
Elghinn Lightbringer |

#Battlefield Chirurgeon
Interesting concept.
* I think Apraham Lincoln has a good point on the casting, I could see this as being divine given the heal spells. I know, I know, non-divine types like Bards, Witches and Alchys get a modicum of healing...
Yup, ninja'd. I think we'll stay arcane.
* Healing Surge completely falls flat as a name if you are evil, in fact, though I don't have a problem with an evil aligned medic (bad guys still need to be patched up) I'm not seeing a wave of harmful energy working thematically. Jst change the name and I'll probably be less hung up about it. Maybe. ;) ( I can see you've used the Healing Surge to replace summon monster suite much like we did with the Self Heal of the Pactgifted Champion….)
Actually, I think I might change the current healing surge to the cleric's Channel Energy ability, but make it a touch ability instead of a wave of energy, so that it can only affect 1 creature at a time. Thoughts?
How's this?
Energy Surge (Su): Starting at 1st level, a battlefield chirurgeon can heal wounds (his own or those of others) or cause terrible wounds by touch (not a wave), similar to a paladin’s lay on hands or an antipaladin’s touch of corrution. A good battlefield chirurgeon (or a neutral battlefield chirurgeon who worships a good deity) can choose to deal damage to undead creatures or to heal living creatures. An evil battlefield chirurgeon (or a neutral battlefield chirurgeon who worships an evil deity) can choose to deal damage to living creatures or to heal undead creatures. A neutral battlefield chirurgeon of a neutral deity (or one who is not devoted to a particular deity) must choose whether she heals the living and deals damage to undead, or deals damage to the living and heals undead. Once this choice is made, it cannot be reversed.
When using this ability, the amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two battlefield chirurgeon levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from energy surge receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the battlefield chirurgeon's level + the battlefield chirurgeon's Charisma modifier. Creatures healed by energy surge cannot exceed their maximum hit point total—all excess healing is lost. A battlefield chirurgeon may use energy surge a number of times per day equal to 3 + his Charisma modifier. This is a standard action that and doesn't provoke an attack of opportunity, unless the battlefield chirurgeon targets himself, in which case it is a swift action. Using energy surge to deal damage requires a successful melee touch attack. Undead do not receive a saving throw against damage dealt by this ability. This ability replaces summon monster I.
* How do you see the Merge forms working thematically with this?
Wouldn't it function like normal?
* Much as I want to disagree with ol Ape Lincoln, the simian ex-president has a valid point. (In my game if anyone wanted a lifeboat form I'd tell them to sit out and watch an episode of Diego or Dora the Explorer instead. I'm just that ornery…) Quadruped is a very useful form for this. I get the feeling the Medic Eidolon is, in your mind, less fantastic than simply useful, and more geared to defense than offense.
Yeah, I'm going to allow all base forms.
* I'd like to see some more 1-point BC-only (or not) evolutions. On that note, is there a reason these evolutions are restricted to just the BC?
Then come up with some...:D I restricted them because they seem to suit the MCA vs. other summoner MCAs. Though, if you think its OK not to restrict them, I'm open to that.
* Transposition is treated as the king's castle spell. Should we use that for the Pactgifted Champion's Allied Exchange hex?
[EDIT - gaah, you ninja'ed me!!!!]
We could?

Elghinn Lightbringer |

I feel like we've been churning through MCAs really fast!
#Battlefield Chirurgeon
In the description for Medic Eidolon, it says the Eidolon gains one fewer Evolution point each level. It should say it has one fewer Evolution point than normal, to clear up confusion.
Probably.

Elghinn Lightbringer |

#Battlefield Chirurgeon
I'm liking it so far! I think it's working well into a nice medic style class.
Though I share a few curios thoughts about the Eidolon;
As mentioned before, should it be restricted to biped? I think you're aiming for making it a humanoid NPC from the looks of it, but it seems a little redundant when anybody can get a 'Doctor' or 'Nurse' as a hireling.
No longer restricted to biped. However, a doctor or nurse can't do anything near what the eidolon can.
Also, is it still an extraplanar being or does it have some other type? if it's just a human it would seem odd that all these abilities are gained and commanded by a summoner, when an easier avenue would be just to learn this yourself.
Um, it's an eidolon, so it's still an extraplanar creature.
I think in order to make this class' Eidolon a bit more of a grand aspect of the character, it could be a construct type? some sort of medical assistant golem maybe?? of it could perhaps be an extraplanar being of healing energy or something, perhaps a vehicular creation like a medical station?
I don't want a construct in this one. It's a cleric secondary, not a wizard or sorcerer. We have a construct in my Clockwork Mage and a few other MCAs. Turning the eidolon into a healing energy creature also doesn't fit, as the MCA can also deal damage if evil.

