ABERRANT
Instead of allying with an outsider, aberrants bond with a creature hailing from somewhere mortals dare not tread.
Aberration Focus:
An aberrant can only use his summon monster ability to summon creatures from the bonus list granted by his eidolon. This alters summon monster.
Aberration Eidolon:
Aberration eidolons are aberrations for the purpose of determining which spells and effects affect them. An aberration eidolon gains a number of skill ranks equal to 4 + its Intelligence modifier per Hit Dice, but it uses the values shown on Table: Eidolon Base Statistics unless it has an Intelligence score above the base value for its base form. This replaces the eidolon’s outsider type.
Eidolon Class Skills: The following skills are class skills for an aberration eidolon: Acrobatics (Dex), Athletics (Str), Escape Artist (Dex), Fly (Dex), Influence (Cha), Knowledge (any one) (Int), Spellcraft (Int), Stealth (Dex), and Survival (Wis). This replaces the eidolon’s list of class skills.
Aberration Breed:
The summoner of an aberration eidolon doesn’t choose a subtype for his eidolon. Instead, he chooses one of the aberration breeds noted below. An aberration eidolon’s choice of breed functions exactly like a standard eidolon’s choice of subtype, except an aberration eidolon doesn’t gain a subtype as a result of this choice unless noted otherwise as a base evolution.
Gibberer
Disgusting, loathsome, and hungry, the wretches known as gibbering mouthers lurk in underground caves, sewers, and nightmares. Lacking any form of culture, these beings care for nothing knowable to mortals and spend their endless days muttering a cacaophony of maddening moaning and grunting. Gibberer eidolons serve only the most insane of summoners, as only a demented mind would ever think to call such a being to his side. Gibbering mouthers are examples of gibberer eidolons.
Alignment: Chaotic Neutral.
Eldritch Pact: Alteration
Summon List: Aberration
Base Form:
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Horror (bite, improved damage [bite], swim, tentacle [2]).
Base Evolutions:
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At 1st level, gibberer eidolons gain the bite evolution, and they can spend 3 evolution points in order to gain an additional bite attack. They can purchase bite attack as if hey had a number of heads equal to their maximum number of attacks (see the head evolution†). A gibberer eidolon can also replace the tentacles from its base form with an additional bite attack (this still costs 3 evolution points). They also gain the aberrant anatomy evolution.
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At 4th level, gibberer eidolons gain the grab evolution, tied to an attack type of the summoner’s choice. Whenever the summoner changes the gibberer eidolon’s evolutions, he can also change the attack type for grab.
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At 8th level, gibberer eidolons gain the frightful presence evolution. They can activate frightful presence as a free action instead of as part of an offensive action, and creatures that fail their Will save become confused for 1 round instead of shaken. A creature that succeeds on its Will save becomes immune to that gibberer eidolon’s frightful presence for 24 hours. They also lose the aberrant anatomy evolution and instead gain the aberrant anatomy evolution with 4 evolution points spent.
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At 12th level, gibberer eidolons gain DR 5/bludgeoning and magic and the blood drain evolution.
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At 16th level, gibberer eidolons gain the engulf evolution. Each round, they automatically deal bite damage to engulfed opponents, plus 1 point of Constitution damage.
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At 20th level, gibberer eidolons increase the range of their frightful presence to 60 feet and opponents that succeed on their Will save against the gibberer eidolon’s frightful presence no longer become immune to it for 24 hours.
Lurking Ray
Stalkers of the darkest caves and caverns of the world, lurking rays feed upon the weak and unwary. Appearing similar to manta rays, lurking rays are ambush hunters that wrap themselves around their victim, mercilessly choking the life from it before feeding. Lurking ray eidolons are easy for summoners to attract. Possessing bestial intelligence and a feverous love of fresh meat, many lurking ray eidolons can be persuaded into service simply through continual offerings of fresh food.
Alignment: Neutral.
Eldritch Pact: Dark
Summon List: Aberration
Base Form:
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Horror (climb, grab [slam], skilled [Stealth], slam).
Base Evolutions:
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At 1st level, lurking ray eidolons can use their grab evolution to grapple creatures up to two size categories larger than it. A lurking ray eidolon only benefits from this evolution if it is able to reach its opponent’s head. In addition, they can purchase the slam evolution multiple times without needing to possess the limbs (arms) evolution, though doing so costs 3 evolution points.
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At 4th level, lurking ray eidolons gain cold resistance 10 and fire resistance 10. They also gain the ability increase (Constitution) evolution.
