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Everyman Unchained: Eidolons Authors: Alexander Augunas, Carl Cremer Cover Design: Alexander Augunas Cover Art: Jacob Blackmon Interior Art: Jacob Blackmon Designation of Product Identity All company names, logos, and artwork, images, graphics, illustrations, trade dress, and graphic design elements and proper names are designated as Product Identity. Any rules, mechanics, illustrations, or other items previously designated as Open Game Content elsewhere or which are in the public domain are not included in this declaration Declaration of Open Game Content All content not designated as Product Identity is declared Open Game Content as described in Section 1(d) of the Open Game License Version 1.0a. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderrpg for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderrpg/compatibility for more information on the compatibility license. Everyman Unchained, Eidolons 2015 by Everyman Gaming, LLC. About the Author Alexander Augunas has been a freelance writer for various Pathfinder Roleplaying Game compatible products since 2012. Alex is best known as the writer of Know Direction s tri-weekly blog, Guidance, as well as the Pact Magic Unbound series by Radiance House. In addition to writing for Everyman Gaming, LLC, Know Direction, and Radiance House, Alex has worked with companies such as Raging Swan Press, Louis Porter Jr. Design, Amora Game, and Paizo Publishing. Alex is a known kitsune aficionado and hopes to be writing well past his death. Follow Alexander Augunas s exploits as well as upcoming products and previews from Everyman Gaming, LLC on Facebook. 02

Author s Preface Design-wise, the summoner is a difficult beast with a storied history, and of all the classes in Pathfinder Roleplaying Game Pathfinder Unchained it is the only one whose inclusion was almost universally a power-down. While the new summoner class is undoubtably more in line with its peers power-wise, the new class has significantly fewer options that can be designed around. Sure, there were plenty of people who abused the system by designing eidolons with twelve tentacles, no face, and seven butts, but there were also people who came up with neat ideas like characters who summoned fallen relatives, idealized versions of themselves, dragons, hydras, and more. Balance was restored, yes, but at the cost of creativity. Of course, creative design is one of many of Everyman Gaming s specialties. It took a lot of hard work and a partnership with freelancer Carl Cremer to make happen, but Everyman Unchained: Eidolons is specifically designed to take the redesigned eidolon and give YOU, the player, the power to build your eidolon in a myraid of different ways. Want a draconic eidolon? You can do it again. Want an idealized version of yourself? You can do it again. Want a horrific creature with seven tentacles, no face, and twelve butts? You can do it again, but this time, we ll call it a mutant horror! With this addition to the summoner class, we re hoping to strike the perfect balance between the unchained summoner s flavor and the standard summoner s creativity. But ultimately, you re the one decides if we succeeded, aren t you? Alexander Augunas Table of Contents The following sections are presented in Everyman Unchained: Eidolons. Base Forms and Evolutions (Pgs 04 15): Everyman Unchained: Eidolons begins by providing summoners with eight new base forms for their eidolons, inspired by various Pathfinder Roleplaying Game sources. Then, over six pages of new evolutions for the eidolon of an unchained summoner, are listed alphabetically by evolution point cost, granting new and existing summoners alike all-new evolutions for their eidolon. Outsider Eidolons (Pgs. 16-21): This section includes new eidolon subtypes for every major race of outsider not covered in Pathfinder Roleplaying Game Pathfinder Unchained, including enigmatic manasuputras, terrifying sahkils, hateful qlippoths, loyal foo creatures, god-hating demodands, and many more. Aberration Eidolons (Pgs. 22-23): This section describes the rules for adjusting eidolons so they function as aberrations rather than outsiders. It also includes a number of unique breeds of aberration eidolons and details the base evolutions unique to each, including gibberers and mutants. Animal Eidolons (Pgs. 24-25): This section describes the rules for adjusting eidolons so they function as animals (or vermin, if the eidolon chooses the vermin evolution) rather than outsiders. It also includes a number of species of animal eidolons and details the base evolutions unique to each, including aligned animals and fey animals. Construct Eidolons (Pgs. 26-27): This section function as constructs rather than outsiders. It also includes a number of models of construct eidolons and details the base evolutions unique to each, including animated objects and golems. Dragon Eidolons (Pgs. 28-31): This section function as dragons rather than outsiders. It also includes a number of septs of dragon eidolons and details