TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  By 
  By 
  By 
  By Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder    
  
   
  Rite Publishing Presents: 
   
  Faces of the Tarnished Souk:  
  The Ghost
  The Ghost
  The Ghost
  The Ghost----Light that Dreamed, Gozutozawa
  Light that Dreamed, Gozutozawa
  Light that Dreamed, Gozutozawa
  Light that Dreamed, Gozutozawa    
   
  Master Merchants
  Master Merchants
  Master Merchants
  Master Merchants (Designers): Matt Banach and Justin Sluder 
  Guild Masters
  Guild Masters
  Guild Masters
  Guild Masters (Editor): Matt Banach and Steven D. Russell 
  Master Ill
  Master Ill
  Master Ill
  Master Illuminator
  uminator
  uminator
  uminator (Cover Artist): Tamás Baranya 
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators (Interior Artwork):  
  Tamás Baranya, Richard Biggs Jr, and public domain  
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice (Development, Layout, and Publisher): 
  Steven D. Russell 
   
  Dedication: 
  To Clinton Boomer and Jonathan McAnulty 
  —For bringing us the Coliseum Morpheuon. 
   
   
  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. 
   
   
   
  Faces of the Tarnished Souk: The Ghost-Light that Dreamed, Gozutozawa © 2011 Steven D. Russell,  Open Gaming License 
  Copyright © 2007 Wizards of the Coast. All rights reserved, 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.  
   
  
  The Ghost
  The Ghost
  The Ghost
  The Ghost----Light that Dreamed, 
  Light that Dreamed, 
  Light that Dreamed, 
  Light that Dreamed, 
  Gozutozawa
  Gozutozawa
  Gozutozawa
  Gozutozawa    
   
  Once a scavenger haunting the Shallows of the plane 
  of Dream, the lonesome will-o-wisp Gozutozawa decided 
  to forsake misery in favor of joy and now performs in the 
  Tarnished Souk as a street musician through its eidolon 
  companion, Lucky. The congenial "Laughing Lucky" 
  appears 
  to 
  be 
  a 
  mild-mannered 
  human 
  bard 
  accompanied by a glittering orb of light which most 
  passersby assume to be a dancing lights spell. Evolved 
  far beyond the usual limits of its species, the well-
  camouflaged Gozutozawa is extremely crafty and tough, 
  and has developed a deep mystical connection to its 
  eidolon that begs the question of where one life force 
  begins and the other ends. Even though Gozutozawa's 
  instincts urge it to feed upon fear and despair, this 
  strange soul emphatically rejects its old, dark ways and 
  instead wants to fulfill its starry-eyed dreams of making 
  friends and creating beautiful music. Deeply shy despite 
  its craving for validation, Gozutozawa always uses Lucky 
  as a surrogate and avatar when interacting with other 
  beings, attempting to behave as affably as an alien-
  minded-abberrant-monster-controlling-a-quasi-real-
  dream-manifestation-man can (which sometimes comes 
  off as pretty odd). Gozutozawa holds an impressive 
  knowledge of arcana gleaned from countless centuries 
  roaming the infinite shores of Dream, and, because it is 
  eager to please, it will often (through Lucky) answer 
  questions of lore posed to it in conversation without 
  expecting payment. Gozutozawa remains invisible and 
  undetectable when Lucky is not performing, but during 
  “the act” those keen of eye can notice dozens of multi-
  colored gems set in a spherical pattern within the gently 
  bobbing globe of light. As a byproduct of its darker 
  appetites, Goztozawa has a sixth sense when it comes to 
  seeking out fearful souls; it knows the secret locations of 
  several prisons, cells, and private torture dens belonging 
  to the Khan of Nightmares. 
   
  Dreamburning an
  Dreamburning an
  Dreamburning an
  Dreamburning and d d d Gozutoz
  Gozutoz
  Gozutoz
  Gozutozawa
  awa
  awa
  awa    
  Hope: Gozutozawa desperately wants to be a "real 
  person" and hopes to achieve a connection to Lucky so 
  strong that they merge permanently into one being.  
  Aspiration: Gozutozawa would like to forget the 
  horrors of its past, and dreams of a reality where none of 
  those awful things ever happened. 
  Goal: Wishing it was someone (something) else, 
  Gozutozawa daydreams about being different things. It 
  sometimes manifests these whimsies as summoned 
  creatures, living vicariously through them for a brief 
  time before dismissing them, guilty for the dalliance 
  away from faithful Lucky. 
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk    
  Laughing Lucky wanders the streets of the Tarnished 
  Souk, happily strumming his mandolin and offering odd 
  compliments to passersby. A glittering orb of light bobs 
  along behind him, floating next to small percussion 
  instruments that keep time with the music, operated by 
  an unseen hand, he seems happy just to be here. 
   