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At 8th level, lurking ray eidolons gain the smother ability, allowing them to forgo the usual +5 circumstance bonus on checks made to maintain a grapple in order to form an airtight seal around the grappled target, preventing it from speaking or casting spells with verbal components for 1 round. While grappled in this way, the opponent must hold its breath for as long as the lurking ray eidolon continues to grapple its target in this way.
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At 12th level, lurking ray eidolons gain DR 5/magic and piercing or magic and slashing. They also gain the constrict (slam) evolution
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At 16th level, lurking ray eidolons gain blindsense out 10 feet. They also gain the skilled (Perception) evolution.
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At 20th level, lurking ray eidolons lose the blindsense ability and instead gain blindsight out 10 feet. In addition, they can use their smother ability without sacrificing the +5 circumstance bonus on checks made to maintain a grapple.
Mutant
Warped by radiation, magic, or something far more sinister, mutants appear as piecemeal creatures, noteworthy for their jumbled body parts and distorted features. Formerly members of some other race, mutants have been physically warped and ultimately cast out from their former lives. Desperate for companionship, many mutants partner with summoners as eidolons in a desperate attempt to give their lives purpose; a motivation that most summoners will attempt to exploit to their own ends.
Alignment: Any.
Eldritch Pact: Alteration
Summon List: Aberration
Base Form:
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Horror (bite).
Base Evolutions:
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At 1st level, mutant eidolons choose a second base form. They count as if they had the chosen base form for the purpose of meeting the prerequisites of evolutions and they gain additional evolutions based on the chosen subtype as follows: aquatic (gills, swim), avian (flight), biped (limbs [arms], limbs [legs]), quadruped (limbs [legs, 2]), or serpentine (improved reach [bite], tail). They also add 1 evolution point to their evolution pools. Eidolons that chose avian as their second base form gain the limbs [legs] evolution instead of adding an additional evolution point to their evolution pools.
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At 4th level, mutant eidolons gain the ability increase (Constitution) and improved natural armor evolutions.
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At 8th level, mutant eidolons choose a third base form from among those listed by the base evolution gained at 1st level. They also gain a +4 bonus on saves against disease and poison.
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At 12th level, mutant eidolons choose one eidolon subtype. The eidolon counts as the chosen type for the purpose of meeting the prerequisites of evolutions. They also add 1 evolution point to their evolution pools.
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At 16th level, mutant eidolons increase the duration of any sphere ability cast on them using the share spells ability by 50%. This doesn’t stack with the effects of the Extend Spell feat.
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At 20th level, mutant eidolons are treated as having all base forms and all eidolon subtypes for the purpose of meeting the prerequisites of evolutions. Once per day, the summoner can fully change a mutant eidolon’s evolutions as if using transmogrify.
ABERRANT EVOLUTIONS
The following evolutions are can be taken by eidolons from the Aberrant archetype.
2-Point Evolutions
The following evolutions cost 2 points from the eidolon’s evolution pool.
Quill Defense: The eidolon is covered in bristly quills that damage those who touch it. Select one natural attack. Any creature that strikes the eidolon with a non-reach melee weapon, unarmed strike, or natural weapon takes damage equal to the weapon damage of the selected natural attack, plus the eidolon’s Strength modifier. Strength damage, Strength drain, and penalties to Strength don’t impact the amount of damage that the eidolon deals to attackers with this ability.
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Quills (requires the Quill Defense evolution): The eidolon can launch a volley of quills at two separate opponents as a standard action. This ranged attack has a range of 300 feet with no range increment. The eidolon makes an attack roll against each target when using this ability, and all targets must be within 30 feet of each other. If the attack hits, the target takes damage from the eidolon’s quill defense evolution as if it had made a melee attack against it. Launched quills regrow in a single round, during which the eidolon’s quill defense evolution is unaffected. The eidolon can attack additional targets with this ability by spending 2 evolution points per additional target, up to a total of 4 quills per volley.
3-Point Evolutions
The following evolutions cost 3 points from the eidolon’s evolution pool.
Aberrant Anatomy: The eidolon has an unusual body structure that makes its weak points difficult to discern and strike. When a critical hit or sneak attack is scored on the eidolon, there is a 25% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. The eidolon can increase this chance by 25% by spending an additional 3 evolution points, up to a 100% chance for 12 evolution points.
Alien Consciousness: The eidolon’s mind is dangerously incomprehensible to mortals who contact it. Nonaberrations that read the eidolon’s mind or make mental contact with it take 1d4 points of Wisdom damage. This contact also includes communication via telepathy — an eidolon that has telepathic capability can initiate this particular contact as a swift action against a single target in order to force its alien consciousness on another creature. A successful Will saving throw (DC = 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier) halves the damage. Once a creature has been subjected to the eidolon’s alien consciousness, it is immune to further damage from that eidolon’s alien consciousness for 24 hours. The eidolon’s summoner is immune to his own eidolon’s alien consciousness, but he can still be affected by other eidolons’ alien consciousnesses. This is a mind-affecting effect.
