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These are the rules that govern the eidolon created by the Soulshard class. In the rules below the class that grants the eidolon is called the 'summoner'. Eidolons do not require reinscription, where the rules refer to reinscription, this refers to reinscription of the summoner.

An eidolon's abilities are determined by the summoner's level and by the choices made using its evolution pool. Table: Eidolon Base Statistics determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. The creature type of an eidolon, for the purpose of determining which spells affect them, is listed with the eidolon subtype.

Eidolon Base Statistics

Class Level HD BAB Good Saves Poor Saves Feats Armor Bonus Str/Dex Bonus Evolution Pool Max Attacks Special
1st 1 +1 +2 +0 1 +0 +0 1 3 Link
2nd 2 +2 +3 +0 1 +2 +1 2 3 Evasion
3rd 3 +3 +3 +1 2 +2 +1 3 3
4th 3 +3 +3 +1 2 +2 +1 3 4
5th 4 +4 +4 +1 2 +4 +2 4 4 Ability score increase
6th 5 +5 +4 +1 3 +4 +2 5 4 Devotion
7th 6 +6 +5 +2 3 +6 +3 6 4
8th 6 +6 +5 +2 3 +6 +3 6 4
9th 7 +7 +5 +2 4 +6 +3 7 5 Multiattack
10th 8 +8 +6 +2 4 +8 +4 8 5 Ability score increase
11th 9 +9 +6 +3 5 +8 +4 9 5
12th 9 +9 +6 +3 5 +10 +5 9 5
13th 10 +10 +7 +3 5 +10 +5 10 5
14th 11 +11 +7 +3 6 +10 +5 11 6 Improved evasion
15th 12 +12 +8 +4 6 +12 +6 12 6 Ability score increase
16th 12 +12 +8 +4 6 +12 +6 12 6
17th 13 +13 +8 +4 7 +14 +7 13 6
18th 14 +14 +9 +4 7 +14 +7 14 6
19th 15 +15 +9 +5 8 +14 +7 15 7
20th 15 +15 +9 +5 8 +16 +8 15 7

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

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

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

Good Saves and Poor Save: These are the eidolon's base saving throw bonuses. An eidolon possesses two good saving throws and one poor saving throw, determined by the creature's base form.

Skills: An eidolon's skill ranks and class skills depend on its subtype. An eidolon cannot have more ranks in a skill than it has Hit Dice. Eidolon skill ranks are set once chosen, even if the creature's evolutions change when the summoner gains a new level.

Feats: This is the total number of feats possessed by an eidolon. Eidolons can select any feat they qualify for, but they must possess the appropriate appendages to use some feats. Eidolon feats are set once chosen, even if the creature changes when the summoner gains a new level. If, due to such changes, the eidolon no longer qualifies for a feat, the feat has no effect until the eidolon once again qualifies for the feat.

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

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

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

Max. Attacks: This indicates the maximum number of attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional attacks. Attacks made with weapons, including those granted by a high base attack bonus, are counted against this maximum.

Special: This includes a number of abilities gained by all eidolons as they increase in power (see Table: Eidolon Base Statistics). Each of these bonuses is described below.

Eidolon Abilities

A summoner and his eidolon share a mental link that 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 eidolon at any time.

Evasion (Ex)

If the eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.

Ability Score Increase (Ex)

The eidolon adds 1 to one of its ability scores.

Devotion (Ex)

An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack

An eidolon gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks (or it is reduced to fewer than three attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eidolon later gains three 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 eidolon takes no damage if it succeeds at its saving throw and only half damage if it fails.

Base Forms

Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores.

All natural attacks are made using the eidolon's full base attack bonus unless otherwise noted (such as in the case of secondary attacks). An eidolon's attacks add the eidolon's Strength modifier to the damage rolls, unless the eidolon has only one attack, in which case the attack adds 1-1/2 times the eidolon's Strength modifier.

Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to Dexterity. It takes a –4 penalty to Strength and a –2 penalty to Constitution. It also has a +1 size bonus to AC and on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by one step (for example, 1d6 becomes 1d4, and 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon's evolution pool (which causes it to lose these modifiers for being Small). Likewise, a Medium eidolon can be made Small whenever the summoner can change the eidolon's evolution pool.

Aberrant

Size: Medium

Speed: 20 ft., swim 20 ft.