  Lore
  Lore
  Lore
  Lore    
  (Note: Gozutozawa and Lucky are recent arrivals to the 
  Tarnished Souk, and hardly anyone knows much about 
  them. Lore DCs reflect this dearth of information.) 
  DC 15 – Laughing Lucky, a human minstrel, performs 
  in the Tarnished Souk accompanied by dancing lights. 
  DC 20 - Lucky sometimes vanishes without a trace, only 
  to reappear later as if he never left. 
  DC 30 - Lucky's glowing light companion is a will-o-
  wisp. It becomes invisible when Lucky is not around. 
  DC 35 – Small jewels encrust the will-o-wisp, which has 
  a magical aura. It is extremely protective of Lucky. 
  CR 45 - The will-o-wisp, Gozutozawa, is an old and 
  powerful summoner. Lucky is its eidolon. 
   
      
  How to Use
  How to Use
  How to Use
  How to Use    Gozutozawa
  Gozutozawa
  Gozutozawa
  Gozutozawa    
  • Gozutozawa and Lucky are not deadly combatants or 
  direct antagonists. Use them as a riddle to be 
  pondered, weird-but-somewhat-useful allies, or as 
  unique backdrop characters that flavor and highlight 
  the impossible strangeness of Dream. 
  • The PCs' benefactor tasks them with finding a new 
  minstrel named Laughing Lucky and hire him to 
  perform at a pre-tournament banquet, but Lucky 
  vanishes mysteriously before they can. A ghostly light 
  holds the answer. 
  • Lucky "dies" in an act of unexpected violence and 
  Gozutozawa goes mad with grief, summoning hordes 
  of rampaging demons and devils to vent its pain. The 
  PCs must discover the connection and soothe the 
  wisp's anguish. 
  • The PCs can debate the metaphysics of Lucky's bizarre 
  existence. Is Lucky a "real" human, or just a creation 
  of Gozutozawa's dreams? Is Gozutozawa Lucky's 
  dream (or nightmare)? Does Lucky have free will? A 
  soul? Do he and Gozutozawa share a soul? Lucky can 
  "die" and still be re-summoned later - is this Lucky's 
  afterlife? Where does he go when he disappears? If a 
  monster can summon a humanoid eidolon, could the 
  PCs end up as eidolons themselves one day, called 
  into the service of some outlandish being? Whoa.  
   
   
   
  
  The 
  Ghost
  The 
  Ghost
  The 
  Ghost
  The 
  Ghost----Light 
  that 
  Dreamed, 
  Light 
  that 
  Dreamed, 
  Light 
  that 
  Dreamed, 
  Light 
  that 
  Dreamed, 
  Gozutozawa 
  Gozutozawa 
  Gozutozawa 
  Gozutozawa     
  CR 21
  CR 21
  CR 21
  CR 21    
  XP 409,600 
  Crafty tough will-o'-wisp summoner (monstrous) 16 
  CN Small aberration (air) 
  Init +12; Senses darkvision 60 ft.; Perception +40 
   
  Defense
  Defense
  Defense
  Defense    
  AC 31, touch 26, flat-footed 23 (+5 deflection, +8 Dex, 
  +2 insight, +5 natural, +1 size) 
  hp 400 (25d8+150 plus 50) 
  Fort +22, Ref +25, Will +30 
  Defensive Abilities greater shield ally, natural 
  invisibility; DR 12/— vs. nonlethal; Immune magic 
   
