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Class Archetype · Beta

Evolutionary

Beta Testing · PlaytestThis archetype is ready for playtesting but not yet final — mechanics may change based on table feedback. Play with DM approval; feedback welcome.

“Something found her — or grew inside her — and she has never been the same since.”

A lingering spirit, an alien symbiote, or the raw insistence of flesh refusing to stay ordinary — whatever its source, the Evolutionary's power is unmistakably her own. She does not channel another's magic or borrow divine authority. She transforms. Her body answers demands that most creatures cannot even articulate, reshaping itself through sheer force of will, alien communion, or the slow pressure of something haunting her bloodline. All Evolutionaries share a single truth: the bond between self and source is total and permanent. Once chosen — or once it chooses her — it cannot be undone.

Though they share a common mechanical expression, no two Evolutionaries look alike. A spirit-bound warrior might ripple with translucent plates of etheric force. A symbiote host may bristle with organic blades and corded muscle that weren't there yesterday. A natural born simply grows more of what she always was — claws a little longer, hide a little thicker, presence a little more wrong — until she is something that polite society cannot comfortably name.

Alignment

Any.

Hit Die

d6. The Natural Born source increases this to d10 (see Source).

Starting Wealth

2d6 × 10 gp (average 70 gp), plus one outfit worth 10 gp or less.

Class Skills

The Evolutionary's class skills are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Level: 4 + Int modifier.

Class Progression

LevelBABFortRefWillSpecialEvo PoolBody BonusMax Atk
1st+1+2+0+2Source, Evolution, Unarmed Strike3+03
2nd+2+3+0+3Armor Bonus, Body Bonus 14+23
3rd+3+3+1+3Adaptation 1/day (2 pts)5+23
4th+4+4+1+4Life Link7+34
5th+5+4+1+4Shielded Bond8+34
6th+6/+1+5+2+5Adaptation 2/day (4 pts)9+44
7th+7/+2+5+2+5Focused Offensive Evolution10+44
8th+8/+3+6+2+6Refined Evolution11+55
9th+9/+4+6+3+6Adaptation 3/day (6 pts)13+55
10th+10/+5+7+3+7Greater Shielded Bond14+65
11th+11/+6/+1+7+3+7Body Bonus 215+65
12th+12/+7/+2+8+4+8Rapid Adaptation 4/day (8 pts)16+75
13th+13/+8/+3+8+4+8Focused Offensive Evolution17+75
14th+14/+9/+4+9+4+9Refined Evolution19+86
15th+15/+10/+5+9+5+9Rapid Adaptation 5/day (10 pts)20+86
16th+16/+11/+6/+1+10+5+10Body Bonus 321+96
17th+17/+12/+7/+2+10+5+1022+96
18th+18/+13/+8/+3+11+6+11Rapid Adaptation 6/day (12 pts)23+106
19th+19/+14/+9/+4+12+6+1225+107
20th+20/+15/+10/+5+12+6+12True Evolution26+127

Class Features

The following are class features of the Evolutionary.

Weapon and Armor Proficiency

The Evolutionary is proficient with all simple weapons, all light and medium armor, and shields (except tower shields).

Source

The Source of Evolutionary power determines how the power manifests.

1. Spirit Evolutionary - The spirit bonded to the Evolutionary manifests its evolution around the body of the Evolutionary like ethereal armor. The spirit can be manifested and dismissed as a full-round action. The spirit grants 4 Bonus HP per Hit Die while Manifested. When the spirit bonus hit points reach 0 it vanishes to heal.

a. Body bonuses are only present when manifested.

b. The spirit gains additional HP based on the Evolutionary’s Wisdom modifier.

c. While not present the Spirit has fast healing 1.

d. The spirit is manifested as a free action as a Supernatural ability.

2. Symbiotes - The Symbiotes bonded to the Evolutionary is manifested as a form of organic armor covering the Evolutionary from head to toe. The Symbiote can retreat into the host as a full-round action and Manifest as a full-round action. The Symbiote has d6 HD and gains bonus hit points from its Con. See Table below. While manifested, the Symbiote’s HP becomes a bonus hit point for the host. A Symbiote without a host is extremely weak, appearing as a 1-foot slime. Barely able to move on its own with no natural attacks. If the bonus hit points granted by the Symbiote are depleted it retreats into the host until it feels safe.

a. Half of the Body bonuses are present when the Symbiote has retreated.

b. The Symbiote heals at the normal rate of a character.

c. When the host is unconscious, the Symbiote can use the body; this does not hinder the host’s rest.