AC: +2 natural armor

Saves: Fort (good), Ref (poor), Will (good)

Attack: bite (1d6), tentacles (1d6)

Ability Scores: Str 12, Dex 13, Con 16, Int 7, Wis 10, Cha 11.

Biped

Size: Medium

Speed: 30 ft.

AC: +2 natural armor

Saves: Fort (good), Ref (poor), Will (good)

Attack: 2 claws (1d4)

Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.

Quadruped

Size: Medium

Speed: 40 ft.

AC: +2 natural armor

Saves: Fort (good), Ref (good), Will (poor)

Attack: bite (1d6)

Ability Scores: Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.

Serpentine

Size: Medium

Speed: 20 ft., climb 20 ft.

AC: +2 natural armor

Saves: Fort (poor), Ref (good), Will (good)

Attack: bite (1d6), tail slap (1d6)

Ability Scores: Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.

Eidolon Subtypes

The eidolon's subtype determines a number of its base statistics and abilities, as well as its overall look and theme. The subtype also determines what sort of evolutions the summoner can select for his eidolon using the evolution pool.

As a summoner gains levels, his eidolon gains specific evolutions based on its subtype. Each subtype entry below includes the following information.

Name: This is the name of the eidolon's subtype. The eidolon gains this as a subtype, but unless otherwise noted, it does not gain any of the features, abilities, or weaknesses of that subtype.

Description: This gives a basic overview of eidolons of this subtype, including general guidelines on appearance and personality.

Creature type: The creature type this eidolon counts as for the purposes of which spells affect them.

Base Form(s): Eidolons of some subtypes are restricted in their choice of base form. Restrictions are spelled out here. The evolutions listed here are gained automatically, and do not cost points from the eidolon's evolution pool.

Base Evolutions: This describes the base evolutions possessed by all eidolons of this subtype. Following the entry is a list of evolutions gained as the summoner gains levels; these evolutions are gained automatically, and do not cost points from the eidolon's evolution pool. In some cases, eidolons of certain subtypes will gain abilities that are not evolutions. Unless otherwise noted, such abilities function as described in the Universal Monster Rules.

Sharded

Just like a summoner, a sharded eidolon learns to use weapons and magic. Sharded eidolons are formed from a shard of their summoner's soul, and as such are quite adamant about being treated as equals and not as servants (unless the summoner has a particularly subservient nature). They demonstrate an eerie consistency with the summoner's manner of thinking, providing similar answers to questions and reacting similarly to startling events.

A sharded eidolon needs to breath and sleep, but does not need to eat.

Base Form(s): Biped (limbs [arms], limbs [legs]).

Creature type: Monstrous Humanoid.

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per HD: 2 + Int modifier.

Base Evolutions: A sharded eidolon gains the weapon training evolution. The sharded eidolon also gains the skilled (Disguise) evolution. The racial bonus provided by this evolution is doubled when the eidolon is impersonating the summoner.

  • At 4th level, a sharded eidolons add 1 point to their evolution pool.
  • At 8th level, a sharded eidolon gains the weapon training evolution for martial weapons.
  • At 12th level, a sharded eidolon gains DR 5/magic. The eidolon also gains the extra feat evolution.
  • At 16th level, a sharded eidolon gains the skilled evolution and the ability increase evolution, applied to a skill and an ability score of the summoner's choice.
  • At 20th level, a sharded eidolon gains the extra feat evolution twice, and always counts as having rolled a 20 when attempting to disguise itself as the summoner.

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 positive). 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.

1-Point Evolutions

The following evolutions cost 1 point from the eidolon's evolution pool.

Claws (Ex): The eidolon has a pair of vicious claws at the ends 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 be selected more than once, up to the number of limbs evolutions the eidolon possesses. This evolution can be applied to any number of limbs (arms) evolutions, but no more than one limbs (legs) evolution. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Climb (Ex): The 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): The eidolon has gills and can breathe underwater indefinitely.

Improved Damage (Ex): One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex): The 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, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.

Magic Attacks (Su): The 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 natural attacks are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.

Pull (Ex): The 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 the eidolon succeeds at this check, it pulls the target of the attack 5 feet closer to it. This ability works only on creatures of a size category equal to or smaller than the eidolon. Creatures pulled 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. Requirements: Reach of 10 feet or more.

Push (Ex): The 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 the eidolon succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This ability works only on creatures of a size category 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 the eidolon's attacks is capable of striking foes at a distance. Select one attack. The eidolon's reach with that attack increases by 5 feet.