David knott 242 |

I would have to disagree about opening up the medic eidolon evolutions for all eidolons. As the player of a Pathfinder summoner, I can tell you that those evolutions would be a no brainer for my eidolon to take even without taking this archetype. I would either disallow a standard eidolon from taking these feats or at a minimum impose a feat cost for selecting them.
For the twin eidolon ability, I could see this archetype's version as having the eidolon assume the summoner's form instead of vice versa. While in the summoner's form, the eidolon can cast any of the summoner's spells or use any of his spell-like or supernatural abilities, expending the summoner's resources (spell slots, uses per day, material components, and so forth) to do so.
I would also give some thought to improving the mental ability scores of the medic eidolon at the expense of its physical scores (maybe by having the strength/dexterity improvement by level apply to wisdom and/or charisma instead). I would also consider toning down its offensive combat abilities -- perhaps start by making it a fey like a First Worlder's eidolon and then limit maximum attacks in some way.
I like this archetype a lot -- but the fact that I would find it a no brainer to play if we were starting a new campaign tells me that it might have some balance issues.

Elghinn Lightbringer |

I would have to disagree about opening up the medic eidolon evolutions for all eidolons. As the player of a Pathfinder summoner, I can tell you that those evolutions would be a no brainer for my eidolon to take even without taking this archetype. I would either disallow a standard eidolon from taking these feats or at a minimum impose a feat cost for selecting them.
For the twin eidolon ability, I could see this archetype's version as having the eidolon assume the summoner's form instead of vice versa. While in the summoner's form, the eidolon can cast any of the summoner's spells or use any of his spell-like or supernatural abilities, expending the summoner's resources (spell slots, uses per day, material components, and so forth) to do so.
I would also give some thought to improving the mental ability scores of the medic eidolon at the expense of its physical scores (maybe by having the strength/dexterity improvement by level apply to wisdom and/or charisma instead). I would also consider toning down its offensive combat abilities -- perhaps start by making it a fey like a First Worlder's eidolon and then limit maximum attacks in some way.
I like this archetype a lot -- but the fact that I would find it a no brainer to play if we were starting a new campaign tells me that it might have some balance issues.
1) Good point, I think we'll keep it restricted to this MCA.
2) I like that idea, essentally createing two chealers. We'll call it Twin Chirurgeon...:D
3)So, reduce its combat ability to make it a more healer style eidolon vs. combat eidolon. We could reduce its max natural attacks for sure (maybe by 2). Reducing the Str/Dex may be problematic as this eidlon is meant to be sent into the battlefield to collect injured allies. We could increase the skill points to 6 instead of 4. Maybe we can make the Str/Dex into Con/Wis or Con/Cha, more hit points to take a thumping, and more beneifts to the heal skill or Cha based abilities, depending on which way we go.

Arkellus |

#Battlefield Chirurgeon
Rapid Healer (Ex): The medic eidolon can, as a free action once per round, apply 1 round’s effect of its healer’s touch ability to itself as if it had the fast healing ability; this counts toward its fast healer limit for the day. The medic eidolon’s daily limit for hit points healed by rapid healer is only 5 for every two Hit Dice. If the medic eidolon falls unconscious because of hit point damage and it still has healing available from its healer’s touch evolution, this evolution activates automatically each round until it is conscious again or the healer’s touch evolution is depleted for the day. The battlefield chirurgeon must be at least 12th level and have the fast healer evolution to select this evolution. This evolution is a 4–point evolution.
Did you mean the fast healing evolution or the healer's touch evolution as a prerequisite? Also, it is too expensive at 4 evolution points, imho. I'd change it to 5 hp for every hit die for 2(?) evolution points.
Maybe change the cost of Merciful Touch to 2 + 1 evolution point per additional condition.
Transposition should allow the eidolon to teleport a touched ally to the BC's position.
I like the idea of Twin Chirurgeon. It could give the eidolon access to the BC's spells known for one minute per level and all healing spells cast by the BC or the eidolon should affect the ally and either the BC or the eidolon (as temporary hp?). E.g.: If he eidolon heals an ally for 10 hp, then the BC also (re-)gains 10 (temporary?) hp.