Symbiote

Host LevelStr/DexCon/WisInt/ChaEgo
1st–3rd11175
3rd–4th21288
5th–6th313910
7th–8th4141012
9th–10th5151114
11th–12th6161216
15th–16th7171318
17th–18th8181422
19th–20th9191524

3. Natural Born - Some rare individuals are born with the ability to adapt and grow stronger regardless of what should kill them. Their evolution transforms their bodies making them Freakish horrors to behold. They can never blend into normal society, often treated as monsters by other adventurers or enslaved by powerful villains. Their HD becomes a d10 and they may re-roll each level keeping higher results.

a. All body bonuses are continuous.

Each time the Natural Born gains a level, she rolls her new Hit Die normally and also rerolls every previous level’s Hit Die that has not yet been maximized. If a reroll result is higher than the recorded value for that level, replace it and add the difference to her maximum hit points. If a reroll result equals the die’s maximum face value (10), that die is permanently locked and never rerolled again. Lower results are ignored, and that die remains available for future rerolls. Over time, this drives her hit points relentlessly upward — a Natural Born who survives long enough will see every die locked at its maximum.

Note: Players running a Natural Born Evolutionary should record the current hit point value for each individual level separately on their character sheet. These per-level values are what get rerolled and updated as she advances, and tracking them is necessary to correctly apply improvements and determine when a die has been permanently maximized.

Unarmed Strike

At 1st level, the Evolutionary gains Improved Unarmed Strike as a bonus feat. Her unarmed strikes deal damage as a monk of her Evolutionary level and are treated as both manufactured and natural weapons for the purpose of spells and effects that affect such weapons.

Evolution

Evolutionaries gain the ability to reshape their form using evolutions — physical and supernatural modifications that grant new capabilities, attacks, senses, and power. How these alterations appear depends on the Evolutionary's source; the same evolution might manifest as spectral claws, organic growths, or simply flesh that was always capable of this and is only now expressing it.

Each time the Evolutionary gains a level, she may reallocate her evolution points freely, replacing old evolutions with new ones. Until she gains Adaptation, this reallocation is limited to half her new pool limit when she levels. After 6 hours of rest, her new form is complete.

All natural attacks the Evolutionary possesses through evolutions follow the standard rules for natural attacks. Primary natural attacks use her full BAB and add her full Strength modifier to damage; secondary attacks use BAB −5 and add half her Strength modifier. If she has only a single natural attack, it uses full BAB and adds 1-1/2 times her Strength modifier.

Evolution Pool

The value in the Evo Pool column is the number of points available to spend on evolutions. In addition, the Evolutionary gains 1 bonus evolution point for every 5 points her Constitution score exceeds 10 (bonuses from evolutions do not contribute to this threshold). These points can be spent across a wide range of modifications. The pool total changes as she levels, and all points may be reallocated each time she does.

Maximum Attacks

The Max Atk column indicates the maximum number of natural attacks the Evolutionary may possess at any given level. This limit does not include attacks made with weapons. If the Evolutionary is at her maximum, she cannot select evolutions that would add further natural attacks until her limit increases.

Armor Bonus

Starting at 2nd level, the Evolutionary adds half her class level (rounded down) to her Armor Class. How this bonus is typed depends on her source:

• Spirit Evolutionary: deflection bonus.

• Symbiote Evolutionary: armor bonus.

• Natural Born Evolutionary: natural armor bonus.

Body Bonus

At 2nd level, the Evolutionary chooses one physical ability score — Strength, Dexterity, or Constitution — and gains a bonus to that score equal to the value in the Body Bonus column. At 11th level, she adds half the current Body Bonus (rounded down) to a second physical ability score she did not choose at 2nd level. At 16th level, she adds one-third the current Body Bonus (rounded down) to the third and final physical ability score.

These bonuses increase as the Evolutionary levels. Spirit Evolutionaries apply body bonuses only while their spirit is manifested. Symbiote Evolutionaries apply full body bonuses while manifested and half (rounded down) while the symbiote has retreated. Natural Born Evolutionaries apply all body bonuses continuously.

