TEXT: 1
  A
  lthough summoners might not seem as if they’re 
  rooted in mythology and popular fantasy 
  literature, they represent the iconic character 
  that accomplishes much with the aid of a powerful, 
  otherworldly ally (or sometimes slave). Aladdin and 
  his genie, the king and the witch Zoulvisia, the tale of 
  the genie of the bronze ring (from The Blue Fairy Book by 
  Andrew Lang), and even the tall tales of Paul Bunyan 
  and Babe the Big Blue Ox can all serve as templates 
  for how players can play summoners, and how they 
  might be seen by societies within a campaign world.
  Because a summoner’s eidolon can take many 
  forms, you can use the class to represent a wide range 
  of character types. If the eidolon takes the form of 
  an incubus or succubus, the summoner becomes a 
  diabolist. If it takes the form of a dragon, the summoner 
  becomes a dragon rider. If it takes the form of a primal 
  nature spirit, the summoner is a shaman. If the eidolon 
  is a formless mass of horrific, shapeless flesh, the 
  summoner becomes an alienist working with powers 
  beyond his comprehension.
  We could present many more types of summoner 
  and eidolon than any one or two books has room to 
  offer, especially since most game supplements have 
  to appeal to a broad range of interests. The Advanced 
  Player’s Guide lacks room to present more than the 
  most basic eidolon abilities, and Ultimate Magic 
  logically must focus on the most popular magic-using 
  classes. The summoner and his eidolon benefit greatly 
  from additional options, each expanding the kinds of 
  characters that can be created from one class, but such 
  options are of necessity interesting only to players of 
  that single class, and they take up a lot of room.
  To help in that regard, Advanced Options: Extra 
  Evolutions presents two new base forms (the hut 
  and the ooze) and thirty-eight new evolutions. The 
  
  2
  evolutions focus on 1- and 2-point evolutions, 
  and many provide additional color that adds 
  to an eidolon’s build. With these new options, 
  an eidolon can become a brass elephant with 
  a built-in howdah, a horrific mass of shifting 
  flesh, or a legendary animal spirit that can draw 
  on any of nature’s natural defenses.
  New Base Forms
  The following new base forms follow all the 
  normal rules for base forms. An ooze appears to 
  be a formless mass of fleshlike material, while 
  a hut is an eidolon that seems to be a small 
  dwelling running about on attached legs.
  Hut Starting StatiSticS
  Size Medium; Speed 20 ft. (climb 20 ft.); AC 
  +1 natural armor; Saves Fort (good), Ref (bad), 
  Will (good); Attack Slam (1d8); Ability Scores 
  Str 16, Dex 10, Con 13, Int 7, Wis 10, Cha 11; 
  Free Evolutions claws, howdah*, limbs (legs).
  *Indicates an evolution presented in this 
  product.
  OOze Starting StatiSticS
  Size Medium; Speed 20 ft. (climb 20 ft.); AC 
  +1 natural armor; Saves Fort (good), Ref (good), 
  Will (bad); Attack Slam (1d8); Ability Scores 
  Str 10, Dex 16, Con 13, Int 7, Wis 10, Cha 11; 
  Free Evolutions formless*, slam, tentacle.
  *Indicates an evolution presented in this 
  product.
  New evolutioNs
  The following new options follow the 
  normal rules for eidolon evolutions.
  new 1-POint evOlutiOnS
  Air Mastery (Ex): Airborne creatures take 
  a –1 penalty to attack rolls and damage rolls 
  against an eidolon. The eidolon must have 
  the flight evolution before selecting this 
  evolution.
  Centipede (Ex): An eidolon has dozens of 
  extra legs in long rows along the length of 
  its body. It can twist its body to stand up 
  from prone without provoking an attack of 
  opportunity. If a second point is put into 
  this evolution, the eidolon also gains a +4 
  bonus to its CMD against bull rush and trip 
  attacks. Only eidolons with the quadruped 
  or biped base forms can take this evolution.
  Earth Mastery (Ex): An eidolon gains a 
  +1 bonus to attack rolls and damage rolls if 
  both it and its foe are touching the ground. 
  If an opponent is airborne or waterborne, 
  the eidolon takes a –4 penalty to attack rolls 
  and damage rolls. These modifiers apply to 
  bull rush and overrun maneuvers, whether 
  the eidolon is initiating or resisting these 
  kinds of attacks. An eidolon cannot have the 
  flight or swim evolutions while it has this 
  evolution.
