more new spells as indicated on the table below. (Unlike spells per day, the number of spells a summoner knows is not affected by his Wisdom score. The numbers on the table 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.

Aeon: A summoner begins their pilgrimage by communing with a Fayth in its temple cloister, alone, for eight hours. Once the Fayth has gotten to know the individual Summoner, it will choose whether to merge itself with her or not. If the Fayth has accepted the Summoner, she leaves the cloister with the ability to summon to her aid a powerful outsider called an Aeon.
The summoner directs all of the Aeon’s actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature. While fused with his Aeon, the summoner gains a bonus to his physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The bonus to physical attributes is determined by subtracting 10 or 11 from the Aeon’s total physical attribute and adding the remainder as a size bonus to the summoner’s original ability score. The summoner gains the Aeon’s hit points as temporary hit points. When these hit points reach 0, the Aeon is sent back to its home plane. The Summoner adds the Aeon’s base attack bonus and saves to his own, and gains the Aeon’s armor and natural armor bonuses. The summoner also gains access to the Aeon’s special abilities and the Aeon’s evolutions. The summoner is still limited to the Aeon’s maximum number of natural attacks. The Aeon’s feats are able to be used by the summoner; and he may choose between his own skill scores or those of his Aeon. The summoner loses access to his gear, but retains any persistent magical properties of merged gear, while merged with the Aeon.

While fused, the summoner counts as both his original type and as an outsider for any effect related to type, whichever is worse for the summoner. Spells such as banishment or dismissal work normally on the Aeon, but the summoner is unaffected. Neither the summoner nor his Aeon can be targeted separately, as they are fused into one creature. The summoner and Aeon cannot take separate actions.

Summoners may call their Aeons as a spell-like ability for a total number of rounds per day equal to 4 + his Cha modifier +2 per level after the first; he may choose to dismiss them early and store the extra rounds for another battle. Otherwise, they are not sent back to their home plane until reduced to zero temporary HP. If the Aeon is sent back to its home plane due to death, it cannot be summoned again until the following day. The Aeon 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 Aeon is immediately banished. The Aeon’s alignment is what it’s fayth’s was in life.

Due to its tie with its summoner, an Aeon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. The Aeon’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 Aeon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the Aeon 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.
A summoner can summon his Aeon in a ritual, full-round action. When summoned in this way, the Aeon hit points are unchanged from the last time it was summoned. If the Aeon was previously slain, it returns with half its total hit points. The Aeon does not heal naturally. Some spells allow the simultaneous summoning and full recovery of Aeons.

Fused Link (Su): Starting at 1st level, the summoner forms a close bond with his Aeons. Whenever the temporary hit points from his Aeon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the Aeon (thus preventing the loss of the summoner’s temporary hit points), preventing the Aeon from being sent back to its home plane.

Level BAB Fort Ref Will Special Spells/day 1 2 3 4 5 6 Spells Known 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Spells, Aeon 1 2
2nd +1 +0 +0 +3 Sending, Focused Aeon 2 3
3rd +1 +1 +1 +3 Extra Aeon 3 4
4th +2 +1 +1 +4 3 1 4 2
5th +2 +1 +1 +4 Extra Aeon 4 2 4 3
6th +3 +2 +2 +5 4 3 4 4
7th +3 +2 +2 +5 Extra Aeon 4 3 1 5 4 2
8th +4 +2 +2 +6 5 4 2 5 4 3
9th +4 +3 +3 +6 Extra Aeon 5 4 3 5 4 4
10th +5 +3 +3 +7 Defending Aeon 5 4 3 1 5 5 4 2
11th +5 +3 +3 +7 Extra Aeon 6 5 4 2 6 5 4 3
12th 6/1 +4 +4 +8 6 5 4 3 6 5 4 4
13th 6/1 +4 +4 +8 Extra Aeon 6 5 4 3 1 6 5 5 4 2
14th 7/2 +4 +4 +9 6 6 5 4 2 6 6 5 4 3
15th 7/2 +5 +5 +9 Extra Aeon 6 6 5 4 3 6 6 5 4 3
16th 8/3 +5 +5 +10 Resilient Aeon 6 6 5 4 3 1 6 6 5 5 4 2
17th 8/3 +5 +5 +10 Extra Aeon 6 6 6 5 4 2 6 6 6 5 4 3
18th 9/4 +6 +6 +11 6 6 6 5 4 3 6 6 6 5 4 4
19th 9/4 +6 +6 +11 Extra Aeon 6 6 6 6 5 4 6 6 6 6 5 4
20th 10/5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6 5 5

Sending: At 2nd level, a summoner learns the unique skill of Sending the Dead to the Farplane. A Summoner makes a Perform skill check, usually Dance, Sing, or a wood instrument, and can Send that many HD of dead in an hour’s performance, ensuring that their spirit enter the Farplane rather than linger on as a fiend.

Focused Aeon: At 2nd Level, a summoner gains the feat, Focused Eidolon, usable with all of his Aeons.
Extra Aeon: At 3rd Level, a summoner has the experience to commune with another Fayth to gain access to a new Aeon. From now on, the Summoner must choose which Aeon he calls. Each Aeon has a full set of evolutions and its own set of skills, HD, etc, but share in all feats and abilities the summoner possesses, even things like the Extra Evolutions Feat. A summoner may choose to use a full round to summon an Aeon, and then take the next full round to summon a completely different Aeon, this new Aeon replaces the previous one entirely.
A Summoner May choose not to commune with a new Aeon, and instead re-commune with the Fayth he already has a link with. In this case, he gains access to a “Grand Summoning” for this Aeon, where this Aeon has an extra 3 Evolution point, which increases to 4 at summoner level 5, 5 at 10th level, 6 at 15th lvl, and +7 evolution points at 20th level. This may only work on the one Aeon chosen for communion. No Aeon may be chosen to become a Grand Summoning twice; each time a Summoner gets the Extra Aeon class feature, they must either choose between gaining a new Aeon, or improving an Aeon he already has. A Summoner may choose to take Extra Aeon as a feat any time they could gain a normal feat, but only to be able to get access to a new Aeon slot. The summoner must always actually commune with a new Aeon it has an Extra Aeon slot for in order to summon it.