Apraham Lincoln |

Oceanshieldwolf wrote:#Battlefield Chirurgeon
>snip<
Actually, I think I might change the current healing surge to the cleric's Channel Energy ability, but make it a touch ability instead of a wave of energy, so that it can only affect 1 creature at a time. Thoughts?
How's this?
Energy Surge (Su): Starting at 1st level, a battlefield chirurgeon can heal wounds (his own or those of others) or cause terrible wounds by touch (not a wave), similar to a paladin’s lay on hands or an antipaladin’s touch of corrution. A good battlefield chirurgeon (or a neutral battlefield chirurgeon who worships a good deity) can choose to deal damage to undead creatures or to heal living creatures. An evil battlefield chirurgeon (or a neutral battlefield chirurgeon who worships an evil deity) can choose to deal damage to living creatures or to heal undead creatures. A neutral battlefield chirurgeon of a neutral deity (or one who is not devoted to a particular deity) must choose whether she heals the living and deals damage to undead, or deals damage to the living and heals undead. Once this choice is made, it cannot be reversed.
When using this ability, the amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage...
I think you are right about energy surge being channel energy. The previous ammount of heals was very high and unless you are making him king of heals (which i have no problem about really) he shouldnt really be better than a optimized healer in that department. If he IS supposed to be king of heals go ahead. I think you should keep it as an aoe heal tho and allow selective channeling feats etc

Elghinn Lightbringer |

It's almost like it's more efficient to work on one MCA at a time. Just something to think about, Elghinn.
EDIT: Crap, that sounds unnecessarily passive-aggressive, but I don't know how else to put it. Sorry.
Actually, I've been thinking about that, and I think focusing on just one at a time does make it more efficient and feels less rushed, even though we might be plowing through more MCAs. I think I'm going to move to one MCA at a time. If Shiney gets his while we're doing mine, that'll be the last double up. From here on it'll be one at a time.
I'll respond to other comments later.

Elghinn Lightbringer |

#Battlefield Chirurgeon
Quote:Rapid Healer (Ex): The medic eidolon can, as a free action once per round, apply 1 round’s effect of its healer’s touch ability to itself as if it had the fast healing ability; this counts toward its fast healer limit for the day. The medic eidolon’s daily limit for hit points healed by rapid healer is only 5 for every two Hit Dice. If the medic eidolon falls unconscious because of hit point damage and it still has healing available from its healer’s touch evolution, this evolution activates automatically each round until it is conscious again or the healer’s touch evolution is depleted for the day. The battlefield chirurgeon must be at least 12th level and have the fast healer evolution to select this evolution. This evolution is a 4–point evolution.Did you mean the fast healing evolution or the healer's touch evolution as a prerequisite? Also, it is too expensive at 4 evolution points, imho. I'd change it to 5 hp for every hit die for 2(?) evolution points.
Yeah, it should be Healer's Touch as the prereq. And yeas, with healer's touch as the pre req it should probably be 2 points instead of 4. Also moved it to 9th level.
Maybe change the cost of Merciful Touch to 2 + 1 evolution point per additional condition.
Done! Also change Greater Merciful Touch to 3 + 2 for each additiona greater mercy.
Transposition should allow the eidolon to teleport a touched ally to the BC's position.
Yeah, I like that better than the King's Castle thing.
I like the idea of Twin Chirurgeon. It could give the eidolon access to the BC's spells known for one minute per level and all healing spells cast by the BC or the eidolon should affect the ally and either the BC or the eidolon (as temporary hp?). E.g.: If he eidolon heals an ally for 10 hp, then the BC also (re-)gains 10 (temporary?) hp.
Yeah, I'll do a write-up and post it later.

Elghinn Lightbringer |

I think you are right about energy surge being channel energy. The previous ammount of heals was very high and unless you are making him king of heals (which i have no problem about really) he shouldnt really be better than a optimized healer in that department. If he IS supposed to be king of heals go ahead. I think you should keep it as an aoe heal tho and allow selective channeling feats etc
No, he isn't a suposed to be a mega-healer. I do have Energy Surge count as Channel Energy for the purpose of Channeling feats now. While being able to summon more powerful monster is one thing, mass heal is something different at high levels.