  Guise (Ex): An eidolon appears to be 
  an ordinary (not summoned) humanoid, 
  monstrous humanoid, animal, or magical 
  beast (depending on its current form). The 
  eidolon does not have a visible glowing rune 
  on it, though abilities that allow a creature 
  to see invisible objects (such as see invisibility 
  and true seeing) reveal an invisible glowing 
  rune. A Knowledge check (appropriate for 
  gaining information on the type of creature 
  the eidolon seems to be), with a DC equal to 
  the eidolon’s HD + 15, reveals the eidolon’s 
  true nature.
  Hidden Compartment (Ex): An eidolon 
  has 
  a 
  concealed, 
  built-in, 
  watertight 
  compartment in which items can be stored. 
  The weight limit of the compartment is 
  one-quarter of the eidolon’s light load, and 
  the volume limit is 1 cubic foot (8 cubic 
  feet for Large eidolons, 64 cubic feet for 
  Huge eidolons). Spotting the compartment 
  requires a Perception check with a DC equal 
  to the eidolon’s HD + 15. Removing items 
  from the eidolon against its will requires a 
  steal maneuver (from the Advanced Player’s 
  Guide). Removing an item with the eidolon’s 
  cooperation is a full-round action.
  Hyboreal (Ex): An eidolon can move 
  across icy surfaces without penalty, as if 
  using the spider climb spell, and it does not 
  need to make Acrobatics checks to run 
  or charge on ice. The eidolon can also see 
  perfectly well in snowy conditions and does 
  not take any penalties on Perception checks 
  while in snow.
  Ink Cloud (Ex): While underwater, an 
  eidolon can emit a 10-foot-radius sphere of 
  ink once per minute as a free action. The ink 
  provides total concealment in water, and it 
  persists for 1 minute.
  
  3
  Luminescence (Ex): An eidolon grows a 
  gland similar to a firefly, glowing brightly 
  enough to provide light in a 20-foot radius. 
  The eidolon can turn this light on or off as 
  a swift action. An eidolon that is glowing 
  when it falls unconscious continues to glow 
  for 1d6 minutes after falling unconscious.
  Metal Skin (Ex): An eidolon’s skin is 
  made of metal, such as bronze, copper, iron, 
  or steel. The eidolon gains DR 1/—. You 
  can spend additional points, and each one 
  increases the DR by 1, to a maximum of DR 
  5/—. A summoner must be at least 9th level 
  to have this evolution. At 12th level, if you 
  spend an additional point, you can make 
  the eidolon’s skin consist of adamantine, 
  cold iron, or silver, which causes its natural 
  attacks to count as that material for the 
  purpose of penetrating DR.
  Mimicry (Su): An eidolon can assume 
  the appearance of a creature with the same 
  basic size and shape as the eidolon’s base 
  form, also gaining the ability to sound like 
  the chosen creature. The eidolon does not 
  gain any new abilities, nor lose its old ones, 
  though it does gain a +20 bonus to Disguise 
  checks to appear to be a different kind of 
  creature. This evolution otherwise acts as a 
  2nd-level transmutation (polymorph) spell. 
  An eidolon must have the guise evolution to 
  select this evolution.
  Quills (Ex): An eidolon has long, sharp 
  natural barbs over most or all of its body. 
  When the eidolon makes a successful 
  grapple attack, it can also automatically 
  deal 1d6 points of piercing damage with 
  its quills (1d8 if Large, 2d6 if Huge). The 
  eidolon cannot make an attack with the 
  quills without making a grapple check, 
  but it counts as a secondary attack for the 
  purpose of determining bonus damage 
  from Strength.
  Scintillate (Ex): As a standard action, an 
  eidolon can create bright, flashing colors 
  over the entirety of its body. All creatures 
  within 30 feet must make Reflex saving 
  throws (DC 10 + one-half the eidolon’s HD 
  + the eidolon’s Charisma modifier) or be 
  dazzled for 1d4 minutes. An eidolon must 
  have the luminescence evolution to gain this 
  evolution.
  Shell (Ex): An eidolon has a large shell, 
  similar to a turtle’s, into which it can withdraw 
  its extremities. As a full-round action an eidolon 
  can pull into its shell, increasing its natural 
  armor bonus to AC by +4, but forgoing any 
  movement (even a 5-foot step) and no longer 
  threatening any spaces. An eidolon can extend 
  itself back out of its shell as a swift action.