Defending Aeon: At 10th Level, a summoner gains the feat, Defending Eidolon, usable with all of his Aeons.
Resilient Aeon: At 16th Level, a summoner gains the feat, Resilient Eidolon, usable with all of his Aeons.

Aeons

An Aeon’s abilities are determined by the summoner’s level and by the choices made using its evolution pool. Table 2–9: Aeon Base Statistics determines many of the base statistics of the Aeon. Each Aeon possesses a base form that modifies these base statistics. (Aeon statistics are added to the summoner’s to determine a combined total) Aeons are outsiders for the purpose of determining which spells affect them.

Class Level: This is the character’s summoner level.

HD: This is the total number of 10-sided (d10) Hit Dice the Aeon possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the Aeon’s base attack bonus. An Aeon’s base attack bonus is equal to its Hit Dice. Aeons do not gain additional attacks using their natural weapons for a high base attack bonus.

Good/Bad Saves: These are the Aeon’s base saving throw bonuses. An Aeon possesses two good saving throws and one bad saving throw, determined by the creature’s base form.

Armor Bonus: The number noted here is the Aeon’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the Aeon’s base form and some options available through its evolution pool. An Aeon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the Aeon.

Str/Dex Bonus: Add this modifier to the Aeon’s Strength and Dexterity scores, as determined by its base form. Some options available through the Aeon’s evolution pool might modify these scores.

Evolution Pool: The value given in this column is the total number of points in the Aeon’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Aeon. Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the Aeon. These choices are not set. The summoner can change them whenever he gains a level (and through the transmogrify spell).

Max. Attacks: This indicates the maximum number of natural attacks that the Aeon is allowed to possess at the given level. If the Aeon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.

Special: This includes a number of abilities gained by all Aeons as they increase in power. Each of these bonuses is described below.

Darkvision (Ex): The Aeon has darkvision out to a range of 60 feet.

Link (Ex): A summoner and his Aeon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his Aeon at any time. In addition, magic items interfere with the summoner’s connection to his Aeon. As a result, the summoner and his Aeon share magic item slots. For example, if the summoner is wearing a ring, his Aeon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the Aeon become dormant. The Aeon must possess the appropriate appendages to utilize a magic item.

Evasion (Ex): If an Aeon is subjected to an attack that normally allows a Ref lex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The Aeon adds +1 to one of its ability scores.

Devotion (Ex): An Aeon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An Aeon gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the Aeon instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the Aeon later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an Aeon takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Base Forms

Each Aeon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the Aeon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Aeon attacks add the Aeon’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. 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. Alternatively, any one of these base forms can be used to make a Small Aeon. If the Aeon is Small, it gains a +2 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. 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. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the Aeon can be made Medium whenever the summoner can change the Aeon’s evolution pool (which causes it to lose these modifiers for being Small).

Quadruped
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor, +1 Dex bonus; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (legs) (2).

Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).

Serpentine
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor, +3 Dex bonus; 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.

Machina
Starting Statistics: Size Medium; Speed 20 ft. (climb 20 ft.); AC +1 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack Slam (1d8); Ability Scores Str 16, Dex 10, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, howdah, limbs (legs).

Ooze
Starting Statistics: Size Medium; Speed 20 ft. (climb 20 ft.); AC +1 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack Slam (1d8); Ability Scores Str 10, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions formless, slam, tentacle.

Immobile
Starting Statistics: Size Med; Speed No Speed.; AC +4 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack Psionic Blast (1d4); Ability Scores Str 16, Dex 4, Con 15, Int 7, Wis 10, Cha 16; Free Evolutions Psionic Blast, Improved Natural Armor, Unnatural Aura

Aquatic
Starting Statistics: Size Medium; Speed 20 ft., swim 40 ft.; AC +4 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, improved natural armor, gills, swim (2).

Wisp
Starting Statistics: Size Small; Speed 20 ft., flying.; AC +2 natural armor, +4 Dex bonus; Saves Fort (bad), Ref (good), Will (good); Attack slam (1d6); Ability Scores Str 10, Dex 18, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions slam, basic magic (Acid Splash), Flight, limbs (arms).

Summoner Lvl HD BAB Good Saves Bad Saves Armor Bonus STR/DEX Bonus Evolution Pool Max Attacks Special
1 1 1 2 0 0 0 3 3 Darkvision, Link, Share Spells
2 1 1 2 0 1 1 4 3 Evasion
3 2 2 3 0 1 1 5 3
4 2 2 3 0 1 1 7 4
5 3 3 3 1 2 2 8 4 Ability Score Increase
6 3 3 3 1 2 2 9 4 Devotion
7 4 4 4 1 3 3 10 4
8 4 4 4 1 3 3 11 4
9 5 5 4 1 3 3 13 5 Multiattack
10 5 5 4 1 4 4 14 5 Ability Score Increase
11 6 6/1 5 2 4 4 15 5
12 6 6/1 5 2 5 5 16 5
13 7 7/2 5 2 5 5 17 5
14 7 7/2 5 2 5 5 19 6 Improved Evasion
15 8 8/3 6 2 6 6 20 6 Ability Score Increase
16 8 8/3 6 2 6 6 21 6
17 9 9/4 6 2 7 7 22 6
18 9 9/4 6 3 7 7 23 6
19 10 10/5 7 3 7 7 25 7
20 10 10/5 7 3 8 8 26 7

Evolutions

Each Aeon receives a number of evolution points that can be spent to give the Aeon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the Aeon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the Aeon additional natural attacks.