Resistance (Ex): The 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). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 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 the eidolon selects this evolution, it applies to a different energy type.

Scent (Ex): The 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 the opponent is downwind, the range 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 as 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): The 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 the eidolon selects this evolution, it applies to a different skill.

Slam (Ex): The 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, up to the number of the eidolon's limbs (arms) evolutions.

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

Wing Buffet (Ex): The eidolon 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). Requirements: Flight (wings) evolution.

2-Point Evolutions

The following evolutions cost 2 points from the eidolon's evolution pool.

Ability Increase (Ex): The eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's ability scores by 2. This evolution can be selected more than once. It can be applied only once to an individual ability score, plus one additional time for every 6 levels the summoner possesses.

Darkvision (Ex): The eidolon's eyes adjust to the dark. The eidolon has darkvision with a range of 60 feet. Requirements: Summoner level 5th.

Energy Attacks (Su): The eidolon's attacks become charged with energy. Select one energy type: acid, cold, electricity, or fire. All of the eidolon's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. Requirements: Summoner level 5th.

Flight (Ex or Su): The eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon's maneuverability depends on its size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. If the eidolon flies by magic, this is a supernatural ability. The eidolon can increase its fly speed by spending additional evolution points, gaining a 20-foot increase to its fly speed for each additional point spent. Requirements: Summoner level 5th.

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

Immunity (Su): The eidolon's body becomes extremely resilient to one energy type. Select one energy type: acid, cold, electricity, fire, or sonic. The eidolon 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. Requirements: Summoner level 7th.

Limbs (Ex): The eidolon 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 eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon 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 slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Rend (Ex): The eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch on to the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. Requirements: Summoner level 6th, claws evolution.

Trample (Ex): The eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size category smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to attempt 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 eidolon's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes this attack of opportunity, it can attempt a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon's Hit Dice + the eidolon's Strength modifier. A trampling eidolon can deal trampling damage to a specific creature only once per round. Requirements: Biped or quadruped base form.

Tremorsense (Ex): The eidolon becomes attuned to vibrations in the ground, gaining tremorsense with a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. Requirements: Summoner level 7th.

Weapon Training (Ex): The eidolon 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 eidolon's evolution pool.

Blindsense (Ex): The eidolon's senses become incredibly acute, giving it blindsense with a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it can't see without having to attempt a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon's movement, and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Requirements: Summoner level 9th.

Burrow (Ex): The eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface. Requirements: Summoner level 9th.

Damage Reduction (Su): The eidolon's body becomes more resistant to harm. Increase the damage reduction granted by the eidolon's subtype by 5. Requirements: Summoner level 15th, damage reduction granted by the eidolon's subtype.

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

4-Point Evolutions

The following evolutions cost 4 points from the eidolon's evolution pool.

Blindsight (Ex): The eidolon's senses sharpen even further, granting it blindsight with a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. Requirements: Summoner level 11th, blindsense evolution.

Breath Weapon (Su): The eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select acid, cold, electricity, or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per Hit Dice it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the eidolon's Hit Dice + the eidolon's Constitution modifier. The eidolon can use this ability once per reinscription. The eidolon can gain additional uses of this ability per reinscription by spending 1 evolution point per additional use (to a maximum of three total uses per reinscription). Requirements: Summoner level 9th.

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

Large (Ex): The eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to Dexterity. This size change also gives the creature a –1 size penalty to AC and on attack rolls, a +1 bonus on combat maneuver checks and to CMD, a –2 penalty on Fly checks, and a –4 penalty on Stealth checks. If the eidolon has the biped base form, it also gains a reach of 10 feet. Any reach evolutions the eidolon possesses are added to this total. If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to Dexterity. This size change also gives the creature a –2 size penalty to AC and on attack rolls, a +2 bonus on combat maneuver checks and to CMD, a 10-foot reach, a –4 penalty on Fly checks, and a –8 penalty on Stealth checks. If the eidolon has the biped base form, its reach increases to 15 feet instead of 10 feet. Any reach evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon. Requirements: Summoner level 8th (13th for Huge), Medium size.

Spell Resistance (Ex): The eidolon is protected against magic, gaining spell resistance. The eidolon's spell resistance is equal to 11 + the summoner's level. This spell resistance does not apply to spells cast by the summoner. Requirements: Summoner level 9th.