  Sprint (Ex): An eidolon can sprint like a 
  cheetah. Once per hour, it can take a double 
  move and travel ten times its normal ground 
  movement rate.
  
  4
  Water Mastery (Ex): An eidolon gains a +1 
  bonus to attack rolls and damage rolls if both it 
  and its opponent are touching water. If neither 
  the opponent nor the eidolon is touching the 
  water, the eidolon takes a –4 penalty to attack 
  rolls and damage rolls. These modifiers apply 
  to bull rush and overrun maneuvers, whether 
  the elemental is initiating or resisting these 
  kinds of attacks. The eidolon must have the 
  swim evolution to select this evolution.
  new 2-POint evOlutiOnS
  Bloody Spray (Ex): An eidolon can fire a stream 
  of heated blood from its own eye sockets, as a 
  horny toad does, blinding a foe. As a standard 
  action, the eidolon selects one target within 60 
  feet, forcing that target to make a Reflex saving 
  throw (DC 10 + one-half the eidolon’s HD + the 
  eidolon’s Constitution modifier) or be burned 
  by a stream of steaming blood for 1d4+1 rounds. 
  Each time the eidolon uses this attack, it deals 1 
  point of damage to itself. This damage cannot 
  be avoided by the eidolon.
  Camouflage (Ex): An eidolon’s hide, plus 
  any hair or fur, change coloration to match its 
  surroundings. This evolution grants the eidolon 
  a +20 bonus to Stealth checks, and it allows it 
  to make such checks even when observed or 
  in bright or normal light. If the eidolon takes 
  greater than a 5-foot step, the bonus is halved. 
  If the eidolon moves at more than half its move 
  rate, the bonus applies only to creatures that are 
  30 or more feet away from the eidolon.
  Corrode Metal (Su): An eidolon can cause any 
  metal object it touches (using any melee attack) 
  to swiftly rust and corrode. The object touched 
  takes half its maximum hit points in damage 
  and gains the broken condition; a second hit 
  destroys the item. Against creatures made of 
  metal, the eidolon’s ability deals 3d6 points 
  of damage. An attended object, any magic 
  object, or a metal creature can attempt a 
  Reflex saving throw (DC 10 + one-half the 
  eidolon’s HD + the eidolon’s Constitution 
  modifier) to negate this effect. The eidolon 
  can use this ability once per day. The 
  eidolon can use this ability 1 additional time 
  per day by spending 1 additional evolution 
  point (maximum 3/day). The summoner 
  must be at least 3rd level before selecting 
  this evolution.
  Death Roll (Ex): An eidolon can spin its 
  head or whole body repeatedly as a swift 
  action after grappling a foe of its size or 
  smaller with a bite attack. The eidolon 
  makes a CMB check, with success allowing 
  it to inflict its bite damage, knock the target 
  prone, and maintain its grapple. An eidolon 
  must have the bite evolution to select this 
  evolution.
  Deafening Roar (Ex): An eidolon can 
  release an amazingly loud roar as a standard 
  action. Creatures within a 60-foot cone must 
  attempt a Fortitude saving throw (DC is 
  equal to 10 + one-half the eidolon’s HD + 
  the eidolon’s Constitution modifier) or be 
  deafened. The roar is so loud that the DC to 
  hear it with a Perception check is increased 
  by +1 for every 100 feet distance (rather than 
  the normal +1 per 10 feet). The eidolon can 
  use this ability once per day. The eidolon 
  can use this ability 1 additional time per day 
  by spending 1 additional evolution point 
  (maximum 3/day). The summoner must 
  be at least 3rd level before selecting this 
  evolution.
  Drench (Su): An eidolon can produce 
  large quantities of water as a standard 
  action. This allows it to put out nonmagical 
  flames of Large size or smaller, or dispel 
  magical fire it touches as dispel magic (caster 
  level equals eidolon’s HD). Water created in 
  this way evaporates after 1 minute, and it 
  cannot be used to slake thirst. The eidolon 
  can use this ability once per minute.
  Formless (Ex): An eidolon has no set 
  form, instead existing primarily as a pile of 
  fleshlike ooze. It can grow claws, tentacles, 
  or tails (as dictated by its evolutions), but 
  these are as malleable as the rest of its 
  shapeless, amorphous body. It can grow 
  basic features not requiring evolutions (eyes, 
  ears, mouths) anywhere it wishes, and as a 
  result it cannot be flanked. Additionally, it 
  takes no penalty to Armor Class or attack 
  rolls from squeezing, and it can squeeze into 
  spaces as if it was one size category smaller 
  than its true size. An eidolon cannot have 
  legs and this evolution.