  Offense
  Offense
  Offense
  Offense    
  Speed fly 50 ft. (perfect) 
  Melee shock +27 touch (2d8 electricity) 
  Space 5 ft.; Reach 5 ft. (10 ft with shock) 
  Spell-Like Abilities (CL 16th; concentration +24) 
  11/day—summon monster VIII 
  Summoner Spells Known (CL 16th; concentration 
  +24) 
  6th (2/day)—dominate monster (DC 25), mass charm 
  monster (DC 25) 
  5th (4/day)—greater dispel magic, greater rejuvenate 
  eidolon, greater teleport, simulacrum 
  4th (6/day)—baleful polymorph (DC 22), hold monster 
  (DC 23), magic jar (DC 22), purified calling, 
  transmogrify 
  3rd (7/day)—charm monster (DC 22), dispel magic, fly, 
  nondetection, rejuvenate eidolon 
  2nd 
  (7/day)—alter 
  self, 
  bull's 
  strength, 
  haste, 
  invisibility, resist energy, slow (DC 20) 
  1st (7/day)—feather fall, identify, lesser rejuvenate 
  eidolon*, mage armor, shield, unfetter* 
  Cantrips 
  (at 
  will)—arcane 
  mark, 
  detect 
  magic, 
  guidance, mending, message, read magic 
  *See Chapter 5 of the Pathfinder RPG Advanced 
  Player's Guide for these spells. 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Gozutozawa detests combat and 
  attempts to avoid physical confrontation through 
  Lucky's witty parley, stealth, or use of enchantment 
  spells. But if aggressors make it clear that combat is 
  unavoidable, Gozutozawa casts shield and fly on Lucky, 
  followed by mage armor on itself and then haste. 
  During Combat Gozutozawa fights in as nonlethal a 
  fashion as it can manage, focusing on supporting Lucky 
  with protective spells and bull's strength, then using its  
   
   
  enchantment 
  spells 
  to 
  neutralize 
  aggressors. 
  Gozutozawa uses its life link ability to absorb damage 
  that would reduce Lucky below a number of negative hit 
  points equal to Lucky's Constitution score, thereby 
  preventing Lucky from being slain, unless that 
  absorption would reduce Gozutozawa to less than 200 
  hit points. If Lucky is gone, Gozutozawa make use of its 
  summoner monster VIII spell-like ability, summoning 
  at least one bone devil (or other fear-inducing monster) 
  in order to use feed on fear. 
  Morale Once attacked, Gozutozawa flees combat at the 
  first opportunity, taking Lucky with him (possibly via 
  greater teleport). Should Lucky fall below zero hit 
  points and/or be slain, Gozutozawa becomes enraged, 
  attempting to kill the opponent who dealt the felling 
  blow to Lucky, snapping out of it and fleeing only if 
  reduced to less than 100 hp. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 8, Dex 26, Con 21, Int 22, Wis 21, Cha 26 
  Base Atk +18; CMB +16; CMD 41 (cannot be tripped) 
  Feats 
  AlertnessB, 
  Augment 
  Summoning, 
  Craft 
  Wondrous 
  Item, 
  DiehardB, 
  EnduranceB, 
  Eschew 
  Materials, 
  Improved 
  Initiative, 
  Persuasive, 
  Silent 
  Master, Silent Spell, Skill Focus (Knowledge [arcana]), 
  Skill Focus (Perform [sing]), Spell Focus (conjuration), 
  Spell Focus (enchantment), Still MasterB, Still Spell, 
  ToughnessB, Weapon Finesse 
  Skills Bluff +30, Diplomacy +30, Fly +30, Intimidate 
  +25, Knowledge (arcana) +46, Knowledge (history) +27, 
  Knowledge 
  (local) 
  +27, 
  Knowledge 
  (other) 
  +8, 
  Knowledge (planes) +27, Linguistics +29, Perception 
  +40, Perform (sing) +35, Sense Motive +24, Spellcraft 
  +30, Stealth +30 (+50 invisible, +70 invisible and not 
  moving), Use Magic Device +25; Racial Modifiers +8 
  Perception, +2 Knowledge (all), can use Knowledge 
  
