Hialin

Elyon Elra's page

17 posts. Organized Play character for Errtu.


Full Name

Elyon Elra

Race

Elf

Classes/Levels

Wizard 5

Gender

Male

Languages

Common, Elf, Aboleth, Abyssal, Aquan, Undercommon, Celestial, Infernal, Terran, Ingan, Aurian

Strength 10
Dexterity 16
Constitution 12
Intelligence 22
Wisdom 10
Charisma 12

About Elyon Elra

HP: 29 = (levels) 6 + 4 + 3 + 4 + 3 + (Con) 1*5 + 4 Elf
Elf 4 lvls = HP + 1 lvl = Skill
Initiative: +3 Dex
AC: 13 = 10 + 3 AC Touch: 13 Flat foot: 10
Fort: 3 = 1 (wiz) + 1 (CON) + 1 (cloack res)
Ref: 5 = 1 (wiz) + 3 (DEX) + 1 (cloack res)
Will: 5 = 4 (wiz) + 0 (WIS) + 1 (cloack res)

BAB: 2
CMB: 3 = 2 (BAB) + 1 (STR) + 0 (Size)
CMD: 16 = 2 (BAB) + 1 (STR) + 0 (Size) + 3 (DEX) + 10

Laguages
- Elf: Common, Elf
- Starting Int +4: Aboleth, Abyssal, Aquan, Undercommon
- Linguistic Ranks: Celestial, Infernal, Terran, Ingan, Aurian

Elf:

- Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
- Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
- Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
- Fey Thoughts: Perception and UMD are always class skills for the character
- Illustrious Urbanite: City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses.
- Tongue of the Sea: Elves with this racial trait begin play speaking an ancient language and Elven. Elves with high Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf’s normal languages

Traits:

- Pragmatic Activator You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
- Spark of Creation You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

Feats:

Notes
- Illustrious Urbanite: City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses.

Elf - Spell Focus (Conjuration) Add +1 to the Difficulty Class for all saving throws against spells (conjuration)
LvL 1 - Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution
LVL 3 - Evolved Summoned Monster Each time you cast a summon monster spell, you can select a 1-point evolution other than pounce or reach from those available to a summoner’s eidolon
LvL 5 - ??? To be chosen
Wizard - Craft Wondrous Item

Posibilities: Craft Wands

Skills:

Wizard LVL 5 = 2 + Int modifier
LVL 5 = 7 x 5 = 35 (int 20)
Headband +2 int = 5
Elf LVL 5 = 5
Background Skills: 2x5=10 (linguistics + Profession Sailor)
Total 55

Notes:
- Fey Thoughts: Perception and UMD are always class skills for the character
- Spark of Creation You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

- Acrobatics: 14 = 5 rank + 3 CC + 3 Dex + 3 Monkey Familiar
- Appraise: 10 = 1 rank + 3 CC + 6 Int
- Craft weapons: 11 = 1 rank + 3 CC + 6 Int + 1 Spark of Creation
- Craft carpentry: 11 = 1 rank + 3 CC + 6 Int + 1 Spark of Creation
- Craft armor: 11 = 1 rank + 3 CC + 6 Int + 1 Spark of Creation
- Craft Jewelry: 11 = 1 rank + 3 CC + 6 Int + 1 Spark of Creation
- Craft Alchemy: 11 = 1 rank + 3 CC + 6 Int + 1 Spark of Creation
- Escape Artist: 3 = 0 rank + 0 CC + 3 Dex
- Fly: 7 = 1 rank + 3 CC + 3 Dex
- Lingustics: 14 = 5 rank + 3 CC + 6 Int
- Knowledge Arcana: 14 = 5 rank + 3 CC + 6 Int
- Knowledge Dungeoneering: 10 = 1 rank + 3 CC + 6 Int
- Knowledge Nature: 10 = 1 rank + 3 CC + 6 Int
- Knowledge Planes: 10 = 1 rank + 3 CC + 6 Int
- Knowledge Religion: 10 = 5 rank + 3 CC + 6 Int
- Perception: 8 = 5 rank + 3 CC + 0 Wis
- Profession sailor: 8 = 5 rank + 3 CC + 0 Wis
- Ride: 3 = 0 rank + 0 CC + 3 Dex
- Spellcraft: 14 = 5 rank + 3 CC + 6 Int (+2 Elf identify magic items properties)
- Stealth 11 = 5 rank + 3 CC + 3 Dex
- UMD: 14 = 5 rank + 3 CC + 6 Int

Familiar:

- Familiar
- Valet (Familiar Archetype)
- Monkey: Master gains a +3 bonus on Acrobatics checks
- Tarsier: Master gains a +3 bonus on Acrobatics checks

- [Character Companions] Can my familiar wield weapons? Can it wear or use armor or magic items?
Biped [hands]* (all item slots): ... monkey, ..., tarsier, ...