Adaptation (Su)

At 3rd level, the Evolutionary gains the ability to respond to danger or hardship by reshaping herself in the moment. Once per day as a standard action, she can reallocate 2 points in her evolution pool — removing 2 points from existing evolutions and applying them to new ones. This process is taxing: she takes 2 points of nonlethal damage per point reallocated. The number of daily uses increases by one every three Evolutionary levels (twice at 6th, three times at 9th). The number of points that can be shifted per use increases by 2 at each new use increment (4 points at 6th, 6 at 9th).

At 12th level this ability becomes Rapid Adaptation. The Evolutionary can now adapt as a move action instead of a standard action, and the nonlethal damage cost is reduced to 1 point per point reallocated.

Life Link (Su)

Starting at 4th level, the Evolutionary and her source have grown so intertwined that each can sustain the other. As a standard action, the Evolutionary may sacrifice any number of her own hit points to heal her source by the same amount. This is a direct transfer; it cannot reduce the Evolutionary below 0 hit points. Natural Born Evolutionaries do not gain this ability, as they have no separate source to link with.

Shielded Bond

At 5th level, the Evolutionary's source — while manifested — extends a measure of protection to her. She gains a +2 shield bonus to AC and a +2 circumstance bonus on all saving throws. Natural Born Evolutionaries gain this bonus automatically if they possess either the wings evolution or more than two arms from evolutions.

Focused Offensive Evolution (Ex)

At 7th level, and again at 13th level, the Evolutionary selects one of her existing natural attack evolutions and increases the base damage die of that attack by one step. This ability stacks with itself and with any feat or effect that increases damage dice. The damage die progression is as follows: 1d2 → 1d3 → 1d4 → 1d6 → 1d8 → 2d6 → 3d6 → 4d6 → 6d6 → 8d6 → 12d6.

Refined Evolution (Ex)

At 8th level, and again at 14th level, the Evolutionary selects one evolution she possesses and reduces its evolution point cost by 1. This reduction cannot bring an evolution's cost below 1 point.

Greater Shielded Bond

At 10th level, the protection granted by Shielded Bond improves. The bonus to AC increases to +4 and the bonus on saving throws increases to +4. These bonuses apply under the same conditions as Shielded Bond.

True Evolution (Ex)

At 20th level, the Evolutionary has mastered her form and may select one of the following True Evolutions. This choice is permanent.

True EvolutionBenefit
Instant AdaptationUse Adaptation as an immediate action.
Eternal YouthThe Evolutionary ceases to age and is immune to aging effects.
Evolution MasteryGain 5 additional evolution points, permanently added to the pool.
RegenerationGain Regeneration 1. Only acid can prevent this regeneration from functioning.
Remove WeaknessGain 50% immunity to critical hits and precision damage (treated as if constantly wearing a moderate fortification effect).
Perfect SelfGain a permanent +2 bonus to any two ability scores of her choice.

Evolutions

Each evolution costs a number of evolution points from the Evolutionary's pool. Evolutions can be changed whenever the Evolutionary gains a new level; between levels they are fixed. Some evolutions have minimum level requirements. Unless noted otherwise, each evolution can only be selected once.

1-Point Evolutions

Bite (Ex): The Evolutionary's maw is lined with sharp teeth, granting her a bite attack. This is a primary attack dealing 1d6 points of damage (1d8 if Large, 2d6 if Huge). If she already has a bite attack, this evolution allows her to add 1-1/2 times her Strength modifier to damage rolls made with that bite.

Celerity (Ex): The Evolutionary's land speed increases by 10 feet. This evolution can be selected more than once; each selection increases speed by an additional 10 feet.

Claws (Ex): The Evolutionary grows a pair of claws, granting her two claw attacks. These are primary attacks dealing 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Evolutionary must have the limbs (arms) evolution to take this evolution. This evolution can be selected more than once, but requires an equal number of limbs (arms) evolutions. It cannot be applied to limbs (legs).

Climb (Ex): The Evolutionary becomes a skilled climber, gaining a climb speed equal to her base speed. This evolution can be selected more than once; each additional selection increases climb speed by 20 feet.

Gills (Ex): The Evolutionary grows gills and can breathe underwater indefinitely.

Improved Damage (Ex): One of the Evolutionary's natural attacks is especially lethal. Select one natural attack form and increase its damage die by one step. This evolution can be selected more than once, but each selection must apply to a different natural attack.