Elghinn Lightbringer |

Here's the Twin Chirurgeon aility.
Twin Chirurgeon (Su): At 20th level, a battlefield chirurgeon and his eidolon share a true connection. As a standard action, the medic eidolon can assume the shape of its battlefield chirurgeon, copying all of its master’s abilities. The medic eidolon’s Intelligence, Wisdom and Charisma scores change to match the base scores of its battlefield chirurgeon. The medic eidolon can choose to have any gear that the battlefield chirurgeon carries (all mundane) when in its new form. The medic eidolon its natural attacks, evolutions, and all eidolon traits (except bonus feats, skills, and languages) in favor of the abilities granted by its new form. While in this new form, the medic eidolon gains all of the battlefield chirurgeon’s class features, including his spellcasting ability. Any uses of these class features (including spells) count against the uses and spells of the battlefield chirurgeon. The medic eidolon can keep this form for a number of minutes per day equal to the battlefield chirurgeon’s level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The battlefield chirurgeon can end this effect as a free action. This ability replaces twin eidolon.

Apraham Lincoln |

Here's the Twin Chirurgeon aility.
Twin Chirurgeon (Su): At 20th level, a battlefield chirurgeon and his eidolon share a true connection. As a standard action, the medic eidolon can assume the shape of its battlefield chirurgeon, copying all of its master’s abilities. The medic eidolon’s Intelligence, Wisdom and Charisma scores change to match the base scores of its battlefield chirurgeon. The medic eidolon can choose to have any gear that the battlefield chirurgeon carries (all mundane) when in its new form. The medic eidolon its natural attacks, evolutions, and all eidolon traits (except bonus feats, skills, and languages) in favor of the abilities granted by its new form. While in this new form, the medic eidolon gains all of the battlefield chirurgeon’s class features, including his spellcasting ability. Any uses of these class features (including spells) count against the uses and spells of the battlefield chirurgeon. The medic eidolon can keep this form for a number of minutes per day equal to the battlefield chirurgeon’s level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The battlefield chirurgeon can end this effect as a free action. This ability replaces twin eidolon.
If he gets all his masters spellcasting ability should it not be restricted to heal only type spells as there are still a lot of good offensive spells on the summoner spell list

Elghinn Lightbringer |

Good point, consider restricted to only healing spells.
Also, here's another update, including Old Wiki MCAs inserted.
Infiltrator – Nnj/Brd (Shiney)*still waiting
Battlefield Chirurgeon – Sum/Clr (Elghinn)*current
Old Wiki MCA
Master Metamorphist – Alc/Wiz (Bardess)
Saint of Rogues– Rog/Clr (Starfox)
Thaumaturge – Sum/Sor (Gadgeteer Smashwidget)
Rhythmic/Cacophany Blaster – Gun/Brd (Christos Gurd)
Old Wiki MCA
Totem Warrior – Ftr or Rgr/Drd (Kuojow)
Gadgeteer – Rgr/Alc (Tyrannical)
Xenoswarmer/Xenocite Assailant – Gun/Alc (OSW)

Elghinn Lightbringer |

Tyrannical |

The 'Gadgeteer' I was planning to present has come to a few difficulties while I was playtesting a few features, so I may have to bench it until I'm certain what I want to do with it right now. Though in it's place I have some summoner ideas I've been working on in the meantime.
In place of Gadgeteer, would you guys want to work on a vermin-themed brood/horde style summoner called 'Hivemind', or perhaps a Wizard-type summoner who's replaced 'Summon Monster' with a scaled version of 'Animate Objects', which needs a little working on, name pending right now.
Both are going to be fairly difficult to balance and flesh out, but I know most of you guys are class-building geniuses~

christos gurd |

The 'Gadgeteer' I was planning to present has come to a few difficulties while I was playtesting a few features, so I may have to bench it until I'm certain what I want to do with it right now. Though in it's place I have some summoner ideas I've been working on in the meantime.
In place of Gadgeteer, would you guys want to work on a vermin-themed brood/horde style summoner called 'Hivemind', or perhaps a Wizard-type summoner who's replaced 'Summon Monster' with a scaled version of 'Animate Objects', which needs a little working on, name pending right now.
Both are going to be fairly difficult to balance and flesh out, but I know most of you guys are class-building geniuses~
*ears perk up*animate objects you say? Innnnnnnteerrrrrrrresting that gives me a few ideas, kinda makes me think of the dark thorn boss from kingdom hearts.