N Diminutive animal
Init +3; Senses low-light vision; Perception +5

DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size, +3 Natural Armor Adj. LVL 5 Master)
hp 12 (Half master HP) - regarding effects the familiar has 5HD
For 2 = 2 Base
Ref 5 = 2 Base + 3 Dex
Wil 5 = 4 Wiz Base + 1 Wis

OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +7 (1d2–4)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 16, Con 10, Int 8, Wis 13, Cha 7
Base Atk +4 = 0 BAB + 2 Dex +2 Size mod
Damage: 1d3-4
CMB: 7 = 0 (BAB) +3 (DEX) +4 (Size)
CMD: 13 = 0 (BAB) -4 (STR) +4 (Size) + 3 (DEX) + 10

Feats Weapon Finesse: With a light weapon you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

Skills Acrobatics +7, Climb +8, Perception +5, Stealth +19;
Racial Modifiers +4 Acrobatics, +4 Climb, +4 Perception

SQ tarsier’s leap
A tarsier’s long hind limbs make it an excellent leaper. A tarsier attempts Acrobatics checks to jump as though it had a running start and doesn’t take a penalty on Acrobatics checks to jump from having a slow base speed.

Wizard lvl 5 adjustments
Master Class Level = 5
Natural Armor Adj.: +3
Intelligence: 8

Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
- Valet Skills: A valet treats Craft, Perform, and Profession as class skills.
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers.
Any creature of Tiny or smaller size should use its Dex modifier instead of its Str modifier for Climb and Swim checks

- Accrobatics 15 = 5 rank + 3 CC + 3 Dex + 4 racial modifier
- Appraise: 0 = 1 rank + 0 CC - 1 Int
- Climb 11 = 1 rank + 3 CC + 3 Dex + 4 racial modifier
- Craft weapons: 3 = 1 rank + 3 CC - 1 Int
- Craft carpentry: 3 = 1 rank + 3 CC - 1 Int
- Craft armor: 3 = 1 rank + 3 CC - 1 Int
- Craft Jewelry: 3 = 1 rank + 3 CC - 1 Int
- Craft Alchemy: 3 = 1 rank + 3 CC - 1 Int
- Escape Artist: 2 = 0 rank + 0 CC + 3 Dex
- Fly: 13 = 1 rank + 3 CC + 3 Dex + 6 Diminutive
- Lingustics: 4 = 5 rank + 0 CC - 1 Int (pick 5 languages?)
- Knowledge Arcana: 4 = 5 rank + 0 CC - 1 Int
- Knowledge Dungeoneering: 0 = 1 rank + 0 CC - 1 Int
- Knowledge Nature: 0 = 1 rank + 0 CC - 1 Int
- Knowledge Planes: 0 = 1 rank + 0 CC - 1 Int
- Knowledge Religion: 4 = 5 rank + 0 CC - 1 Int
- Perception: 13 = 5 rank + 3 CC + 1 Wis + 4 racial modifier
- Profession sailor: 9 = 5 rank + 3 CC + 1 Wis
- Ride: 3 = 0 rank + 0 CC + 3 Dex
- Spellcraft: 4 = 5 rank + 0 CC - 1 Int
- Stealth 23 = 5 rank + 3 CC + 3 Dex + 12 Diminutive
- UMD: 4 = 5 rank + 0 CC - 1 Int

Specials:
- empathic link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
- Deliver touch spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
- Speak with master (Su): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand communication without magical help.

- Valet Skills: A valet treats Craft, Perform, and Profession as class skills.
- Able Assistant (Ex): A valet’s master treats the valet as if it had the Cooperative Crafting feat and shares Craft skills and item creation feats with the valet. This replaces alertness.
- Magical Manipulation (Sp): A valet can cast open/close and prestidigitation at will. This replaces share spells.
- Teammate (Ex): A valet is considered to have all the teamwork feats its master has. This replaces improved evasion.
- Deliver Touch Spells (Su): At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed. This alters deliver touch spells.