Improved Natural Armor (Ex): The Evolutionary's hide thickens — dense fur, rigid scales, or bony plating — granting a +2 bonus to natural armor. This evolution can be taken once for every five levels the Evolutionary possesses.

Low-Light Vision (Ex): The Evolutionary gains low-light vision, seeing twice as far as a human in dim light.

Magic Attacks (Su): The Evolutionary's natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 10th level or higher, they are also treated as having the Evolutionary's alignment for overcoming alignment-based damage reduction.

Pincers (Ex): The Evolutionary grows large pincers, gaining two pincer attacks. These are secondary attacks dealing 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the Evolutionary also has the grab evolution linked to these pincers, she gains a +2 bonus on CMB checks to grapple. Requires the limbs (arms) evolution. Alternatively, she may replace her claws with pincers at the same cost. This evolution can be selected more than once, but requires an equal number of limbs (arms) evolutions.

Pounce (Ex): The Evolutionary is quick enough to bring her full weight to bear after a charge, gaining a full attack at the end of any charge action. This evolution is only available to Evolutionaries who possess at least two limbs (legs) evolutions.

Pull (Ex): The Evolutionary can drag foes toward her. Select one natural attack type. On a successful hit with that attack, she may attempt a free combat maneuver check; if successful, the target is pulled 5 feet closer. This works only on creatures no larger than the Evolutionary, and pulled creatures do not provoke attacks of opportunity. Requires a reach of 10 feet or more. This evolution can be selected more than once, applied each time to a different attack type.

Push (Ex): The Evolutionary can drive foes away. Select one natural attack type. On a successful hit, she may attempt a free combat maneuver check; if successful, the target is pushed 5 feet directly away. This works only on creatures no larger than the Evolutionary, and pushed creatures do not provoke attacks of opportunity. This evolution can be selected more than once, applied each time to a different attack type.

Reach (Ex): One of the Evolutionary's attacks gains reach. Select one specific attack. That attack's reach increases by 5 feet.

Resistance (Ex): The Evolutionary's form adapts to withstand a particular energy type. Select one: acid, cold, electricity, fire, or sonic. She gains energy resistance 5 against that type. This resistance increases by 5 for every 5 levels she possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once; each selection applies to a different energy type.

Scent (Ex): The Evolutionary's sense of smell sharpens dramatically. She gains the scent special quality, detecting opponents within 30 feet by smell (60 feet upwind, 15 feet downwind). She can detect direction as a move action and pinpoint creatures within 5 feet. Scent can be used to track.

Skilled (Ex): The Evolutionary develops an exceptional aptitude for a specific skill, gaining a +8 racial bonus on checks with that skill. This evolution can be selected more than once, applying each time to a different skill.

Slam (Ex): The Evolutionary can deliver a devastating slam. This is a primary attack dealing 1d8 points of damage (2d6 if Large, 2d8 if Huge). Requires the limbs (arms) evolution. She may alternatively replace claws with a slam at the same cost. This evolution can be selected more than once, but requires an equal number of limbs (arms) evolutions.

Sting (Ex): A long barbed stinger grows from the Evolutionary's tail, granting a sting attack. This is a primary attack dealing 1d4 points of damage (1d6 if Large, 1d8 if Huge). Requires the tail evolution. This evolution can be selected more than once, but requires an equal number of tail evolutions.

Swim (Ex): Webbing, flippers, or powerful musculature grants the Evolutionary a swim speed equal to her base speed. This does not grant the ability to breathe underwater. This evolution can be selected more than once; each additional selection increases swim speed by 20 feet.

Tail (Ex): The Evolutionary grows a long, heavy tail, granting a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected more than once.

Tail Slap (Ex): The Evolutionary can lash out with her tail, gaining a tail slap attack. This is a secondary attack dealing 1d6 points of damage (1d8 if Large, 2d6 if Huge). Requires the tail evolution. This evolution can be selected more than once, but requires an equal number of tail evolutions.

Tentacle (Ex): A sinuous tentacle extends from the Evolutionary's body, granting a tentacle attack. This is a secondary attack dealing 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.

Unnatural Aura (Su): The Evolutionary radiates an unsettling presence. Normal animals do not willingly approach her unless the animal's handler succeeds on a DC 25 Handle Animal, Ride, or wild empathy check.