  skills untrained 
  Languages Aboleth, Abyssal, Aklo, Aquan, Auran, 
  Boggard, Celestial, Common, Cyclops, Dark Folk, 
  Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, 
  Halfling, Ignan, Infernal, Orc, Sylvan, Tengu, Terran, 
  Treant, Undercommon 
  SQ aspect, bond senses, feed on fear, improved healing, 
  life bond, life link, maker's call, merge forms, 
  transposition 
  Gear implanted ioun stones (5 amber spindle, 2 
  crimson sphere, dark blue rhomboid, 3 dark green 
  sphere, 10 emerald ellipsoids, 4 mossy disk [Knowledge 
  – arcana, history, local, planes], mulberry pentacle, 
  onyx rhomboid, 2 pale blue and dark green prism, 
  white prism), portable hole 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Aspect (Su) By decreasing the number of evolution 
  points Lucky has for evolutions by 2, Gozutozawa has 
  increased its shock reach to 10 ft., and gained a +8 racial 
  bonus on Perception skill checks. 
  Bond Senses (Ex) Gozutozawa can, as a standard 
  action, share Lucky's senses, and hear, see, smell, taste, 
  and feel everything Lucky does. It can use this ability 16 
  rounds per day. There is no range to this effect, but 
  Lucky and Gozutozawa must be on the same plane. 
  Gozutozawa can end this effect as a free action. 
  Eidolon Gozutozawa can summon a powerful outsider 
  to its side, an eidolon named Lucky. 
  Feed on Fear (Su) Any time Gozutozawa is within 15 
  ft. of a dying creature or a creature subject to a fear 
  effect, it gains fast healing 10. 
  Greater Shield Ally (Su) Whenever an ally of 
  Gozutozawa is within Lucky's reach, the ally receives a 
  +2 shield bonus to its Armor Class and a +2 
  circumstance bonus on its saving throws. If Gozutozawa 
  is within Lucky's reach, these bonuses increase to +4. 
  This bonus does not apply if Lucky is grappled, helpless, 
  paralyzed, stunned, or unconscious. 
  Immunity to Magic (Ex) Gozutozawa is immune to 
  all spells and spell-like abilities that allow spell 
  resistance, except magic missile and maze. 
  Life Bond (Su) Gozutozawa's life is linked with Lucky. 
  As long as Lucky has 1 or more hit points, Gozutozawa 
  cannot be killed. Damage in excess of that which would 
  kill Gozutozawa is instead transferred to Lucky. This 
  damage is transferred 1 point at a time, meaning that as 
  soon as Lucky is reduced to a number of negative hit 
  points equal to its Constitution score, all excess damage 
  remains with Gozutozawa, killing him. Effects that cause 
  death but not damage are unaffected by this ability. This 
  ability does not affect spells like baleful polymorph, 
  flesh to stone, or imprisonment, or other spells that do 
  not cause actual damage. 
   
   
  Life Link (Su) Whenever Lucky takes enough damage 
  to be sent back to his home plane, Gozutozawa can, as a 
  free action, sacrifice any number of hit points. Each hit 
  point sacrificed in this way prevents 1 point of damage 
  to Lucky. 
  Maker's Call (Su) As a standard action, Gozutozawa 
  can call Lucky to its side. This functions as dimension 
  door (CL 16th). When used, Lucky appears adjacent to 
  Gozutozawa (or as close as possible if all adjacent spaces 
  are occupied). If Lucky is farther than 1040 ft. away, this 
  ability is wasted. Gozutozawa can use this ability 3 times 
  each day. 
  Merge 
  Forms 
  (Su) 
  As 
  a 
  full-round 
  action, 
  Gozutozawa can touch Lucky and the two can merge 
  forms. This transformation includes all of Gozutozawa's 
  gear. While merged in this way, Gozutozawa is protected 
  from harm and cannot be the target of spells or effects. 
  All effects and spells currently targeting Gozutozawa are 
  suspended until it emerges from Lucky (although 
  durations continue to expire). 
  Gozutozawa can cast spells while inside Lucky by taking 
  control of Lucky for the duration of the casting. Any 
  material components used for these spells are taken 
  from Gozutozawa's gear, even though they are otherwise 
  inaccessible. Gozutozawa can direct all of Lucky’s 
  actions while merged, can perceive through his senses, 
  and can speak through his voice. 
  Gozutozawa can use this ability for 16 rounds per day. It 
  can end this effect at any time as a swift action at which 
  point it emerges in a square adjacent to Lucky if able. If 
  Lucky is returned to his home plane while Gozutozawa 
  is merged with him, Gozutozama is immediately ejected, 
  taking 4d6 points of damage, and is stunned for 1 round. 
  Natural Invisibility (Ex) Gozutozawa can extinguish 
  its natural glow as a move action, effectively becoming 
  invisible, as per the spell. 
  Summon Monster (Sp) Gozutozawa can only use this 
  ability when Lucky is not summoned. It can cast this 
  spell-like ability as a standard action and the summoned 
  creatures remain for 16 minutes. 
  Transposition (Su) When using its maker's call 
  ability, Gozutozawa can switch places with Lucky if it so 
  desires. 
  