Attach (requires Summoner level 8th and the Grab evolution): The eidolon possesses a proboscis, latching jaws, or some other means to quickly grab hold of its foe. Select one of the following attacks: bite, slam, tail slap, or tentacle. When the eidolon hits an opponent with the selected attack, it automatically latches onto that opponent. The eidolon is considered grappling, but the target is not. The target can attack the eidolon as normal or break the attach with a successful grapple or Escape Artist check.
Engulf (requires Summoner level 6th): The eidolon is capable of engulfing creatures in its path simply by moving through their space. As a standard action, the eidolon can move onto adjacent creatures, affecting as many as it can cover with its space. Targeted creatures can make attacks of opportunity against the eidolon, but if they do so they are not entitled to a saving throw against the engulf attack. Those that did not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Strength modifier). On a successful save, a creature is pushed back or aside (the creature’s choice) as the eidolon moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature.
Faceless: The eidolon lacks a discernible face. It is immune to gaze attacks, but not to illusions that rely on vision to function. It has no need to breath and is immune to all inhaled and scent-based effects. Otherwise, it can see in all directions as if its entire body were an eye. If 1 additional evolution point is spent, the eidolon is also headless; making it immune to all effects that require a head (such as the vorpal special ability), but rendering it unable to take the bite, gore, or head evolution.
Unnatural Aura: The eidolon has an otherworldly presence that unsettles animals and vermin. All creatures of these types within 30 feet must succeed on a Will save or become unwilling to approach the eidolon for 1 round (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Charisma modifier). Creatures that succeed on their save cannot be affected by the same eidolon’s unnatural aura for 24 hours. Affected animals or vermin that can be pushed via the Handle Animal skill can be forced to approach the eidolon if the handler succeeds on a DC 25 Handle Animal check. This is a mind-affecting fear effect.
4-Point Evolutions
The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Drain: The eidolon can sap the life waters of its victims. Whenever the eidolon ends its turn grappling a foe, that opponent takes 1 point of Constitution damage. This Constitution damage can be increased by one step for every 2 additional evolution points spent according to the following scale: 1/1d2/1d3/1d4/1d6/1d8/1d10.
Blood Frenzy: The smell of blood whips the eidolon into a frenzy. Whenever the eidolon takes damage in combat, it can fly into a frenzy as a free action in the following round. It gains +2 Strength and +2 Constitution but takes a –2 penalty to AC and cannot use any Dexterity-, Intelligence, or Charisma-based skills (except Acrobatics, Fly, and Ride) or any ability or evolution that requires patience or concentration. This frenzy lasts for 1 minute or until the combat ends, after which the eidolon becomes fatigued for 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. The material used for the entrap attack is determined by the summoner; regardless of the material chosen, it has a number of hit points equal to 1/10th the eidolon’s total hit points and hardness equal to half the eidolon’s Hit Dice.
The target of the eidolon’s entrap attack must make a Fortitude save or become entangled for a number of rounds equal to the eidolon’s Hit Dice (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). An entangled creature can make a Strength check or an Escape Artist check against the same DC as a full-round action to break free. If 6 additional evolution points are spent, targets that are already entangled by this ability that fail their saving throw against a second entrap attack become helpless on a failed save instead. A target made helpless by this ability is conscious but can take no physical actions (except attempting to escape) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it succeeds on a DC 20 concentration check. For a helpless creature, the DC to escape the entrap attack is +5 greater. Destroying the entrapping material frees the creature.
Paralysis (requires Summoner level 10th): One of the eidolon’s attacks causes its target’s body to seize up and become unable to move. 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, the target must attempt a Fortitude saving throw (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier) or become paralyzed for 1 minute. Each round, the paralyzed creature can attempt a new saving throw as a full-round action that does not provoke attacks of opportunity to end the effect. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. If 6 additional evolution points are spent, creatures paralyzed by this evolution don’t get a new saving throw each round to end the effect.
Spore Cloud: The eidolon’s body produces millions of tiny, toxic spores that it can unleash upon its foes. Upon selecting this evolution, the eidolon must choose one of the following inhaled toxins. As a standard action, the eidolon exhales a cloud of toxic spores laced with the chosen toxin in a 30-foot cone. Creatures within the area are subject to the corresponding poison listed below:
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Mycotoxin – save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d6 Str damage; cure 2 saves.
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Necrotoxin – save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d6 Dex damage; cure 2 saves.
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Neurotoxin – save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d6 Wis damage; cure 2 saves.
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).