  Hiss (Ex): An eidolon can make a loud 
  and disconcerting hiss or similar noise as 
  a swift action, forcing air through its teeth, 
  using specialty breathing pores, or using 
  a natural rattle as some snakes have. This 
  sound forces any creature within 20 feet of 
  the eidolon with Hit Dice equal to or lower 
  than the eidolon’s to make a Will saving 
  throw (DC 10 + one-half the eidolon’s HD 
  
  5
  + the eidolon’s Charisma modifier) or be 
  shaken until outside the hiss’s area of effect. 
  This is a sonic attack. A creature that is 
  already shaken, frightened, or panicked is 
  immune to the effects of a hiss.
  Howdah (Ex): An eidolon has a built-in 
  cabin appropriate for holding one creature 
  a size category smaller than it, two creatures 
  two sizes smaller, or up to four creatures three 
  sizes smaller. Creatures within the eidolon 
  are more stable and better braced than those 
  riding a mount, and they take no penalties 
  for making ranged attacks while within it. 
  Additionally, they are not considered to be 
  suffering vigorous motion (for purposes of 
  concentration checks) unless the eidolon 
  takes a run action. Creatures in an eidolon’s 
  howdah are considered to have soft partial 
  cover (+2 bonus to AC, no bonus to Reflex 
  saving throws). An eidolon must have the 
  mount evolution to select this evolution.
  Metamorph (Ex): An eidolon can change 
  its base form as a full-round action. It 
  changes all its starting statistics to match 
  the new form, loses any free evolutions 
  from its previous base form, and gains the 
  free evolutions of its new base form. If it has 
  any evolutions that are not allowed by its 
  new base form, they cease functioning until 
  the eidolon changes form again. If it gains 
  a free evolution that it has bought already, 
  the free evolution is lost until it changes 
  form again. (A player should prepare in 
  advance statistics for any form she wishes 
  her eidolon to take—changing base scores, 
  saving throws, and evolutions take awhile.)
  Mucus Cloud (Ex): While underwater, an 
  eidolon can exude a cloud of transparent 
  slime as a standard action. All creatures 
  adjacent to the eidolon must succeed on a 
  Fortitude saving throw (DC 10 + one-half the 
  eidolon’s HD + the eidolon’s Constitution 
  modifier) or lose the ability to breathe air 
  (but gain the ability to breathe water) for 1 
  hour. Renewed contact with the eidolon’s 
  mucus cloud and failing another saving 
  throw extends the effect for another hour.
  Puff Up (Ex): An eidolon can fill itself 
  with gas like a puffer fish, taking on a 
  greater size. As a move action the eidolon 
  can become one size category larger. Its 
  weight, reach, carrying capacity, and ability 
  scores do not change, since only its central 
  body grows in size (becoming rounder) 
  and its extra volume is all air. However, 
  the eidolon is considered one size larger for 
  purposes of the space it takes up, modifiers 
  to maneuvers, and other size modifiers. An 
  eidolon can maintain this increased size for 1 
  minute per point of Constitution score, then 
  must deflate (a swift action). It also deflates 
  if stunned, knocked unconscious, or killed. 
  Once deflated, an eidolon cannot puff up 
  again until a number of minutes have passed 
  equal to the time it spent inflated.
  Stench Musk (Ex): An eidolon can spray 
  a cone of musk similar to a skunk’s. The 
  eidolon can spray a 30-foot cone of musk; 
  those caught in the area weapon must 
  attempt a Reflex saving throw (DC is 
  equal to 10 + one-half the eidolon’s HD + 
  the eidolon’s Constitution modifier) or be 
  sickened for 1 minute per HD of the eidolon. 
  Creatures that fail their saving throw can be 
  tracked more easily with the scent ability (lower 
  associated skill check DCs by 5), until they have 
  been thoroughly cleaned (requiring 24 hours, 
  or a Heal check with the same DC as the stench 
  musk’s Reflex saving throw DC). The eidolon 
  can use this ability once per day. The eidolon 
  can use this ability one additional time per 
  day by spending 1 additional evolution point 
  (maximum 3/day). The summoner must be at 
  least 5th level before selecting this evolution.