Natural attacks listed as primary are made using the Aeon’s full base attack bonus and add the Aeon’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the Aeon’s base attack bonus – 5 and add 1/2 the Aeon’s Strength modifier on damage rolls (if positive). If the Aeon only has a single natural attack, 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, regardless of the attack’s type.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once.

1-Point Evolutions

The following evolutions cost 1 point from the Aeon’s evolution pool.

Air Mastery (Ex): Airborne creatures take a –1 penalty to attack rolls and damage rolls against an eidolon. The eidolon must have the flight evolution before selecting this evolution.

Basic Magic (Sp): An Aeon learns to cast a basic spell as a spell-like ability. Select one 1st-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 1 additional evolution point. The caster level for this evolution is equal to the Aeon’s Hit Dice. The save DC for this spell is 11 + the Aeon’s Charisma modifier. The Aeon must have a Charisma score of at least 11 to take this evolution. This evolution can be selected more than once. Each time an Aeon selects this evolution, it applies to a new spell.

Bite (Ex): An Aeon’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 Aeon 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.

Centipede (Ex): An eidolon has dozens of extra legs in long rows along the length of its body. It can twist its body to stand up from prone without provoking an attack of opportunity. If a second point is put into this evolution, the eidolon also gains a +4 bonus to its CMD against bull rush and trip attacks. Only eidolons with the quadruped, machina, serpentine, aquatic, or biped base forms can take this evolution.

Claws (Ex): An Aeon 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 Aeon 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 Aeon must possess an equal number of the limbs evolution.

Climb (Ex): An Aeon 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 Aeon’s climb speed by 20 feet.

Earth Mastery (Ex): An eidolon gains a +1 bonus to attack rolls and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the eidolon takes a –4 penalty to attack rolls and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the eidolon is initiating or resisting these kinds of attacks. An eidolon cannot have the flight or swim evolutions while it has this evolution.

Eldritch Heritage (Su): The Aeon gains Eldritch Heritage as a bonus feat. The summoner must be at least 3rd level before selecting this evolution.

Gills (Ex): An Aeon has gills and can breathe underwater indefinitely.

Guise (Ex): An eidolon appears to be an ordinary (not summoned) humanoid, monstrous humanoid, animal, or magical beast (depending on its current form). A Knowledge check (appropriate for gaining information on the type of creature the eidolon seems to be), with a DC equal to the eidolon’s HD + 15, reveals the eidolon’s true nature.

Hidden Compartment (Ex): An eidolon has a concealed, built-in, watertight compartment in which items can be stored. The weight limit of the compartment is one-quarter of the eidolon’s light load, and the volume limit is 1 cubic foot (8 cubic feet for Large eidolons, 64 cubic feet for Huge eidolons). Spotting the compartment requires a Perception check with a DC equal to the eidolon’s HD + 15. Removing items from the eidolon against its will requires a steal maneuver (from the Advanced Player’s Guide). Removing an item with the eidolon’s cooperation is a full-round action.

Hooves (Ex): An Aeon has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. These attacks are secondary attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Aeon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. Alternatively, the Aeon can replace the claws evolution from its base form with these hoof attacks (this still costs 1 evolution point). This evolution can be selected more than once, but the Aeon must possess an equal number of limbs evolutions.

Hyboreal (Ex): An eidolon can move across icy surfaces without penalty, as if using the spider climb spell, and it does not need to make Acrobatics checks to run or charge on ice. The eidolon can also see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

Improved Damage (Ex): One of the Aeon’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 an Aeon selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex): An Aeon’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.

Ink Cloud (Ex): While underwater, an eidolon can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and it persists for 1 minute.

Low-Light Vision (Ex): An Aeon gains low-light vision, enabling it to see twice as far as a human in conditions of dim light.

Luminescence (Ex): An eidolon grows a gland similar to a firefly, glowing brightly enough to provide light in a 20-foot radius. The eidolon can turn this light on or off as a swift action. An eidolon that is glowing when it falls unconscious continues to glow for 1d6 minutes after falling unconscious.

Magic Attacks (Su): An Aeon 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 Aeon’s weapons are treated as the alignment of the Aeon for the purpose of overcoming damage reduction.

Metal Skin (Ex): An eidolon’s skin is made of metal, such as bronze, copper, iron, or steel. The eidolon gains DR 1/—. You can spend additional points, and each one increases the DR by 1, to a maximum of DR 5/—. A summoner must be at least 9th level to have this evolution. At 12th level, if you spend an additional point, you can make the eidolon’s skin consist of adamantine, cold iron, or silver, which causes its natural attacks to count as that material for the purpose of penetrating DR.

Mimicry (Su): An eidolon can assume the appearance of a creature with the same basic size and shape as the eidolon’s base form, also gaining the ability to sound like the chosen creature. The eidolon does not gain any new abilities, nor lose its old ones, though it does gain a +20 bonus to Disguise checks to appear to be a different kind of creature. This evolution otherwise acts as a 2nd-level transmutation (polymorph) spell. An eidolon must have the guise evolution to select this evolution.

Quills (Ex): An eidolon has long, sharp natural barbs over most or all of its body. When the eidolon makes a successful grapple attack, it can also automatically deal 1d6 points of piercing damage with its quills (1d8 if Large, 2d6 if Huge). The eidolon cannot make an attack with the quills without making a grapple check, but it counts as a secondary attack for the purpose of determining bonus damage from Strength.