the base evolutions unique to each, including chromatic and dragonoid. Fey Eidolons (Pgs. 32-33): This section describes the rules for adjusting eidolons so they function as fey rather than outsiders. It also includes a number of lineages of fey eidolons and details the base evolutions unique to each, including beautiful fey and trickster fey. Humanoid Eidolons (Pgs. 34-35): This section function as humanoids rather than outsiders. It also includes a number of races of humanoid eidolons and details the base evolutions unique to each, including ancestral spirits and dark folk. Magical Beast Eidolons (Pgs. 36-37): This section describes the rules for adjusting eidolons so they function as magical beasts rather than outsiders. It also includes a number of species of magical beast eidolons and details the base evolutions unique to each, including hydras and phoenixes. Monstrous Humanoid Eidolons (Pgs. 38-39): This section describes the rules for adjusting eidolons so they function as monstrous humanoids rather than outsiders. It also includes a number of races of monstrous humanoids eidolons and details the base evolutions unique to each, including gargoyles and minotaurs. Ooze Eidolons (Pgs. 40-41): This section describes the rules for adjusting eidolons so they function as oozes rather than outsiders. It also includes a number of breeds of ooze eidolons and details the base evolutions unique to each, including gelatinous and pudding. Plant Eidolons (Pgs. 42-43): This section describes the rules for adjusting eidolons so they function as plants rather than outsiders. It also includes a number of species of plant eidolons and details the base evolutions unique to each, including fungus and vegepygmy. Undead Eidolons (Pgs. 44-45): This section function as undead rather than outsiders. It also includes a number of horrors of undead eidolons and details the base evolutions unique to each, including ectoplasmic and zombie. 03

Base Forms and Evolutions Each eidolon gains a number of evolution points that can be spent to give the eidolon 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 eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the eidolon additional natural attacks. Natural attacks listed as primary are made using the eidolon's full base attack bonus and add the eidolon's Strength modifier on damage rolls. Natural attacks listed as secondary are made using the eidolon's base attack bonus 5 and add 1/2 the eidolon's Strength modifier on damage rolls. If the eidolon has only 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 be selected only once. Base Forms The following base forms are available to eidolons in addition to the biped, quadruped, and serpentine base forms. These base forms follow all of the usual rules for base forms outlined in the summoner section in Chapter 1 of Pathfinder Roleplaying Game Pathfinder Unchained. Aquatic Starting Statistics: Size Medium; Speed 20 ft., swim 20 ft.; AC +2; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6), tail slap (1d6); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11. Avian Starting Statistics: Size Medium; Speed 30 ft., fly 30 ft. (good); AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack 2 claws (1d4); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11. natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6), 2 claws (1d4); Special Attack poison (bite); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11. Tauric Starting Statistics: Size Large; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attacks 2 claws (1d4); SQ undersized weapons; Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11. Undersized Weapons (Ex): The eidolon s natural weapons deal damage as if the eidolon were one size category smaller than its actual size, and it wields weapons as if it were one size category smaller than the eidolon s actual size. An eidolon can remove this restriction by spending 4 evolution points. Whenever the summoner changes the eidolon s evolutions, he can also change whether his eidolon uses undersized weapons or normal-sized weapons. Cactus Starting Statistics: Size Medium; Speed 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack slam (1d8), sting (1d4); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11. Conifer Starting Statistics: Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 14, Dex 12, Con 15, Int 7, Wis 10, Cha 11. Horror Starting Statistics: Size Medium; Speed 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack bite (1d6), 2 tentacles (1d4); Ability Scores Str 14, Dex 12, Con 15, Int 7, Wis 10, Cha 11. Mushroom Starting Statistics: Size Medium; Speed 20 ft.; AC +2 Tree Starting Statistics: Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack slam (1d8); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11. New Evolutions The following new evolutions can be taken by any eidolon that meets the requirements. 1-Point Evolutions Additional Fey Magic I: The eidolon increases the number of spells per day or spells known that it gains from its fey magic evolution. The eidolon gains two additional 1stlevel spells known, drawn from the fey magic spell list (see the fey magic evolution), and one additional 1st-level spell slot per day, usable with its fey magic spells. The eidolon can select this evolution twice, allowing the eidolon to gain a total of four additional 1st-level spell known and two additional 1st-level spell slot after two selections. Requirements: Summoner level 04