School:

School: Conjuration - teleportation
Opposed schools: Necromancy and Enchantment (rever)

Summoner’s Charm: Summon spells last + 2 rounds
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell.

Teleport: You can teleport with familiar 10 feets 9 times per day
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:

Spells per day
LVL 0 = 4 (4)
LVL 1 = 5+1 (3+2)+1 school
LVL 2 = 4+1 (2+2)+1 school
LVL 3 = 2+1 (1+1)+1 school

Spells Memorized
Level 0 (4 at will)
- detect magic
- read magic
- message
- ray of frost: 1d3+1 points of cold damage

Familiar (2 at will)
- open/close
- prestidigitation

Level 1 (5+1/day)

- Alarm
- Blood Money
- Crafter's Fortune
- Enlarge person: 1
- Feather Fall
- Grease:
- Heightened Awareness
- Identify
- Keep Watch
- Magic Missile
- Mage armor: 1
- Mount
- Protection From Evil: 1
- Snow Ball: 1
- Summon Monster I
- Vanish: 2
- Web Bolt

Level 2 (4+1/day)
- Aboleth’s Lung ? (breath under water)
- Bull’s Strength
- Cat's grace
- Fox’s Cunning
- Create pit
- Glitterdust
- Invisibility: 1
- Mirror Image
- Resist Energy: 1
- Scorching ray
- See Invisible
- Summon Monster II: 2
- Web: 1

Level 3 (2+1/day)
- Dispel Magic ?
- Fly ?
- Haste: 1
- Summon Monster III: 2

Price to learn spells above starting known number of spells:
- Scroll Costs
- Adding Spells to a Wizard’s Spellbook + Spell Level and Writing Costs
=> In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook

Spell Level and Writing Costs
Spell Level Writing Cost
0 5 gp
1 10 gp
2 40 gp
3 90 gp

Scroll cost
LVL 0 = 12.5
LVL 1 = 25
LVL 2 = 150
LVL 3 = 375

Total cost using access cost:
LVL 0 = 12.5 + 5 = 17.5
LVL 1 = 25 + 10 = 35
LVL 2 = 150 + 40 = 190
LVL 3 = 375 + 90 = 465

Starting spells:
LVL 1 = 13 = 3 + 8 (int bonus) +2 (LVL 2)
LVL 2 = 4
LVL 3 = 2

Known spells
- LVL 1: 18 (Cost: (18 - 13) * 35 = 3 * 35 = 140gp)
- LVL 2: 15 (Cost: (13 - 4) * 190 = 9 * 190 = 1.710gp)
- LVL 3: 7 (Cost: ( 4 - 2) * 465 = 2 * 465 = 930gp)
Total: 140 + 1.710 + 930 = 2.780 GP

EQ:

Magic EQ:
- Headband of Vast Intelligence ​(1lb) (4.000GP) +2 INT
- Pear of power ​(-lb) (LVL 1 x 1 = 1.000GP)
- Cloack of resistence ​(1lb) (1.000 gp) +1 resistance

- Pouch, Pathfinder 1.000gp to store spellbook

- Goblet of Quenching (1lb) (90gp) The goblet can create up to 2 gallons of water per day
- Traveler’s Any-Tool (2lb) (250gp) Counts as a set of masterwork artisan’s tools for most Craft or Profession skills.(although very specialist crafts such as alchemy still require their own unique toolset)

Potion CLW 50gp

Magic EQ Sub-Total: 7.390 GP

Enhance cantrips/spells:
- Acid flask (1lb) (10gp): range increment 10feet, direct hit deals 1d6 points of acid damage. Every creature within 5 feet takes 1 point of acid damage
- Acid Splash (F): The spell deals +1 point of damage.