Pincers (Ex): An Aeon grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Aeons with the grab evolution linked to pincers gain a +2 bonus on CMB checks made to grapple. The Aeon must have the limbs (arms) evolution to take this evolution. Alternatively, the Aeon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the Aeon must possess an equal number of the limbs evolution.

Pounce (Ex): An Aeon gains quick ref lexes, allowing it to make a full attack after a charge. This evolution is only available to Aeons of the quadruped base form.

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

Push (Ex): An Aeon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the Aeon 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 Aeon. This ability only works on creatures of a size equal to or smaller than the Aeon. 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 an Aeon selects this evolution, it applies to a different natural attack.

Reach (Ex): One of an Aeon’s attacks is capable of striking at foes at a distance. Pick one attack. The Aeon’s reach with that attack increases by 5 feet.

Resistance (Ex): An Aeon’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 Aeon 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 an Aeon selects this evolution, it applies to a different energy type.

Scintillate (Ex): As a standard action, an eidolon can create bright, flashing colors over the entirety of its body. All creatures within 30 feet must make Reflex saving throws (DC 10 + one-half the eidolon’s HD + the eidolon’s Charisma modifier) or be dazzled for 1d4 minutes. An eidolon must have the luminescence evolution to gain this evolution.

Shell (Ex): An eidolon has a large shell, similar to a turtle’s, into which it can withdraw its extremities. As a full-round action an eidolon can pull into its shell, increasing its natural armor bonus to AC by +4, but forgoing any movement (even a 5-foot step) and no longer threatening any spaces. An eidolon can extend itself back out of its shell as a swift action.

Slam (Ex): An Aeon 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 Aeon must have the limbs (arms) evolution to take this evolution. Alternatively, the Aeon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the Aeon must possess an equal number of the limbs evolution.

Sprint (Ex): An eidolon can sprint like a cheetah. Once per hour, it can take a double move and travel ten times its normal ground movement rate.

Sting (Ex): An Aeon 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 Aeon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the Aeon must possess an equal number of the tail evolution.

Swim (Ex): An Aeon gains webbed hands, feet, or powerful f lippers, giving it a swim speed equal to its base speed. This evolution does not give the Aeon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the Aeon’s swim speed by 20 feet.

Tail (Ex): An Aeon 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 Aeon 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 Aeon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the Aeon must possess an equal number of the tail evolution.

Tentacle (Ex): An Aeon 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.

Unnatural Aura (Su): An Aeon is obviously of unnatural origin. Normal animals do not willingly approach the Aeon unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Water Mastery (Ex): An eidolon gains a +1 bonus to attack rolls and damage rolls if both it and its opponent are touching water. If neither the opponent nor the eidolon is touching the water, the eidolon takes a –4 penalty to attack rolls and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. The eidolon must have the swim evolution to select this evolution.

Wing Buffet (Ex): An Aeon 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 Aeon must possess the f light evolution, with wings, to select this evolution.

2-Point Evolutions

The following evolutions cost 2 points from the Aeon’s evolution pool.

Ability Increase (Ex): An Aeon grows larger muscles, gains faster ref lexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Aeon’s ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the summoner possesses. The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge Aeon.

Bloody Spray (Ex): An eidolon can fire a stream of heated blood from its own eye sockets, as a horny toad does, blinding a foe. As a standard action, the eidolon selects one target within 60 feet, forcing that target to make a Reflex saving throw (DC 10 + one-half the eidolon’s HD + the eidolon’s Constitution modifier) or be burned by a stream of steaming blood for 1d4+1 rounds. Each time the eidolon uses this attack, it deals 1 point of damage to itself. This damage cannot be avoided by the eidolon.

Camouflage (Ex): An eidolon’s hide, plus any hair or fur, change coloration to match its surroundings. This evolution grants the eidolon a +20 bonus to Stealth checks, and it allows it to make such checks even when observed or in bright or normal light. If the eidolon takes greater than a 5-foot step, the bonus is halved. If the eidolon moves at more than half its move rate, the bonus applies only to creatures that are 30 or more feet away from the eidolon.

Channel Resistance (Ex): An Aeon becomes less easily affected by the channel energy ability of clerics or paladins. The Aeon gains a +2 bonus on any saves that are made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). At 7th level, this bonus can be increased to +4 by spending 2 additional evolution points. The Aeon must possess the undead appearance evolution to take this evolution.

Constrict (Ex): An Aeon gains powerful muscles that allow it to crush those it grapples. Whenever the Aeon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution is only available to Aeons of the serpentine base form.

Corrode Metal (Su): An eidolon can cause any metal object it touches (using any melee attack) to swiftly rust and corrode. The object touched takes half its maximum hit points in damage and gains the broken condition; a second hit destroys the item. Against creatures made of metal, the eidolon’s ability deals 3d6 points of damage. An attended object, any magic object, or a metal creature can attempt a Reflex saving throw (DC 10 + one-half the eidolon’s HD + the eidolon’s Constitution modifier) to negate this effect. The eidolon can use this ability once per day. The eidolon can use this ability 1 additional time per day by spending 1 additional evolution point (maximum 3/day). The summoner must be at least 3rd level before selecting this evolution.

Death Roll (Ex): An eidolon can spin its head or whole body repeatedly as a swift action after grappling a foe of its size or smaller with a bite attack. The eidolon makes a CMB check, with success allowing it to inflict its bite damage, knock the target prone, and maintain its grapple. An eidolon must have the bite evolution to select this evolution.