  Laughing Lucky, the Vanishing 
  Laughing Lucky, the Vanishing 
  Laughing Lucky, the Vanishing 
  Laughing Lucky, the Vanishing 
  Bard of Bedlam
  Bard of Bedlam
  Bard of Bedlam
  Bard of Bedlam    
  16th
  16th
  16th
  16th----level
  level
  level
  level    
  Lucky 
  Lucky 
  Lucky 
  Lucky     
  CR 
  CR 
  CR 
  CR ––––    
  Male eidolon (biped base form) 
  CN Medium outsider 
  Init +5; Senses darkvision 60 ft.; Perception 
  +16 
   
  Defense
  Defense
  Defense
  Defense    
  AC 34, touch 18, flat-footed 29 (+8 armor, +3 
  deflection, +4 Dex, +1 dodge, +8 natural) 
  hp 90 (12d10+24) 
  Fort +13, Ref +12, Will +12 (+16 vs. 
  enchantment) 
  Defensive 
  Abilities 
  devotion, 
  improved 
  evasion; Resist electricity 30 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee 
  +2 
  keen 
  short 
  sword 
  of 
  speed 
  +17/+17/+12/+7 (1d6+16/17-20) 
  Ranged +1 composite longbow of speed 
  +18/+18/+13/+8 (1d8+7/x3) 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Lucky attempts to parley with 
  potential 
  aggressors, 
  forestalling 
  combat 
  while 
  Gozutozawa casts spells. 
  During Combat Unless ordered otherwise, Lucky 
  fights valiantly with his short sword, making use of his 
  Power Attack feat. If he begins taking more damage than 
  he is dealing, he switches to fighting defensively. 
  Morale Lucky attempts to escape if reduced below 30 
  hp, unless ordered otherwise. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 22, Dex 18, Con 13, Int 13, Wis 10, Cha 28 
  Base Atk +12; CMB +19; CMD 37 
  Feats Armor Proficiency (light)B, Catch Off-GuardB , 
  Dodge, Martial Weapon Proficiency (all)B, Mobility, 
  Power AttackB , Simple Weapon ProficiencyB , Skill 
  Focus (Heal), Skill Focus (Perform [sing]), Skill Focus 
  (Perform [stringed instruments]), Toughness 
  Skills  Bluff +25, Diplomacy +22, Heal +27, Knowledge 
  (history) +17, Knowledge (planes) +17, Perception +16, 
  Perform (dance) +33, Perform (sing) +39, Perform 
  (stringed instruments) +41, Use Magic Device +22; 
  Racial Modifiers +8 Heal, +8 Perform (sing), +8 
  Perform (stringed instruments), +1 to Charisma-based 
  skill checks with humans 
   
   
  Languages Aboleth, Abyssal, Aklo, Aquan, Auran, 
  Boggard, Celestial, Common, Cyclops, Dark Folk, 
  Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, 
  Halfling, Ignan, Infernal, Orc, Sylvan, Tengu, Terran, 
  Treant, Undercommon 
  SQ evolutions (ability increase [+6 Cha], armor training 
  [light], charming demeanor, one of them [human - +2 
  Cha, bonus feat], skilled [Heal], skilled [Perform – 
  dance], skilled [Perform – sing], skilled [Perform – 
  stringed 
  instruments], 
  weapon 
  training 
  [martial, 
  simple]), link, share spells 
  Gear +5 glamoured studded leather armor of greater 
  electricity resistance, +2 keen short sword of speed, +1 
  composite (Str 22) longbow of speed with 60 arrows, 
  amulet of luck, belt of unfettering, bracers of chance, 
  cloak of resistance +3, efficient quiver, headband of 
  mental prowess +6 (Int, Cha; Diplomacy, Knowledge 
  [history], Use Magic Device), mwk mandolin, ring of 
  protection +3 
  
   
  Feats
  Feats
  Feats
  Feats    
   
  Silent Master (Metamagic) 
  You can cast spells on your eidolon without making a 
  sound. 
  Prerequisites Silent Spell, eidolon class feature 
  Benefit Spells you cast on your eidolon are cast as if 
  using the Silent Spell metamagic feat, but do not 
  increase the spell slot used, or the casting time. 
   