Wing Buffet (Ex): The Evolutionary learns to use her wings offensively, gaining two wing buffet attacks. These are secondary attacks dealing 1d4 points of damage (1d6 if Large, 1d8 if Huge). Requires the flight evolution (with wings).

2-Point Evolutions

Ability Increase (Ex): The Evolutionary's body grows more capable in one area — stronger, faster, sharper, or tougher. Increase one ability score by +2. This evolution can be selected more than once, but can only be applied to the same ability score once for every 6 levels the Evolutionary possesses.

Alternate Form (Ex): The Evolutionary can maintain an additional form that her source takes. All forms share the same evolution pool, but the pool's effective value is reduced by the number of points spent on this evolution. Shifting between forms is a move action. This evolution can only be taken once every 5 levels (2 points at 5th, 4 points at 10th, 6 points at 15th, 8 points at 20th).

Compact Form (Ex): The Evolutionary contracts her form, becoming one size category smaller than normal. Her Strength is reduced by 2 and her Dexterity is increased by 2; all size modifiers adjust accordingly.

Constrict (Ex): Powerful crushing muscles grant the Evolutionary the constrict ability. Whenever she successfully grapples a foe using the grab evolution, she deals additional damage equal to the damage of the attack that initiated the grab. Requires the reach evolution.

Energy Attacks (Su): The Evolutionary's natural attacks crackle with elemental force. Select one energy type: acid, cold, electricity, or fire. All her natural attacks deal an additional 1d6 points of energy damage of the chosen type on a successful hit. Requires the Evolutionary to be at least 5th level.

Flight (Ex or Su): The Evolutionary grows large wings — batlike, feathered, insectoid, or something stranger — gaining a fly speed equal to her base speed. Maneuverability is good for Medium or smaller Evolutionaries, average for Large, and poor for Huge. Requires the Evolutionary to be at least 5th level.

For 2 additional evolution points (Spirit source only), the Evolutionary may fly via channeled energy rather than wings. She loses the wings but her maneuverability becomes perfect. The fly speed may be increased by spending additional evolution points, gaining 20 feet per additional point. For 2 additional evolution points (Symbiote or Natural Born only), the Evolutionary may conceal her wings within her body or fold them into a cloak-like form; bringing them to bear is part of a move action.

Gore (Ex): The Evolutionary grows horns, gaining a gore attack. This is a primary attack dealing 1d6 points of damage (1d8 if Large, 2d6 if Huge).

Grab (Ex): The Evolutionary becomes adept at seizing foes. Select one natural attack type (bite, claw, pincers, slam, tail slap, or tentacle). Whenever she hits with that attack, she may attempt a free combat maneuver check to grapple the target; this only works on creatures one or more size categories smaller than the Evolutionary. She gains a +4 bonus on CMB checks to grapple when using this ability.

Immunity (Su): The Evolutionary's body becomes entirely resistant to one energy type. Select one: acid, cold, electricity, fire, or sonic. She gains immunity to that type. This evolution can be selected more than once, applying each time to a different energy type. Requires the Evolutionary to be at least 7th level.

Keen Scent (Ex): The Evolutionary's aquatic senses become extraordinary. She can detect other creatures by scent in a 180-foot radius underwater and can detect blood in the water at up to a mile. Requires the gills and scent evolutions.

Limbs (Ex): The Evolutionary grows an additional pair of limbs. These may be legs — each pair increases base speed by 10 feet — or arms, which can wield weapons if the Evolutionary is proficient. Additional arms do not themselves grant new natural attacks, but they enable other evolutions. This evolution can be selected more than once.

Poison (Ex): The Evolutionary secretes venom through a bite or sting attack. When that attack hits, the target is poisoned (type: injury; save Fort; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save). The save DC is 10 + half the Evolutionary's HD + her Constitution modifier. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round. Requires the Evolutionary to be at least 7th level.

Rake (Ex): The Evolutionary grows dangerous claws on her feet, allowing two rake attacks against creatures she is grappling. These are primary attacks dealing 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Evolutionary receives these attacks each time she succeeds on a grapple check against the target. Only available to Evolutionaries who possess two or more limbs (legs) evolutions. Counts toward the maximum attack limit. Requires the Evolutionary to be at least 4th level.