Deafening Roar (Ex): An eidolon can release an amazingly loud roar as a standard action. Creatures within a 60-foot cone must attempt a Fortitude saving throw (DC is equal to 10 + one-half the eidolon’s HD + the eidolon’s Constitution modifier) or be deafened. The roar is so loud that the DC to hear it with a Perception check is increased by +1 for every 100 feet distance (rather than the normal +1 per 10 feet). The eidolon can use this ability once per day. The eidolon can use this ability 1 additional time per day by spending 1 additional evolution point (maximum 3/day). The summoner must be at least 3rd level before selecting this evolution.

Drench (Su): An eidolon can produce large quantities of water as a standard action. This allows it to put out nonmagical flames of Large size or smaller, or dispel magical fire it touches as dispel magic (caster level equals eidolon’s HD). Water created in this way evaporates after 1 minute, and it cannot be used to slake thirst. The eidolon can use this ability once per minute.

Energy Attacks (Su): An Aeon’s attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the Aeon’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The summoner must be at least 5th level before selecting this evolution.

Flight (Ex or Su): An Aeon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to f ly. The Aeon gains a f ly speed equal to its base speed. The Aeon’s maneuverability depends on it size. Medium or smaller Aeons have good maneuverability. Large Aeons have average maneuverability, while Huge Aeons have poor maneuverability. For 2 additional evolution points, the Aeon f lies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The Aeon’s f ly speed can be increased by spending additional evolution points, gaining a 20-foot increase to f ly speed for each additional point spent. The summoner must be at least 5th level before selecting this evolution.

Formless (Ex): An eidolon has no set form, instead existing primarily as a pile of fleshlike ooze. It can grow claws, tentacles, or tails (as dictated by its evolutions), but these are as malleable as the rest of its shapeless, amorphous body. It can grow basic features not requiring evolutions (eyes, ears, mouths) anywhere it wishes, and as a result it cannot be flanked. Additionally, it takes no penalty to Armor Class or attack rolls from squeezing, and it can squeeze into spaces as if it was one size category smaller than its true size. An eidolon cannot have legs and this evolution.

Gore (Ex): An Aeon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

Grab (Ex): An Aeon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, slam, tail slap, or tentacle attacks. Whenever the Aeon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the Aeon grapples the target. This ability only works on creatures of a size one category smaller than the Aeon or smaller. Aeons with this evolution receive a +4 bonus on CMB checks made to grapple.

Head (Ex): An Aeon grows an additional head. The Aeon does not gain any additional natural attacks for the additional head, but the additional head does allow the Aeon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.

Hiss (Ex): An eidolon can make a loud and disconcerting hiss or similar noise as a swift action, forcing air through its teeth, using specialty breathing pores, or using a natural rattle as some snakes have. This sound forces any creature within 20 feet of the eidolon with Hit Dice equal to or lower than the eidolon’s to make a Will saving throw (DC 10 + one-half the eidolon’s HD+ the eidolon’s Charisma modifier) or be shaken until outside the hiss’s area of effect. This is a sonic attack. A creature that is already shaken, frightened, or panicked is immune to the effects of a hiss.

Howdah (Ex): An eidolon has a built-in cabin appropriate for holding one creature a size category smaller than it, two creatures two sizes smaller, or up to four creatures three sizes smaller. Creatures within the eidolon are more stable and better braced than those riding a mount, and they take no penalties for making ranged attacks while within it. Additionally, they are not considered to be suffering vigorous motion (for purposes of concentration checks) unless the eidolon takes a run action. Creatures in an eidolon’s howdah are considered to have soft partial cover (+2 bonus to AC, no bonus to Reflex saving throws). An eidolon must have the mount evolution to select this evolution.

Immunity (Su): An Aeon’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The Aeon 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. The summoner must be at least 7th level before selecting this evolution.

Improved Eldritch Heritage (Su): The Aeon gains Improved Eldritch Heritage as a bonus feat. The Aeon must possess the Eldritch Heritage evolution to take this evolution, and the bloodline chosen must be the same. The summoner must be at least 11th level before selecting this evolution. This evolution may be selected twice.

Limbs (Ex): An Aeon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the Aeon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The Aeon 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 Aeon is proficient. This evolution can be selected more than once.

Large (Ex): An Aeon grows in size, becoming Large. The Aeon gains a +4 bonus to Strength, and a +2 bonus to Constitution. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The Aeon must be Medium to take this evolution. For an additional two points, an Aeon fully learns the benefits of its larger body. The bonuses for being Large change to become a +8 bonus to Strength, and a +4 bonus to Constitution; and they also gain a +2 bonus to natural armor, and a +1 bonus to its CMB and CMD. If the Aeon has the biped base form, it also gains 10- foot reach. Any reach evolutions the Aeon possesses are added to this total.

Metamorph (Ex): An eidolon can change its base form as a full-round action. It changes all its starting statistics to match the new form, loses any free evolutions from its previous base form, and gains the free evolutions of its new base form. If it has any evolutions that are not allowed by its new base form, they cease functioning until the eidolon changes form again. If it gains a free evolution that it has bought already, the free evolution is lost until it changes form again. (A player should prepare in advance statistics for any form she wishes her eidolon to take—changing base scores, saving throws, and evolutions take awhile.)

Minor Magic (Sp): An Aeon learns to cast a minor spell as a spell-like ability. Select one 2nd-level spell. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 1 additional evolution points. The caster level for this evolution is equal to the Aeon’s Hit Dice – 2. The save DC for this spell is 12 + the Aeon’s Charisma modifier. The Aeon must have a Charisma score of at least 12 and must possess the basic magic evolution to take this evolution. The summoner must be at least 4th level before selecting this evolution. This evolution can be selected more than once. Each time an Aeon selects this evolution, it applies to a new spell from the above list.