  
  6
  Suction (Ex): An eidolon can create powerful 
  suction against any surface as it climbs, allowing 
  it to cling to inverted surfaces with ease. An 
  eidolon can establish or release suction as a 
  swift action, and as long as it is using suction, it 
  moves at half speed. Because of the suction, the 
  eidolon’s CMD score gets a +10 circumstance 
  bonus to resist bull rush, awesome blows, 
  and other attacks and effects that attempt to 
  physically move it from its location. Only 
  eidolons with the aquatic, snake, or ooze base 
  forms can select this evolution.
  new 3-POint evOlutiOnS
  Adhesive Lash (Ex): As a standard action, an 
  eidolon can fire out a long, sticky pseudopod 
  similar to a frog’s tongue. The adhesive lash has 
  reach triple the eidolon’s normal reach based on 
  size. The eidolon makes a CMB check to grapple 
  one target within reach of it. A grappled target is 
  immediately drawn adjacent to the eidolon. The 
  eidolon does not have the grappled condition 
  while using its adhesive lash. This attack does 
  not provoke an attack of opportunity. An eidolon 
  with the offensive digestion* or swallow whole 
  evolution can make one attack with those powers 
  as a swift action immediately after a successful 
  grapple check.
  *Indicates an evolution found in this product.
  Darts (Ex): An eidolon has a group of needle-
  sharp quills or spines, usually located around 
  the head or on a tail. It can fire a cluster of these 
  as darts at a single target as a standard action. 
  The eidolon makes one ranged attack with a 
  range increment of 20 feet, dealing 1d8 points 
  of damage on a successful roll (2d6 Large, 2d8 
  Huge). An opponent hit by the darts takes 
  a –1 circumstance penalty to attack rolls, 
  saving throws, and checks until the thorns 
  are removed (full-round action to remove the 
  thorns). An eidolon can use this attack only 
  six times in a 24-hour period, since it needs 
  time to regrow its darts. A summoner of 9th 
  level can spend an additional point to allow 
  the eidolon to make two attack rolls against 
  a single target as a standard action with this 
  evolution. A summoner of 18th level can 
  spend yet another additional point to make 
  a total of three attacks at a single target as a 
  standard action.
  Dolorous Wounds (Su): An eidolon’s 
  natural attacks leave horrific, jagged wounds 
  that continue to bleed. Pick one bite, claw, 
  pincer, or sting attack. Whenever the selected 
  attack hits, the target bleeds for 1 hit point. If 
  the target is struck multiple times, the bleed 
  increases by 1 hit point each time it is hit. The 
  summoner must be at least 9th level before 
  selecting this evolution.
  Offensive Digestion (Ex): An eidolon can 
  disgorge its stomach, using it as an offensive 
  weapon, as do some forms of sea cucumber. 
  This is a secondary attack. It deals 1d6 points 
  of slam damage (1d8 Large, 2d6 Huge) and 
  the same amount of acid damage. A struck 
  target must also make a Reflex saving throw 
  (DC 10 + one-half the eidolon’s HD + the 
  eidolon’s Constitution modifier) or take this 
  acid damage once a round for an additional 
  1d4 rounds. A target taking ongoing acid 
  damage can take a standard action to rinse 
  itself off if it has access to a gallon or more of 
  fluid. Offensive digestion can be chosen as 
  the focus of the grab evolution. A summoner 
  must be at least 9th level before selecting 
  this evolution.
  Self-Destruct (Su): An eidolon can 
  explode, killing itself, and it automatically 
  explodes when other creatures kill it. 
  Select acid, cold, electricity, or fire. When 
  the eidolon explodes, it deals 1d6 points 
  of damage of the selected type per HD it 
  possesses in a 20-foot radius. Those caught 
  in the explosion can attempt a Reflex saving 
  throw (DC 10 + one-half the eidolon’s HD + 
  the eidolon’s Constitution modifier) for half 
  damage.
  Suffocating Slime (Su): An eidolon can 
  create a thick, sticky slime that makes it 
  difficult for foes to breathe, similar to the 
  defense of a hagfish. Whenever the eidolon 
  successfully makes a grapple check, it can 
  coat the target of the grapple in the slime as a 
  swift action. If a creature makes a successful 
  grapple check against the eidolon, the 
  eidolon can coat it in slime as an immediate 
  action. A target coated in slime must make 
  a Reflex saving throw (DC 10 + one-half the 
  eidolon’s HD + the eidolon’s Constitution 
  modifier) or be fatigued as if left gasping for 
  breath. Creatures that need not breathe are 
  immune to this ability (though those that 
  breathe water are not). An affected creature 
  can take a full-round action to make another 
  Reflex saving throw to remove the slime. 