Rend (Ex): When the Evolutionary hits the same target with two or more natural attacks in a single round, she tears the wound open for additional damage equal to one attack's damage plus 1-1/2 times her Strength modifier. This rend can only occur once per round. Requires the Evolutionary to be at least 6th level.

Shadow Blend (Su): In any light condition other than bright light, the Evolutionary's form grows indistinct and difficult to pin down, granting her concealment (20% miss chance). If she also has the shadow form evolution, she instead gains total concealment (50% miss chance). She can suspend or resume this ability as a free action.

Shadow Form (Su): The Evolutionary's body becomes wreathed in shadow, granting constant concealment (20% miss chance). Her melee attacks affect incorporeal creatures as though she had the ghost touch weapon property, though they deal only half damage to corporeal creatures.

Trample (Ex): The Evolutionary can run down smaller foes. As a full-round action, she may overrun any creature at least one size smaller than herself without making a maneuver check; she simply moves through. Creatures in her path take 1d6 points of damage (1d8 if Large, 2d6 if Huge) plus 1-1/2 times her Strength modifier. Targets may make attacks of opportunity at a −4 penalty, or forgo the attack of opportunity to attempt a Reflex save for half damage (DC 10 + half the Evolutionary's HD + her Strength modifier). Only available to Evolutionaries who possess limbs (legs). Only one trampling damage per creature per round.

Tremorsense (Ex): The Evolutionary becomes attuned to ground vibrations, gaining tremorsense out to 30 feet. This functions only if both the Evolutionary and the target are in contact with the ground. Requires the Evolutionary to be at least 7th level.

Trip (Ex): Whenever the Evolutionary makes a successful bite attack, she may attempt a free combat maneuver check to knock the target prone. If the maneuver fails, the Evolutionary is not tripped in return. This works only on creatures no larger than the Evolutionary. Requires the bite evolution.

3-Point Evolutions

Blindsense (Ex): The Evolutionary's senses become preternaturally sharp. She gains blindsense out to 30 feet, allowing her to pinpoint the location of creatures she cannot see without a Perception check. Creatures still have total concealment from her. Her movement and Dexterity bonus to AC are still affected by visibility. Requires the Evolutionary to be at least 9th level.

Burrow (Ex): Thick, digging claws allow the Evolutionary to move through earth. She gains a burrow speed equal to half her base speed and can move through dirt, clay, sand, and soil without leaving a tunnel or surface sign. Requires the Evolutionary to be at least 9th level.

Celestial Aspect (Ex): The Evolutionary's form resonates with higher forces. Spells and effects that target creatures with the good subtype affect her as though she were celestial. She gains a +2 bonus on saves against disease, petrification, poison, and electricity effects, and gains spell resistance equal to 5 + her Hit Dice against spells with the evil descriptor. Requires good alignment. At 7th level, spending 2 additional evolution points increases the save bonus to +4 and extends the spell resistance to all spells from evil creatures. At 12th level, spending 2 more points converts this protection to full immunity and increases spell resistance to 11 + HD (must have the previous upgrades first).

Damage Reduction (Su): The Evolutionary's body becomes resistant to physical harm. Select one alignment opposite to one she possesses (chaotic, evil, good, or lawful). She gains DR 5 that can be bypassed by weapons of that alignment type. At 12th level, spending 2 additional evolution points increases this to DR 10. Requires the Evolutionary to be at least 9th level.

Fast Healing (Su): The Evolutionary's body repairs itself rapidly, granting fast healing 1. She heals 1 hit point at the start of each of her turns. This does not restore hit points lost to starvation, thirst, or suffocation, and does not allow her to regrow severed limbs. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum fast healing 5). Requires the Evolutionary to be at least 11th level.

Frightful Presence (Ex): The Evolutionary becomes something that triggers a deep, instinctive fear. She can activate this ability as part of an offensive action (charge, attack, etc.). All opponents within 30 feet must succeed on a Will save (DC 10 + half the Evolutionary's HD + her Charisma modifier) or become shaken for 3d6 rounds. If the Evolutionary has 4 or more Hit Dice than a target, that target becomes frightened instead. Creatures with more Hit Dice than the Evolutionary are immune. Requires the Evolutionary to be at least 11th level.

Sacrifice (Su): As a standard action, the Evolutionary may sacrifice up to 2 hit points per Hit Die and touch a willing target, healing that creature for half the amount sacrificed.