Mucus Cloud (Ex): While underwater, an eidolon can exude a cloud of transparent slime as a standard action. All creatures adjacent to the eidolon must succeed on a Fortitude saving throw (DC 10 + one-half the eidolon’s HD + the eidolon’s Constitution modifier) or lose the ability to breathe air (but gain the ability to breathe water) for 1 hour. Renewed contact with the eidolon’s mucus cloud and failing another saving throw extends the effect for another hour.

Pet (Ex): An aeon gains a small-sized pet with basic aeon form stats that fits its theme- water-based aeons get a small shark or seabird; forest animals gain a wolf; etc. As a smaller creature, it loses 8 strength and 4 constitution, but gains 2 dexterity (it also has 2 intelligence, 2 wisdom, and 8 charisma). The pet acts as a secondary attack, using whatever primary attack the aeon has at one step less damage. An aeon can take this more than once, gaining identical (on paper) copies of the same pet each time. This pet can be upgraded to a Homunculus for an additional 4 points.

Poison (Ex): An Aeon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Aeon poison—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the Aeon’s HD + the Aeon’s Constitution modifier. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The summoner must be at least 7th level before selecting this evolution.

Psionic Blast (Su): An aeon gains the power to attack using their mind to attack those around them. This power does not require any limb, nor movement of any kind. Its range is only five feet, but can be bumped up by 5 foot increments each five summoner levels for one additional evolution point. (Stacks with Reach). The attack itself is a ranged touch attack that deals 1d4 untyped damage. Use BAB (less any strength modifiers) and add in the summoner’s charisma modifier to get the attack modifier for this attack.

Puff Up (Ex): An eidolon can fill itself with gas like a puffer fish, taking on a greater size. As a move action the eidolon can become one size category larger. Its weight, reach, carrying capacity, and ability scores do not change, since only its central body grows in size (becoming rounder) and its extra volume is all air. However, the eidolon is considered one size larger for purposes of the space it takes up, modifiers to maneuvers, and other size modifiers. An eidolon can maintain this increased size for 1 minute per point of Constitution score, then must deflate (a swift action). It also deflates if stunned, knocked unconscious, or killed. Once deflated, an eidolon cannot puff up again until a number of minutes have passed equal to the time it spent inflated.

Rake (Ex): An Aeon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The Aeon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to Aeons of the quadruped base form. The summoner must be at least 4th level before selecting this evolution.

Rend (Ex): An Aeon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the Aeon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the Aeon’s Strength modifier. The Aeon must possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution.

Stench Musk (Ex): An Aeon can spray a cone of musk similar to a skunk’s. The Aeon can spray a 30-foot cone of musk; those caught in the area weapon must attempt a Reflex saving throw (DC is equal to 10 + one-half the Aeon’s HD + the Aeon’s Constitution modifier) or be sickened for 1 minute per HD of the Aeon. Creatures that fail their saving throw can be tracked more easily with the scent ability (lower associated skill check DCs by 5), until they have been thoroughly cleaned (requiring 24 hours, or a Heal check with the same DC as the stench musk’s Reflex saving throw DC). The Aeon can use this ability once per day. The Aeon can use this ability one additional time per day by spending 1 additional evolution point (maximum 3/day). The summoner must be at least 5th level before selecting this evolution.

Suction (Ex): An Aeon can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. An Aeon can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, the Aeon’s CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location. Only Aeons with the aquatic, snake, or ooze base forms can select this evolution.

Trample (Ex): An Aeon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the Aeon can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the Aeon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the Aeon’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the Aeon’s HD + the Aeon’s Strength modifier. A trampling Aeon can only deal trampling damage to a creature once per round. This evolution is only available to Aeons of the biped or quadruped base forms.

Tremorsense (Ex): An Aeon 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 Aeon and the creature to be pinpointed are in contact with the ground. The summoner must be at least 7th level before selecting this evolution.

Trip (Ex): An Aeon becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the Aeon makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the Aeon is not tripped in return. This ability only works on creatures of a size equal to or smaller than the Aeon. The Aeon must possess the bite evolution to select this evolution.

Undead Appearance (Ex): An Aeon appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Negative energy heals the Aeon, and positive energy (including a cleric’s channel energy ability) harms it. Spells and effects that target undead or have specific effects against undead (such as Command Undead, hold undead, and searing light) affect the Aeon as if it were undead. The Aeon gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade). Although the Aeon appears undead, it is still an outsider.

Weapon Training (Ex): An Aeon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

3-Point Evolutions

The following evolutions cost 3 points from the Aeon’s evolution pool.

Adhesive Lash (Ex): As a standard action, an eidolon can fire out a long, sticky pseudopod similar to a frog’s tongue. The adhesive lash has reach triple the eidolon’s normal reach based on size. The eidolon makes a CMB check to grapple one target within reach of it. A grappled target is immediately drawn adjacent to the eidolon. The eidolon does not have the grappled condition while using its adhesive lash. This attack does not provoke an attack of opportunity. An eidolon with the offensive digestion or swallow whole evolution can make one attack with those powers as a swift action immediately after a successful grapple check.

Blindsense (Ex): An Aeon’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the Aeon 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 Aeon. Visibility still affects the Aeon’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The summoner must be at least 9th level before selecting this evolution.

Burrow (Ex): An Aeon grows thick and gnarled claws, allowing it to move through the earth. The Aeon gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The summoner must be at least 9th level before selecting this evolution.

Damage Reduction (Su): An Aeon’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The Aeon gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the Aeon. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. The summoner must be at least 9th level before selecting this evolution.