  Still Master (Metamagic) 
  You can cast spells on your eidolon without moving. 
  Prerequisites Still Spell, eidolon class feature 
  Benefit Spells you cast on your eidolon are cast as if 
  using the Still Spell metamagic feat, but do not increase 
  the spell slot used, or the casting time. 
   
  Implanting Ioun Stones
  Implanting Ioun Stones
  Implanting Ioun Stones
  Implanting Ioun Stones    
   
  Binding a stone to a single owner is a lengthy process. 
  To begin the ritual, the owner meditates with a single 
  stone in orbit around him. The body must be cleansed 
  by fasting for a period of at least 3 days. If the fast is 
  broken or interrupted, the process must begin anew. At 
  the end of the fast, the owner makes a DC 20 Charisma 
  check; taking 10 is not permitted on this check. Success 
  indicates the stone has bonded with the owner, and may 
  be implanted. Extending the fasting increases the 
  chance of bonding with the stone, but the character may 
  suffer the effects of starvation and thirst if he persists 
  after several failures; the character gains a +1 
  circumstance bonus to the Charisma check for each full 
  day past the third spent in fasting, to a maximum of +5. 
  Failing the check means the owner must start over. 
   
  Once the owner establishes this bond with the stone, he 
  can have it implanted in his body, which takes 1 hour. 
  This requires a DC 25 Heal check (with a –5 penalty if 
  the owner is the one performing the surgery) and a DC 
  25 Knowledge (arcana) check to succeed. Failure inflicts 
  1d6 points of Constitution damage and means the 
  implantation process must start again. Success binds the 
  stone on the surface of the owner’s skin in a location of 
  his choice (usually the head, arm, or hand), where it 
  becomes one with the owner’s flesh, deals him 1d2 
  points of Constitution damage (which he can heal 
  naturally or with magic), and gives him the full benefits 
  of the ioun stone. Once implanted, an ioun stone may 
  not be sundered or targeted by effects and cannot be 
  removed without the owner’s consent while he is alive 
  (barring complete removal of the implanted body part). 
  * 
  Note: For creatures that possess natural invisibility, 
  such as will-o-wisps, implanted ioun stones become 
  invisible when the creature does. 
   
  Magic Items
  Magic Items
  Magic Items
  Magic Items    
   
  Amber Spindle Ioun Stone 
  Aura moderate abjuration; CL 12th 
  Slot none; Price 10,000 gp; Weight – 
  Description 
  This stone grants you a +1 resistance bonus on saving 
  throws. The bonuses from multiple amber spindles stack 
  (up to a maximum of a +5 resistance bonus on saving 
  throws). 
  Construction 
  Requirements Craft Wondrous Item, resistance, 
  creator must be 12th level; Cost 5,000 gp 
   
  Amulet of Luck 
  Aura strong evocation; CL 16th 
  Slot neck; Price 30,000 gp; Weight – 
  Description 
  This golden rimmed, silver amulet has a four-leafed 
  clover on one side. It grants a +1 luck bonus to all d20 
  rolls its wearer makes. In addition, once per day the 
  wearer can reroll one failed d20 roll as an immediate 
  action. 
  Construction 
  Requirements Craft Wondrous Item, divine favor; 
  Cost 15,000 gp 
   
  Belt of Unfettering 
  Aura moderate transmutation; CL 10th 
  Slot waist; Price 40,000 gp; Weight 1 lb. 
  Description 
  While worn by an eidolon, this belt allows the outsider 
  to ignore the negative effects of being away from their 
  summoner master, as if an unfetter spell had been cast. 
  The eidolon and master still benefit from life link and 
  life bond summoner abilities. 
  Construction 
  Requirements Craft Wondrous Item, unfetter; Cost 
  20,000 gp 
   
  Bracers of Chance 
  Aura strong evocation; CL 10th 
  Slot wrist; Price 2,500 gp; Weight – 
  Description 
  These simple twine bracers have an ancient rune for 
  fortune inside them. As an immediate action, the wearer 
  gains a bonus ranging from -2 to +2. Roll 1d4 to 
  determine the bonus.  
  