4th, fey type, fey magic evolution. Armor Training: The eidolon can wear armor and becomes proficient in light armor. Armor made to be worn by eidolons is always considered to be armor for an unusual creature when determining its cost (see the armor section of Chapter 7 in the Pathfinder Roleplaying Game Core Rulebook). Starting at 6th level, the eidolon can spend 1 additional evolution point to become proficient in medium armor, and at 10th level it can spend instead spend an additional 2 evolution points to become proficient in heavy armor. An eidolon with the improved natural armor evolution cannot select this evolution. Compression (Ex): The eidolon is capable of collapsing its body so it can move easily through small spaces. The eidolon can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing. Construct Material: The eidolon s body is wholly (or mostly) constructed of a specific kind of material. Choose one type of material from among those listed on Table: Construct Material Types. Any character trained in the skill associated with the chosen construct material can repair the eidolon by spending 1 hour and making a DC 20 skill check. If the check is successful, the eidolon recovers a number of hit points equal to the result of the skill check, up to a total number of hit points per day equal to twice its Hit Dice. Additionally, any spell effects that heal hit point damage that are cast onto the eidolon by its summoner function as though the eidolon wasn t immune to positive energy. Requirements: Construct type. Curse (Su): The eidolon is able to impart a minor curse upon one target within 30 feet as a standard action. If the target fails a Will save (DC 10 + 1/2 the eidolon s Hit Dice + the eidolon s Charisma modifier), it takes a 2 penalty on one of the following (eidolon s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This curse lasts for a number of rounds equal to 3 + the eidolon s Charisma modifier. This is a mind-affecting effect. Requirements: Summoner level 4th; humanoid, magical beast, monstrous humanoid, outsider, or undead type. Fey Magic I: The eidolon gains limited spellcasting. Its spells are drawn from the druid and sorcerer/wizard spell lists. Only druid spells of 6th level and lower and sorcerer/wizard spells from the enchantment and transmutation schools that are 4th level and lower are considered to be part of the eidolon s spell list. If a spell appears on both the druid and sorcerer/ wizard spell lists, the eidolon uses the lower of the two spell levels given for the spell. The eidolon can cast any spell it knows without preparing it ahead of time. To learn or cast a spell, the eidolon must have a Charisma score equal to at least 10 + the spell s level. The Difficulty Class for a saving throw against such a spell is 10 + the spell s level + the eidolon s Charisma modifier. The eidolon cannot use spell completion or spell trigger magic items for its spells without making a successful Use Magic Device check. An eidolon s spells are extremely limited. It can only cast 1 Table: Construct Materials Material Associated Skill(s) Adamantine Craft (sculpture) Alchemical Craft (alchemy) Blood Craft (alchemy) Bone Craft (sculpture) or Heal Coral Craft (sculpture) Brass Craft (armor) or Craft (blacksmithing) Cannon Craft (siege engine) or Knowledge (engineering) Carrion Craft (leather) or Heal Clay Craft (sculpture) or Craft (pottery) Clockwork Craft (clocks) or Craft (locks) Flesh Craft (leather) or Heal Fossil Craft (sculpture) or Heal Glass Craft (sculpture) Ice Craft (sculpture) Junk Craft (sculpture) Iron Craft (armor) or Craft (weapons) Mithral Craft (sculpture) Stone Craft (stonemasonry) Wood Craft (carpentry) Table: Advanced Alchemical Golem Effects d6 Effect 1 The attack deals 1d6 additional points of acid damage. 2 The attack deals 1d6 additional points of cold damage. 3 The attack deals 1d6 additional points of electricity damage. 4 The attack deals 1d6 additional points of fire damage. 5 The target becomes sickened for 1d4 rounds (Fortitude negates) 6 The target becomes entangled for 1d4 rounds (Reflex negates) 1st-level spell per day and it can cast its 0-level spells at will. In addition, it receives bonus spells per day if it has a high Charisma score. Unlike druids or sorcerers, an eidolon s selection of spells is extremely limited. An eidolon with this evolution knows two 0-level spells and one 1st-level spell. It does not gain additional spells per day or spells known as its Hit Dice increase and once chosen, the eidolon cannot change any of its spells known. Instead, the eidolon must select the advanced fey magic or additional fey magic evolutions to improve its spellcasting. An eidolon s caster level with its fey magic spells is equal to its Hit Dice. An eidolon can use its share spells ability to cast spells with a range of you on its summoner (as a spell with a range of touch) instead of on itself, otherwise functioning like the share spells ability. This evolution cannot be changed or gained using temporary effects, such as the transmogrify APG spell Requirements: Fey type. Hold Breath (Ex): The eidolon has enlarged lungs, allowing it to hold its breath for a number of minutes equal to 6 times its Constitution before it risks drowning or suffocating. Hooves (Ex): The eidolon possesses powerful hooves that 05