Sub-Total: 10gp

Normal eq:
- Dagger (1lb) (2gp) (1d4 damage - 19-20/x2)
Sub-Total: 2gp

- Backpack, Masterwork: (4lb) (50gp) +1 STR for carrying capacity
- bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin: (10lb) (10gp)
- Silk Rope (5lb) (10 gp) This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.
- grappling hook (4lb) (1gp)
- Satchel, Familiar (6 lb) (25gp) provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.
Sub-Total: 86gp

Caltrops x2 (2lb x2) (1gp x2)
chalk x5 (-lb) (1cp x5)
String or Twine (0.5lb) (1cp)
fishhook (-lb) (1sp)
Bells x2 (-lb) (1gp x2)
Paper x5 (-lb) (4sp x5)
Sub-Total: 6,16gp

Total: 10 + 2 + 86 + 6,16 = 143,16

Gold:

Starting gold: 10.500 GP

Spells: 2.780 GP
Mag. EQ: 7.390 GP
Normal EQ: 143,16 GP
SubTotal: 10.313,16 GP

Total: 10.500 - 10.313,16 = 187,84 GP

1/4 wand of cure light 187,5
187,84 - 187,5 = 0,34gp

Notes:

Interesting EQ to buy/build:
- Wayfinder ​light item; p2 (1lb) 500GP
- Dull Gray Stone (Ioun Stone) ​Read magic 1/day day for 10 minutes. (-lb) 12,5GP
- Muleback CordsStrength +8 only for carrying capacity. (1/4lb) 1.000GP
- Bag, Handy Haversack ​(5lb) 120 lb bag. Retrieving an item is a move action that does not provoke attack of opportunity = 2.000GP

- Liquid Ice (2lb) (40gp): A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage.
- Ray of Frost (F): The spell deals +1 point of damage.

- Mithral Buckler (2,5lb) (1.005gp) +1AC no penalties
- Cracked Orange Prism 1.000gp - holds one cantrip you can always cast as if prepared
- Cracked Dusty Rose Prism 500gp +1 to initiative
- Cracked Mossy Disk 200gp +1 to a knowledge skill
- Cracked Scarlet and Blue Sphere 200 gp +1 to Int-based skill
- Cracked Deep Red Sphere 200 gp +1 to Dex-based skill
- Cracked Incandescent Blue Sphere 200gp +1 to Wis-based skill

Summons:

Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution
Evolved Summoned Monster Each time you cast a summon monster spell, you can select a 1-point evolution other than pounce or reach from those available to a summoner’s eidolon
- Eidolon evolutions

Summons lvl 2

Earth Elemental, Small
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+2)(+4 Augment Summoning)
Fort +4, Ref –1, Will +3
Immune elemental traits

OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+7)(+3 Augment Summoning)
Special Attacks earth mastery

STATISTICS
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
SPECIAL ABILITIES

Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

possible enhancements:
- Bite attack: +7 1d6+5
- Magic Attacks (Su)
- Improved Damage

Air Elemental, Small
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 17 (2d10+2) (+4 Augment Summoning)
Fort +6, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits

OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1) (+3 Augment Summoning)
Special Attacks whirlwind (DC 12, 10-20 ft.)

STATISTICS
Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 17
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran

SPECIAL ABILITIES

Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

1 point 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.

Bleed (Ex): An eidolon gains the ability to inflict bleeding wounds. Select one type of attack. Attacks of that type deal 1d6 points of bleed damage. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a different attack. The bleed effect doesn’t stack.

Claws (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Climb (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.

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

Hooves (Ex): An eidolon 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 eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. Alternatively, the eidolon 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 eidolon must possess an equal number of limbs evolutions.

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

Improved Natural Armor (Ex): An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.

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

Magic Attacks (Su): 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. If the summoner is 10th level or higher, all of the eidolon’s weapons are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.

Mount (Ex): An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms.

Pincers (Ex): An eidolon 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). Eidolons with the grab evolution linked to pincers gain a +2 bonus on CMB checks made to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

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

Pull (Ex): An eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Push (Ex): An eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. 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 eidolon selects this evolution, it applies to a different natural attack.

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

Resistance (Ex): An eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The eidolon 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 eidolon selects this evolution, it applies to a different energy type.

Scent (Ex): An eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature’s location if it is within 5 feet. The eidolon can use scent to track creatures.

Skilled (Ex): An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.

Slam (Ex): An eidolon 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 eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon 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 eidolon must possess an equal number of the limbs evolution.

Slippery (Ex): Due to its slimy hide or a slick exoskeleton, the eidolon is especially slippery. The eidolon gains a +4 bonus to CMD to escape a grapple and on Escape Artist checks.