  Otherwise the slime dries and cracks off 
  after 24 hours. A creature that is already 
  fatigued or exhausted is not affected by 
  suffocating slime. The eidolon can use this 
  ability once per minute.
  
  7
  new 4-POint evOlutiOnS
  Gaze Attack (Su): An eidolon gains a gaze 
  attack. Only one creature can be affected 
  by the eidolon’s gaze attack each round. 
  An affected target must make a Fortitude 
  saving throw (DC 10 + one-half the eidolon’s 
  HD + the eidolon’s Constitution modifier). 
  On a failed saving throw, the target takes 
  1d4 points of Strength damage. For one 
  additional point, the gaze can deal Dexterity 
  damage instead.
  Lava Puddle (Su): An eidolon can, once per 
  day as a full-round action, create a puddle 
  of lava that fills its space to a depth of 2–3 
  inches and counts as difficult terrain. Any 
  creature that moves through this puddle of 
  lava takes 2d6 points of fire damage. This 
  damage continues for 1d3 rounds after the 
  creature leaves the lava pool, although then 
  it causes only 1d6 points of fire damage 
  per round. The lava puddle solidifies and 
  is safe to touch after a number of rounds 
  equal to the eidolon’s Hit Dice. At the 
  GM’s discretion, this puddle of lava could 
  start secondary fires. The eidolon can use 
  this ability one additional time per day by 
  spending 1 evolution point (maximum 3/
  day). The summoner must be at least 5th 
  level before selecting this evolution.
  Spores (Ex): As a standard action once 
  per minute, an eidolon can release a cloud 
  of invisible spores in a 20-foot radius. Each 
  creature within the area must succeed on a 
  Fortitude saving throw (DC 10 + one-half the 
  eidolon’s HD + the eidolon’s Constitution 
  modifier) or be affected by powerful 
  hallucinations as long as it remains in the 
  cloud. The hallucination effect lasts for 1d4 
  rounds after leaving the area. A creature 
  must make a new saving throw each 
  round it remains within the affected area. 
  A hallucination cloud persists for 5 rounds 
  before dispersing; a strong wind causes it 
  to disperse immediately. The eidolon can 
  use this ability once per day. The eidolon 
  can use this ability one additional time 
  per day by spending 1 evolution point 
  (maximum 3/day). The summoner must 
  be at least 12th level before selecting this 
  evolution. To determine what hallucination 
  is suffered each round, roll 1d6 and consult 
  the following table.
  d6
  Hallucination
  1
  You’re sinking in quicksand! Fall 
  prone and spend 1 round flailing your 
  arms and legs as if trying to swim.
  2
  You’re attacked by a swarm of spiders! 
  Spend a full round action to attack the 
  floor near you with your weapon.
  3
  An item you hold has turned into a 
  viper! Drop it and flee from the item 
  at top speed for 1 round.
  4
  You’re suffocating! Stand in place, 
  hold your breath, and clutch at your 
  throat for 1 round.
  5
  You’ve shrunk to 1/10th your normal 
  size! Take no actions for 1 round, and 
  monsters won’t see you.
  6
  You’re melting! Grasp hold of yourself 
  in an attempt to hold yourself together, 
  and take no actions for 1 round.
  
  8
  we err oN the side oF awesome!
  Credits
  Designer:
  Owen K.C. Stephens
  Editor:
  Miranda Horner 
  Cover Art:
  Lin Bo
  Interior Art:
  Lin Bo, and Kimagu
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2011 Super Genius Games
  For more information about Super Genius Games and our upcoming products, 
  follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: @Owen_Stephens, 
  Stan: @stannex, and/or SuperGenius Games: @sSuperGeniusRPG or at our Yahoo 
  Group: 
  http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying 
  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information 
  on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, 
  and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. 
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
  license.
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld Creations 
  (OWC) company names and logos; the “Advanced Options: Extra Evolutions” name and logo; all 
  artwork, backgrounds, and logos; all trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, 
  archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities 
  presented within this book are Open Game Content as described in Section 1(d) of the License.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix such 
  a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to 
  Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as 
  to compatibility, except as expressly licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of 
  the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathﬁnder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, 
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Archer Bush from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jean Wells.
  Advanced Options: Extra Evolutions. Copyright 2011, Super Genius Games. Author: Owen K.C. 
  Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Advanced Options/Advanced Options - Extra Evolutions.pdf