file subtype; gills evolution, scent evolution, swim evolution. Low-Light Vision (Ex): The eidolon has low-light vision, enabling it to see twice as far as a human in conditions of dim light. An eidolon can gain this evolution without spending any evolution points by exchanging its darkvision special ability for this evolution (see the eidolon s base statistics in Pathfinder Roleplaying Game Pathfinder Unchained). Negative Energy Affinity (Ex): Although the eidolon is alive, it is healed by negative energy and harmed by positive energy, as if it were an undead creature. Speed Surge (Ex): The eidolon can tap into an inner reservoir of draconic might for a boost of strength and speed as a swift action, allowing it to take an additional move action in that round. The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day). Requirements: Dragonoid sept. Slippery (Ex): Due to its slimy hide, slick exoskeleton, or some other physical feature, the eidolon is especially slippery. The eidolon gains a +4 bonus to CMD against grapple attempts. on combat maneuver checks to escape a grapple, and on Escape Artist checks. Vermin (Ex): The eidolon takes the form of a skittering, Sa m ple it can use to stomp foes, 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 (legs) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with these hoof attacks (this still costs 1 evolution point). This evolution can be selected more than once, up to the number of limbs (legs) evolutions the eidolon possesses. Increased Speed (Ex): The eidolon s movement speeds for all of its movement types increase by 10 feet. This evolution can be selected more than once. Integrated Weaponry (Ex): One of the eidolon s slam attacks takes the form of one light or one-handed melee weapon of the summoner s choice. Alternatively, the summoner can choose a ranged projectile weapon that can be fired in one hand, such as a hand crossbow or a sling. In order to add a weapon to an eidolon, the summoner must be able to supply a nonmagical version of that weapon to fuse into the eidolon s body. After incorporating the chosen weapon into its body, the eidolon s slam attack uses the chosen weapon s damage, critical threat range, critical multiplier, range increment (if the integrated weapon is a ranged projectile weapon) and special qualities in place of those of its slam attack. An integrated weapon is a primary natural attack and any evolutions that apply to the eidolon s slam also apply to its integrated weapon, but otherwise the integrated weapon counts as a weapon of the chosen kind for all effects. If the summoner changes this evolution, such as by selecting a different weapon or selecting an entirely different evolution, any weapon he has integrated into his eidolon is immediately expelled from its body and returned to him in working condition. Requirements: Construct type or inevitable subtype, limbs (arms) evolution, slam evolution. Jet (Ex): The eidolon can propel itself backwards as a fullround action, allowing it to move up to four times its swim speed while swimming. The eidolon must move in a straight line while using this ability and does not provoke attacks of opportunity while doing so. Requirements: Animal or magical beast type or elemental subtype; swim evolution. Keen Scent (Ex): The eidolon has an enhanced sense of smell when swimming. The eidolon can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. Requirements: Animal or magical beast type or elemental 06

scuttling vermin-like creature. The eidolon gains a +4 bonus on saves against mind-affecting effects. Requirements: Animal or magical beast type or agathion or foo creature subtype. 