Darts (Ex): An Aeon has a group of needlesharp quills or spines, usually located around the head or on a tail. It can fire a cluster of these as darts at a single target as a standard action. The Aeon makes one ranged attack with a range increment of 20 feet, dealing 1d8 points of damage on a successful roll (2d6 Large, 2d8 Huge). An opponent hit by the darts takes a –1 circumstance penalty to attack rolls, saving throws, and checks until the thorns are removed (full-round action to remove the thorns). An Aeon can use this attack only six times in a 24-hour period, since it needs time to regrow its darts. A summoner of 9th level can spend an additional point to allow the Aeon to make two attack rolls against a single target as a standard action with this evolution. A summoner of 18th level can spend yet another additional point to make a total of three attacks at a single target as a standard action.

Dolorous Wounds (Su): An Aeon’s natural attacks leave horrific, jagged wounds that continue to bleed. Pick one bite, claw, pincer, or sting attack. Whenever the selected attack hits, the target bleeds for 1 hit point. If the target is struck multiple times, the bleed increases by 1 hit point each time it is hit. The summoner must be at least 9th level before selecting this evolution.

Elemental Body (Su): An Aeon’s body becomes elementally charged by one energy type, morphing it into that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The Aeon now is healed by damage from that energy type, but takes double damage from its opposing element. This evolution can be selected more, than once, but its effects do not stack. Each time it applies to a different energy type. Opposing elements can never be selected (A creature cannot simultaneously be made of both Ice and Fire). The summoner must be at least 8th level before selecting this evolution.

Frightful Presence (Ex): An Aeon becomes unsettling to its foes, gaining the frightful presence ability. The Aeon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the Aeon must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the Aeon’s HD + the Aeon’s Charisma modifier. If the Aeon has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the Aeon are immune to this effect. The summoner must be at least 11th level before selecting this evolution.

Greater Eldritch Heritage (Su): The Aeon gains Greater Eldritch Heritage as a bonus feat. The Aeon must possess the Eldritch Heritage and Improved Eldritch Heritage evolutions to take this evolution, and the bloodline chosen must be the same. The summoner must be at least 17th level before selecting this evolution.

Huge (Ex): An improved Large Aeon becomes Huge. The Aeon gains a +12 bonus to Strength, a +6 bonus to Constitution, and a +3 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, 10- foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. If the Aeon has the biped base form, its reach increases to 15 feet. Any reach evolutions the Aeon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The summoner must be at least 8th level before selecting this option, and have purchased the improved version of the Large evolution..

For an additional 3 points, The Aeon’s bonuses change to a +16 bonus to Strength, a +8 bonus to Constitution, and a +4 bonus to its natural armor. It gains a +2 bonus to its CMB and CMD. The summoner must be at least 13th level before selecting this option. These bonuses and penalties replace, and do not stack with, those gained from each successive step.

Major Magic (Sp): An Aeon learns to cast a major spell as a spell-like ability. Select one 3rd-level spell. This spell can be cast once per day as a spell-like ability. At 10th 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 Aeon’s Hit Dice – 2. The save DC for this spell is 13 + the Aeon’s Charisma modifier. The Aeon must have a Charisma score of at least 12 and must possess the minor magic evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time an Aeon selects this evolution, it applies to a new spell from the above list.

Offensive Digestion (Ex): An Aeon can disgorge its stomach, using it as an offensive weapon, as do some forms of sea cucumber. This is a secondary attack. It deals 1d6 points of slam damage (1d8 Large, 2d6 Huge) and the same amount of acid damage. A struck target must also make a Reflex saving throw (DC 10 + one-half the Aeon’s HD + the Aeon’s Constitution modifier) or take this acid damage once a round for an additional 1d4 rounds. A target taking ongoing acid damage can take a standard action to rinse itself off if it has access to a gallon or more of fluid. Offensive digestion can be chosen as the focus of the grab evolution. A summoner must be at least 9th level before selecting this evolution.

See in Darkness (Su): An Aeon can see perfectly in darkness of any kind, including that created by deeper darkness. The summoner must be at least 9th level before selecting this evolution.

Self-Destruct (Su): An Aeon can explode, killing itself, and it automatically explodes when other creatures kill it. Select acid, cold, electricity, or fire. When the Aeon explodes, it deals 1d6 points of damage of the selected type per HD it possesses in a 20-foot radius. Those caught in the explosion can attempt a Reflex saving throw (DC 10 + one-half the Aeon’s HD + the Aeon’s Constitution modifier) for half damage.

Specialized Weapon (Ex): An Aeon gains their choice of a Magic weapon (1Att) that deals 1d61d6 of any element damage; a pair of masterwork weapons (1Att) that deal 1d8 normal damage each, or one magic double weapon (1Att) that deals 2d6 +1. They must already have Weapon Training (martial) before they can take this evolution.

Suffocating Slime (Su): An Aeon can create a thick, sticky slime that makes it difficult for foes to breathe, similar to the defense of a hagfish. Whenever the Aeon successfully makes a grapple check, it can coat the target of the grapple in the slime as a swift action. If a creature makes a successful grapple check against the Aeon, the Aeon can coat it in slime as an immediate action. A target coated in slime must make a Reflex saving throw (DC 10 + one-half the Aeon’s HD + the Aeon’s Constitution modifier) or be fatigued as if left gasping for breath. Creatures that need not breathe are immune to this ability (though those that breathe water are not). An affected creature can take a full-round action to make another Reflex saving throw to remove the slime. Otherwise the slime dries and cracks off after 24 hours. A creature that is already fatigued or exhausted is not affected by suffocating slime. The Aeon can use this ability once per minute.

Swallow Whole (Ex): An Aeon gains the swallow whole ability, giving it the ability to consume its foes. If the Aeon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a combat maneuver check to swallow the creature. The creature can be up to one size category smaller than the Aeon. Swallowed creatures take damage equal to the Aeon’s bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the Aeon’s total hit points. The Aeon’s AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the Aeon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the Aeon’s mouth, where it can attempt to escape or be swallowed again. The Aeon must possess the grab evolution, tied to a bite attack, to take this evolution. The summoner must be at least 9th level before selecting this evolution.