Gadgeteer Smashwidget |

Tyrannical wrote:*ears perk up*animate objects you say? Innnnnnnteerrrrrrrresting that gives me a few ideas, kinda makes me think of the dark thorn boss from kingdom hearts.The 'Gadgeteer' I was planning to present has come to a few difficulties while I was playtesting a few features, so I may have to bench it until I'm certain what I want to do with it right now. Though in it's place I have some summoner ideas I've been working on in the meantime.
In place of Gadgeteer, would you guys want to work on a vermin-themed brood/horde style summoner called 'Hivemind', or perhaps a Wizard-type summoner who's replaced 'Summon Monster' with a scaled version of 'Animate Objects', which needs a little working on, name pending right now.
Both are going to be fairly difficult to balance and flesh out, but I know most of you guys are class-building geniuses~
If we're cats, and these two MCAs are a ball of yarn...
*snatches ball of yarn from Christos' evil grasp*
HIVEMIND!
Though the Animate Object thing could actually be super awesome, especially if we empower the abilities by getting rid of the Eidolon class feature...
*tentatively bats ball of yarn back to Christos*

Elghinn Lightbringer |

We haven't incorporated construction points yet. An "Animator" would be fun, being able to animate objects left and right to enter the fray.
What combo are we looking at for these?
Hivemind = Sum/Drd or Drd/Sum? (We have the Beast Summoner [Sum/Drd])
"Animator" = Wiz/Sum or Sum/Wiz? (We have the Clockwork Mage [Sum/Wiz])

Elghinn Lightbringer |

The 'Gadgeteer' I was planning to present has come to a few difficulties while I was playtesting a few features, so I may have to bench it until I'm certain what I want to do with it right now. Though in it's place I have some summoner ideas I've been working on in the meantime.
In place of Gadgeteer, would you guys want to work on a vermin-themed brood/horde style summoner called 'Hivemind', or perhaps a Wizard-type summoner who's replaced 'Summon Monster' with a scaled version of 'Animate Objects', which needs a little working on, name pending right now.
Both are going to be fairly difficult to balance and flesh out, but I know most of you guys are class-building geniuses~
Your new MCA concepts aside, you do realize that the whole point of this thread is to have a massive resource of creativity to help solve issues like you are running into with your Gadgeteer? So, feel free to post what you have with your issues when it comes up and we can hammer things out. OR if you want to do one of the others, that's fine too. You can always PM me or one of the others and work on it outside of the thread too.
OK, back to the Battlefield Chirurgeon.

christos gurd |

We haven't incorporated construction points yet. An "Animator" would be fun, being able to animate objects left and right to enter the fray.
What combo are we looking at for these?
Hivemind = Sum/Drd or Drd/Sum? (We have the Beast Summoner [Sum/Drd])
"Animator" = Wiz/Sum or Sum/Wiz? (We have the Clockwork Mage [Sum/Wiz])
animator i think should be wizard primary, BUT...it gets the summoners spells per day and number known. I am willing to give up my next spot for this. As to the chirurgeon, i dont have much to say other than i am digging the tein chirurgeon ability a lot. A goid capstone makes you crave reaching 20th level, and this accomplishes that.

Apraham Lincoln |

We haven't incorporated construction points yet. An "Animator" would be fun, being able to animate objects left and right to enter the fray.
What combo are we looking at for these?
Hivemind = Sum/Drd or Drd/Sum? (We have the Beast Summoner [Sum/Drd])
"Animator" = Wiz/Sum or Sum/Wiz? (We have the Clockwork Mage [Sum/Wiz])
Ive been playing with druids a lot recently so ill definitely have a look at the hive mind, watch this space (when my name floats to the top again ;) )