2-Point Evolutions Acidic Gout (Ex): The eidolon s body constantly produces an endless stream of acid that it can launch at foes. As a standard action that provokes attacks of opportunity, the eidolon can fire its acid at a single creature within 20 feet. That creature takes 1d6 points of acid damage, plus an additional 1d6 points of damage for every 6 Hit Dice the eidolon possesses. A successful Reflex save reduces the damage by half (DC 10 + 1/2 the eidolon s Hit Dice + the eidolon s Constitution modifier). An opponent that fails its Reflex save takes an additional 1d6 points of acid damage at the end of the eidolon s turn for the next 1d4 rounds or until the acid is scraped off, which requires a fullround action on the part of the opponent or a creature adjacent to that opponent. Requirements: Breath weapon (acid) evolution or energy attacks (acid) evolution. Additional Fey Magic II: The eidolon increases the number of spells per day or spells known that it gains from its fey magic II evolution. The eidolon gains two additional 2ndlevel spells known, drawn from the fey magic spell list (see the fey magic evolution), and one additional 2nd-level spell slot per day, usable with its fey magic spells. The eidolon can select this evolution twice, allowing the eidolon to gain a total of four additional 2nd-level spells known and two additional 2nd-level spell slots after two selections. Requirements: Summoner level 8th, fey type, fey magic I evolution, fey magic II evolution. Advanced Adamantine Golem (Su): Whenever the eidolon scores a critical hit with one of its natural attacks or an adamantine weapon, it makes a free sunder attempt against the target s armor or shield in addition to the normal damage. This sunder attempt doesn t provoke attacks of opportunity. The adamantine golem gains a +4 bonus on this sunder attempt. Requirements: Summoner level 8th, construct type, golem subtype, construct materials (adamantine) evolution. Advanced Alchemical Golem (Su): Whenever the eidolon strikes a foe with a melee attack, the attack has an additional random effect chosen from Table: Advanced Alchemical Golem Effects. The save DCs for these effects (if any) are equal to 10 + 1/2 the eidolon s hit Dice + the eidolon s Constitution modifier. Requirements: Summoner level 8th, construct type, golem subtype, construct materials (alchemical) evolution. Advanced Blood Golem (Su): The eidolon s natural attacks inflict an additional 1d6 points of bleed damage and it gains the blood drain (1d2 Constitution) special attack. This bleed damage doesn t stack with itself. In addition, whenever the eidolon drains blood from a creature, it heals 5 points of damage. Requirements: Summoner level 8th, construct type, golem subtype, construct materials (blood) evolution. Advanced Bone Golem (Ex): The eidolon can throw part of its body at a creature within 30 feet as a standard action. This is a ranged touch attack, and if the attack hits the bones form into a cage that surrounds the target. Each round, the cage makes a combat maneuver check to the trapped opponent using the eidolon s CMD. If the check fails, the target takes no damage but is stilled trapped. The target can escape the cage normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the eidolon itself. Damage to the prison has no effect on the eidolon. The eidolon can only have one bone prison active at a time, and if it wishes to create a second one, it (or some other creature) must first destroy the existing one. Requirements: Summoner level 8th, construct type, golem subtype, construct materials (bone) evolution. Advanced Coral Golem (Su): Whenever the eidolon is touching a body of saltwater of a size equal to or greater than its own size, it gains fast healing 5. This stacks with any fast healing that it gains from the fast healing evolution. In addition, the eidolon s natural attacks inflict an additional 1d6 points of bleed damage. This bleed damage doesn t stack with itself. Requirements: Summoner level 8th, construct type, golem subtype, construct materials (coral) evolution. Advanced Brass Golem (Su): The eidolon can exhale a 10-foot cube of smoke and cinders that fills a 20-foot cube. This functions as an incendiary cloud that persists for 1d6 rounds, dealing 1d6 points of fire damage per 2 Hit Die the eidolon possesses. A successful Reflex save reduces the damage dealt by the cloud by half (DC 10 + 1/2 the eidolon s Hit Dice + the eidolon s Constitution modifier). The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day). Requirements: Summoner level 8th, construct type, golem subtype, construct materials (brass) evolution. Advanced Cannon Golem (Ex): The eidolon s cannon becomes a fearsome weapon rather than a vestigial weapon, granting it a cannon attack. This attack is treated as a primary natural weapon with range increment of 100 feet. The cannon deals 1d8 points of damage (2d6 if Large, 2d8 if Huge) and has a x4 critical modifier. The eidolon s cannon can hold up to 20 cannonballs at a time reloading a single cannonball into the cannon s magazine is a standard action for the golem, while loading a cannonball into the cannon itself is a swift action. Requirements: Summoner level 8th, construct type, golem subtype, construct materials (cannon) evolution. Advanced Carrion Golem (Ex): The eidolon s rotting body offends the senses of nearly every other creature. All living creatures (except those with the stench ability) within 30 feet of the eidolon must succeed on a Fortitude save (DC 10 + 1/2 the eidolon s Hit Dice + the eidolon s Constitution modifier) or become sickened for 1 minute. Creatures that successfully save cannot be affected by the eidolon s stench again for 24 hours. This condition is a poison effect, and delay poison or neutralize poison removes the effect from a sickened creature. 07