Web (Ex): An Aeon gains a pair of spinnerets, giving it the ability to spin webs. The Aeon 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 Aeon. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + 1/2 the Aeon’s HD + the Aeon’s Con modifier. The webs have a Hardness of 0 and a number of hits points equal to the Aeon’s total Hit Dice. The Aeon can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The Aeon must possess the climb evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution.

4-Point Evolutions

The following evolutions cost 4 points from the Aeon’s evolution pool.

Blindsight (Ex): An Aeon’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The Aeon 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 Aeon must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

Breath Weapon (Su): An Aeon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The Aeon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Ref lex save for half damage. The DC is equal to 10 + 1/2 the Aeon’s HD + the Aeon’s Constitution modifier. The Aeon can use this ability once per day. The Aeon can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The summoner must be at least 9th level before selecting this evolution.

Dimension Door (Sp): An Aeon learns to cast dimension door as a spell-like ability once per day. The caster level for this evolution is equal to the Aeon’s Hit Dice. The save DC for this spell is 10 + 1/2 the Aeon’s HD + the Aeon’s Charisma modifier. The Aeon must have a Charisma score of at least 14 to take this evolution. The summoner must be at least 13th level before selecting this evolution.

Fast Healing (Su): An Aeon’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The Aeon heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the Aeon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the Aeon is alive. This fast healing does not function when the Aeon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 11th level before selecting this evolution.

Gaze Attack (Su): An Aeon gains a gaze attack. Only one creature can be affected by the Aeon’s gaze attack each round. An affected target must make a Fortitude saving throw (DC 10 + one-half the Aeon’s HD + the Aeon’s Constitution modifier). On a failed saving throw, the target takes 1d4 points of Strength damage. For one additional point, the gaze can deal Dexterity damage instead.

Incorporeal Form (Sp): Once per day, an Aeon can become incorporeal for 1 round per summoner level. While in this form, the Aeon gains the incorporeal subtype and incorporeal quality. It only takes half damage from corporeal sources as long as they are magic (it takes no damage from nonmagical weapons and objects). Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. The summoner must be at least 15th level before selecting this evolution.

Lava Puddle (Su): An Aeon can, once per day as a full-round action, create a puddle of lava that fills its space to a depth of 2–3 inches and counts as difficult terrain. Any creature that moves through this puddle of lava takes 2d6 points of fire damage. This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it causes only 1d6 points of fire damage per round. The lava puddle solidifies and is safe to touch after a number of rounds equal to the Aeon’s Hit Dice. At the GM’s discretion, this puddle of lava could start secondary fires. The Aeon can use this ability one additional time per day by spending 1 evolution point (maximum 3/day). The summoner must be at least 5th level before selecting this evolution.

Lifesense (Su): An Aeon can pinpoint living creatures with ease. The Aeon notices and locates living creatures within 60 feet, just as if it possessed the blindsight evolution. The Aeon must possess the undead appearance evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

No Breath (Ex): An Aeon no longer needs to breathe. The Aeon does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The summoner must be at least 11th level before selecting this evolution.

Spell Resistance (Ex): An Aeon is protected against magic, gaining spell resistance. The Aeon’s spell resistance is equal to 11 + the summoner’s level. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th level before selecting this evolution.

Spores (Ex): As a standard action once per minute, an Aeon can release a cloud of invisible spores in a 20-foot radius. Each creature within the area must succeed on a Fortitude saving throw (DC 10 + one-half the Aeon’s HD + the Aeon’s Constitution modifier) or be affected by powerful hallucinations as long as it remains in the cloud. The hallucination effect lasts for 1d4 rounds after leaving the area. A creature must make a new saving throw each round it remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing; a strong wind causes it to disperse immediately. The Aeon can use this ability once per day. The Aeon can use this ability one additional time per day by spending 1 evolution point (maximum 3/day). The summoner must be at least 12th level before selecting this evolution. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.
| d6 | Hallucination |
| 1 | You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim. |
| 2 | You’re attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon. |
| 3 | An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round. |
| 4 | You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round. |
| 5 | You’ve shrunk to 1/10th your normal size! Take no actions for 1 round, and monsters won’t see you. |
| 6 | You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round. |

Ultimate Magic (Sp): An Aeon learns to cast a powerful spell as a spell-like ability. Select one 4th level spell.. This spell can be cast once per day as a spell-like ability. The caster level for this evolution is equal to the Aeon’s Hit Dice – 2. The save DC for this spell is 14 + the Aeon’s Charisma modifier. The Aeon must have a Charisma score of at least 14 and must possess the major magic evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution. This evolution can be selected more than once. Each time an Aeon selects this evolution, it applies to a new spell from the above list.

6-Point Evolutions

The following evolutions cost 6 points from the Aeon’s evolution pool.

Homunculus: Gain an identical copy of the aeon in every way. This copy is not merged with the summoner, and so it exists solely as itself; can be dismissed or killed without regard to the primary aeon. Abilities that are limited in use gain exactly one additional use, and are otherwise split in a pool-like fashion between the primary and all Homunculi.

Favored Class options:

Hume: Add +1/6 of an Extra Aeon.
Al Bhed: Add +1 Hit Point to all Aeons
Guado: Add DR 1/evil to the summoner’s Aeons. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2 (maximum DR 10/evil).
Rhonso: Add a +1/4 natural armor bonus to the AC of the summoner’s Aeons.
Hypello: Add +1/2 Evolution Point to any one Aeon (Can only Add a maximum of 1 pts to any one Aeon this way)

Summoner

Final Fantasy X: Spira's Sorrow tsoli tsoli