Tyrannical |

We haven't incorporated construction points yet. An "Animator" would be fun, being able to animate objects left and right to enter the fray.
What combo are we looking at for these?
Hivemind = Sum/Drd or Drd/Sum? (We have the Beast Summoner [Sum/Drd])
"Animator" = Wiz/Sum or Sum/Wiz? (We have the Clockwork Mage [Sum/Wiz])
It's exactly those. The Hivemind was built as Summoner/Druid (though it could be Druid/Summoner too), Sort of a mix of the Broodmaster summoner type and the Pack Lord druid type, mixed with a vermin-theme for conceptual reasons. I wanted to use something other than Druid since it's already been done, but it's abilities suited it more.
The animator is a Wizard/Summoner, and yes, he does indeed get construction points and flaws to add to objects he animates, as well as a select few evolutions. I was thinking that the wizard spell list would work, though restricted arcane schools.
So, depending on what people want, here's a quick rundown;
Hivemind - Vermin Brood Eidolon, slower evolutions, 0-6 druid spell list with some additional spells. some druid abilities in place of redundant summoner ones (Vermin Empathy, Resist Vermin and Swarms, etc)
Animator - Improved Animate Objects, Construction Points/Flaws/Evolutions, creation feats only, restricted arcane schools (maybe 3 sacrificed schools too)

Elghinn Lightbringer |

Elghinn Lightbringer wrote:Wasn't the Kabuki Warrior already an infiltrator asian bard?Good point, consider restricted to only healing spells.
Also, here's another update, including Old Wiki MCAs inserted.
Infiltrator – Nnj/Brd (Shiney)*still waiting
Nope! Kabuki Warrior is a Sam/Brd.