See in Darkness (Su): The Evolutionary can see perfectly in darkness of any kind, including magical darkness created by deeper darkness. Requires the Evolutionary to be at least 9th level.

Swallow Whole (Ex): If the Evolutionary begins her turn with a creature grappled by her bite (via the grab evolution), she may attempt a combat maneuver check to swallow that creature (one size smaller than the Evolutionary or smaller). Swallowed creatures take bite damage plus 1d6 bludgeoning damage each round and retain the grappled condition. A swallowed creature may attempt to cut its way free with a light slashing or piercing weapon; the amount of damage needed is 1/10 the Evolutionary's total hit points (AC 10 + half her natural armor bonus against these attacks). If a swallowed creature cuts free, the Evolutionary loses this ability until she heals that damage. The swallowed creature can also attempt to escape the grapple normally; success returns it to her mouth. Requires the grab evolution tied to a bite attack. Requires the Evolutionary to be at least 9th level.

Web (Ex): The Evolutionary grows spinnerets and can spin webs capable of supporting herself plus one creature of the same size. She can throw webbing up to 8 times per day as a ranged touch attack (50-foot range, 10-foot range increments), entangling creatures up to one size larger than herself. Entangled creatures can escape with Escape Artist or Strength checks (Strength at −4; DC 10 + half the Evolutionary's HD + her Constitution modifier). The webs have Hardness 0 and hit points equal to the Evolutionary's total Hit Dice. She can climb her own webs at her climb speed and can pinpoint any creature touching her webs. Requires the climb evolution. Requires the Evolutionary to be at least 7th level.

4-Point Evolutions

Blindsight (Ex): The Evolutionary's senses sharpen into something absolute. She gains blindsight out to 30 feet, allowing her to maneuver and attack normally while ignoring darkness, invisibility, and most forms of concealment within range, provided she has line of effect. Requires the blindsense evolution. Requires the Evolutionary to be at least 11th level.

Breath Weapon (Su): The Evolutionary learns to exhale a devastating surge of elemental energy. Select one energy type: acid, cold, electricity, or fire. She can breathe a 30-foot cone or 60-foot line dealing 1d6 points of energy damage per Hit Die she possesses. Those caught in the area may attempt a Reflex save for half damage (DC 10 + half the Evolutionary's HD + her Constitution modifier). This ability can be used once per day; spending 1 additional evolution point adds an extra daily use (maximum 3/day). Requires the Evolutionary to be at least 9th level.

Large (Ex): The Evolutionary surges in size, becoming Large. She gains +8 Strength, +4 Constitution, and +2 natural armor, but suffers −2 Dexterity, a −1 size penalty to AC and attack rolls, a +1 bonus to her CMB and CMD, −2 on Fly checks, and −4 on Stealth checks. If she has limbs (legs), she gains 10-foot reach; any reach evolutions add to this total. The Evolutionary must be Medium to take this evolution and must be at least 8th level.

For 6 additional evolution points, the Evolutionary instead becomes Huge. She gains +16 Strength, +8 Constitution, and +5 natural armor, but suffers −4 Dexterity, a −2 size penalty to AC and attack rolls, a +2 bonus to CMB and CMD, −4 on Fly checks, and −8 on Stealth checks. Reach increases to 15 feet (10 feet for other base forms); reach evolutions add to this total. These bonuses and penalties replace, and do not stack with, the Large bonuses above. The Evolutionary must be at least 13th level to select this option. Ability Increase evolutions applied to Strength or Constitution for a Large or Huge Evolutionary cost 4 evolution points each.

Lifesense (Su): The Evolutionary can pinpoint living creatures with preternatural ease. She notices and locates living creatures within 60 feet as though she possessed blindsight against them. Requires the undead appearance evolution. Requires the Evolutionary to be at least 11th level.

No Breath (Ex): The Evolutionary no longer needs to breathe and is immune to effects that require breathing (such as inhaled poisons). This does not grant immunity to cloud or gas attacks that do not require breathing. Requires the Evolutionary to be at least 11th level.

Spell Resistance (Ex): The Evolutionary is sheathed against magical intrusion, gaining spell resistance equal to 11 + her Evolutionary level. This spell resistance does not apply to spells she casts herself. Requires the Evolutionary to be at least 9th level.

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