Elghinn Lightbringer |

Alright on to out Wiki MCA. This is a Rgr/Sum MCA by Crimson Seeker.
There are those spellcasters who delve too deeply into the realm of summoning magic, calling forth powerful creatures from other planes of existence, and become enamored by the power they can bestow upon them. Such infatuation often evolves in a physical relationship between the summoner and the summoned creature, and resulting in a strange, half-breed offspring. Over the years, this ancestral bloodline becomes diluted but never truly disappears. On occasion, those of this bloodline possess innate mystical powers or ties to the magical art. But, such spellcasters are not necessarily proud of the heritage they carry in their veins, and a limited few even harbor a deep resentment and turn that hatred outwards. Despite their umbrage, these descendants come to embrace the hereditary gifts given to them through this repulsive union of long ago. Through the subtle stimulation their blood-infused flesh and tissues, they have learned to unlock hereditary powers in the form of physical manifestations that more easily enable them hunt those of the same race as their long dead descendant. Calling themselves evolutionary stalkers, they become more and more like the abhorrent creatures they detest, evolutionary stalkers come to understand their quarry more fully. It is embracing that which they hate, even becoming like their enemy that makes evolutionary stalkers the perfect candidates to hunt and destroy them.
Primary Class: Ranger.
Secondary Class: Summoner.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The evolutionary stalker may select three summoner skills to add to his class skills in addition to the normal ranger class skills. The evolutionary stalker gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The evolutionary stalker is proficient with all simple and martial weapons, all natural attacks (claw, bite, and so forth), and with light armor, but not with shields.
Spellcasting: The evolutionary stalker casts divine spells drawn from the ranger’s spell lists (see below), and adds the following summoner spells to his list of the indicated levels: 1st level–daze monster, protection from chaos/evil/good/law; 2nd level–evolution surge (lesser)*, protection from energy, spider climb; 3rd level–charm monster, displacement, evolution surge*; 4th level–evolution surge (greater)*, hold monster. The evolutionary stalker’s otherwise learns, prepares, and casts spells as a ranger equal to his evolutionary stalker level. He also receives bonus spells per day if he has a high Wisdom score.
Favored Enemy (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker must select his ancestral taint (aberration, dragon, magical beast, or outsider) as his first favored enemy. In addition, his first favored enemy must always have the highest bonus according to the favored enemy ability.
Ancestral Taint (Ex): An evolutionary stalker’s hereditary bloodline has been polluted by the blood of another creature, either an aberration, dragon, magical beast, or outsider. Outwardly, an evolutionary stalker appears normal for one of his race, but his body and tissues are dependent upon the fusion of this supernatural creature’s blood with his. This ancestral taint grants an evolutionary stalker the ability to assume the base form of his ancestral taint. The evolutionary stalker can assume his base form a number of times per day equal to 3 + his Constitution modifier, as a standard action. An evolutionary stalker can assume his base form for a number of minutes per day equal to his level + his Constitution modifier. These minutes do not need to be consecutive. While in his base form (including evolutions), the evolutionary stalker’s maximum number of attacks per round, whether with weapons or natural weapons, may not exceed that of his base attack bonus. He is also unable to cast spells while in this form. This ability replaces Endurance and wild empathy.
The evolutionary stalker gains darkvision 60 feet and the following base form (see Base Forms in the Eidolon entry of the Summoner class description) according to his ancestral taint.
Aberration: The evolutionary stalker gains the aquatic base form.
Dragon: The evolutionary stalker gains the serpentine base form.
Magical Beast: The evolutionary stalker’s gains the quadruped base form.
Outsider: The evolutionary stalker gains the biped base form and darkvision 30 feet (or +30 feet if the evolutionary stalker has darkvision).
Adaptation (Ex): Beginning at 3rd level, an evolutionary stalker learns how to copy the unusual abilities of his prey. He gains the adaptation ability from the ranger’s infiltrator archetype (see p.126 of the Advanced Player’s Guide), but must select his ancestral taint as his first adaptation. This ability replaces favored terrain.
Evolution: Starting at 2nd level, the evolutionary stalker becomes more like his ancestral taint. He gains an evolution pool with a number of points as shown on Table: Evolutionary Stalker. Points from this pool can be spent on evolutions, like a summoner’s eidolon, but these evolutions are applied to the evolutionary stalker’s base form. These choices are not set. The evolutionary stalker can change them whenever he gains a level where the number in this pool increases. In addition, while in this evolved form, the evolutionary stalker gains a +2 bonus to his natural armor, and a +1 bonus to his Strength and Dexterity scores. These bonuses increase by +2 and +1 respectively at 6th level and every four levels thereafter, to a maximum of +12 to natural armor, and +6 to Strength and Dexterity at 18th level. This ability replaces combat style feats.
An evolutionary stalker can select the following evolutions are determined by his ancestral taint.
Aberration: 1–point evolutions: bite*, claws*, gills*, improved damage*, improved natural armor*, low-light vision**, magic attack*, pincers*, pull*, reach*, resistance*, skilled*, slam*, sting*, swim*, tail*, tail slap*, tentacle*; 2–point evolutions: ability increase*, energy resistance*, grab*, head**, immunity*, keen scent*, limb*, minor magic**, poison*, rake*, rend*, trip*; 3–point evolutions: blindsense*, damage reduction*, frightful presence*, major magic*, see in darkness**, web*; 4–point evolutions: blindsight*, dimension door**, fast healing*, large*, no breath**, spell resistance*, ultimate magic**. (*Advanced Player’s Guide, **Ultimate Magic)
Dragon: 1–point evolutions: basic magic**, bite*, claws*, climb*, gills*, improved damage*, improved natural armor*, low-light vision**, magic attack*, mount*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, swim*, tail*, tail slap*, wing buffet*; 2–point evolutions: ability increase*, energy resistance*, flight*, gore*, grab*, head**, immunity*, keen scent*, limb*, minor magic**, poison*, rake*, rend*, tremorsense*, trip *; 3–point evolutions: blindsense*, burrow*, damage reduction*, frightful presence*, major magic*, see in darkness**, swallow whole*; 4–point evolutions: blindsight*, breath weapon*, dimension door**, fast healing*, large*, spell resistance*, ultimate magic**. (*Advanced Player’s Guide, **Ultimate Magic)
Magical Beast: 1–point evolutions: basic magic**, bite*, claws*, climb*, hooves**, improved damage*, improved natural armor*, low-light vision**, magic attack*, mount*, pounce*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, swim*, tail*, tail slap*, tentacle*, wing buffet*; 2–point evolutions: ability increase*, energy resistance*, flight*, gore*, grab*, head**, immunity*, keen scent*, limb*, minor magic**, poison*, rake*, rend*, trample*, tremorsense*, trip*; 3–point evolutions: blindsense*, burrow*, damage reduction*, frightful presence*, major magic*, see in darkness**, swallow whole*, web*; 4–point evolutions: blindsight*, breath weapon*, dimension door**, fast healing*, large*, no breath**, spell resistance*, ultimate magic**. (*Advanced Player’s Guide, **Ultimate Magic)
Outsider: 1–point evolutions: basic magic**, bite*, claws*, climb*, hooves**, improved damage*, improved natural armor*, low-light vision**, magic attack*, pincers*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, swim*, tail*, tail slap*, tentacle*, wing buffet*; 2–point evolutions: ability increase*, energy resistance*, flight*, gore*, grab*, head**, immunity*, keen scent*, limb*, minor magic**, poison*, rake*, rend*, tremorsense*, trip*, weapon training*; 3–point evolutions: blindsense*, damage reduction*, frightful presence*, major magic*, see in darkness**, web*; 4–point evolutions: blindsight*, breath weapon*, dimension door**, fast healing*, large*, no breath**, spell resistance*, ultimate magic**. (*Advanced Player’s Guide, **Ultimate Magic)
Swift Morph: At 8th level, an evolutionary stalker can assume his base form as a swift action. This ability replaces swift tracker.
Quarry (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker gains a +4 insight bonus on attack rolls made against creatures of his ancestral taint instead of the normal +2.
Camouflage (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker can use this ability in any terrain, but only against a favored enemy.
Hide in Plain Sight (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker can use this ability in any terrain, but only against a favored enemy.
Improved Quarry (Ex): This is exactly like the ranger’s ability of the same name, except that the evolutionary stalker’s insight bonus on attack rolls made against creatures of his ancestral taint increase to +6.
True Taint (Su): A 20th level, an evolutionary stalker completely succumbs to his ancestral taint. The evolutionary stalker gains the creature type and the following additional abilities as determined by his ancestral taint. This ability replaces master hunter.
Aberration: The evolutionary stalker’s internal anatomy has become varied from that of a normal individual of his race and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit. He also gains the aberration type, and the amphibious special ability.
Dragon: The evolutionary stalker becomes like a walking dragon. He gains the dragon type and the half-dragon template.
Magical Beast: The evolutionary stalker takes on the qualities of a magical beast. He gains the magical beast type, a +4 enhancement bonus to Strength and Dexterity, a +4 bonus to natural armor, and a +4 competence bonus on all Perception, Stealth, and Survival checks.
Outsider: The evolutionary stalker takes on the qualities of an outsider. He gains the outsider (native) type, and either the celestial, entropic1, fiendish, or resolute1 template as determined by his alignment. (1Bestiary 2)
Table: Evolutionary Stalker
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +0 +2 +2 1st favored enemy, ancestral taint, track — — — —
2nd +2 +0 +3 +3 Evolution (2 points) — — — —
3rd +3 +1 +3 +3 Adaptation — — — —
4th +4 +1 +4 +4 Hunter’s bond 0 — — —
5th +5 +1 +4 +4 2nd favored enemy 1 — — —
6th +6/+1 +2 +5 +5 Evolution (4 points) 1 — — —
7th +7/+2 +2 +5 +5 Woodland stride 1 0 — —
8th +8/+3 +2 +6 +6 Adaptation, swift morph 1 1 — —
9th +9/+4 +3 +6 +6 Evasion 2 1 — —
10th +10/+5 +3 +7 +7 3rd favored enemy, evolution (6 points) 2 1 0 —
11th +11/+6/+1 +3 +7 +7 Quarry 2 1 1 —
12th +12/+7/+2 +4 +8 +8 Camouflage 2 2 1 —
13th +13/+8/+3 +4 +8 +8 Adaptation 3 2 1 0
14th +14/+9/+4 +4 +9 +9 Evolution (8 points) 3 2 1 1
15th +15/+10/+5 +5 +9 +9 4th favored enemy 3 2 2 1
16th +16/+11/+7/+2 +5 +10 +10 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +5 +10 +10 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11 Adaptation, evolution (10 points) 4 3 2 2
19th +19/+14/+9/+4 +6 +11 +11 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +6 +12 +12 5th favored enemy, true taint 4 4 3 3

Apraham Lincoln |

Alright on to out Wiki MCA. This is a Rgr/Sum MCA by Crimson Seeker.
** spoiler omitted **...
One thing i noticed is that the rounds of morph you get is quite low and considering you can cast the various evolution surge spells but you cant cast whilst morphed. A reminder or call out mentioning that evolution surge can be cast on himself despite not being in morph form or explictly allowing those spells only to be cast in form.
Does the outsider taint have the inherent advantage of still being able to wield weapons whilst morphed?Is the morph effect a polymorph effect for determining what armour and/or armour continue to work. Mainly refering to the outsider taint.
The polymorph information only really calls out dragons and magical beasts. Abberations can probably be easy to work out but the general info about polymorph and humanoid(ish) creatures (giant form, monstrous physique etc) seems to imply you can keep your equipment and notably armour and weapons. This either needs to be called out as not allowed or reminder text stating that it is allowed.