   
   
  1d4 
  Bonus/Penalty 
  1 
  -2 
  2 
  -1 
  3 
  +1 
  4 
  +2 
   
  These bracers functions three times per day. 
  Construction 
  Requirements Craft Wondrous Item, bestow curse, 
  gallant inspiration; Cost 1,250 gp 
   
  Crimson Sphere Ioun Stone 
  Aura moderate  
  transmutation; CL 12th 
  Slot none; Price 24,000 
  gp; Weight — 
  Description 
  This stone grants you a +2 
  enhancement 
  bonus 
  to 
  Intelligence. The bonuses 
  from 
  multiple 
  crimson 
  spheres stack (up to a 
  maximum of a +6 enhancement bonus to Intelligence). 
  Construction 
  Requirements Craft Wondrous Item, fox’s cunning, 
  creator must be 12th level; Cost 12,000 gp 
   
  Dark Green Sphere Ioun Stone 
  Aura moderate  
  transmutation; CL 12th 
  Slot none; Price 24,000 
  gp; Weight – 
  Description 
  This stone grants you a +2 
  enhancement 
  bonus 
  to 
  Charisma.  
  The enhancement bonuses from multiple dark green 
  spheres stack (up to a maximum of a +6 enhancement 
  bonus to Charisma). 
  Construction 
  Requirements Craft Wondrous Item, eagle's splendor, 
  creator must be 12th level; Cost 12,000 gp 
   
  Emerald Ellipsoid Ioun Stone 
  Aura moderate necromancy; CL 12th 
  Slot none; Price 20,000 gp; Weight – 
  Description 
  This stone grants you 5 temporary hit points, which are 
  restored automatically at a specific time of day unique to 
  each stone (typically sunrise or sunset). The bonuses 
  from multiple emerald ellipsoids stack, with no known 
  limit. 
  Construction 
  Requirements Craft Wondrous Item, false life, creator 
  must be 12th level; Cost 10,000 gp 
   
  Mossy Disk Iuon Stone 
  Aura moderate transmutation; CL 12th 
  Slot none; Price 5,000 gp; Weight – 
  Description 
  This stone grants you a +5 competence bonus on one 
  Knowledge skill (chosen by the stone's creator). 
  Construction 
  Requirements Craft Wondrous Item, fox's cunning, 
  creator must be 12th level; Cost 2,500 gp 
   
  Mulberry Pentacle Ioun Stone 
  Aura moderate transmutation; CL 12th 
  Slot none; Price 10,000 gp; Weight — 
  Description 
  This stone grants you a +5 competence bonus on Bluff 
  and Diplomacy checks. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor, 
  creator must be 12th level; Cost 5,000 gp 
   
  Onyx Rhomboid Ioun Stone 
  Aura moderate transmutation; CL 12th 
  Slot none; Price 24,000 gp; Weight — 
  Description 
  This stone grants you a +2 enhancement bonus to 
  Constitution. The enhancement bonuses from multiple 
  onyx rhomboids stack (up to a maximum of a +6 
  enhancement bonus to Constitution). 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  bear’s 
  endurance, creator must be 12th level; Cost 12,000 gp 
   
   
   
  
   
  Pale Blue and Dark Green Prism 
  Ioun Stone 
  Aura moderate transmutation; CL 12th 
  Slot none; Price 24,000 gp; Weight – 
  Description 
  This stone grants you a +2 enhancement bonus to 
  Strength. The enhancement bonuses from multiple pale 
  blue and dark green prisms stack (up to a maximum of a 
  +6 enhancement bonus to Strength). 
  Construction 
  Requirements Craft Wondrous Item, bull's strength, 
  creator must be 12th level; Cost 12,000 gp 
   
   
   
  White Prism Ioun Stone 
  Aura faint transmutation; CL 12th 
  Slot none; Price 1,800 gp; Weight – 
  Description 
  This stone allows you to utilize the spell mage hand at 
  will. 
  Construction 
  Requirements Craft Wondrous Item, mage hand; 
  Cost 900 gp 
  Gozutozawa, Light of Twice
  Gozutozawa, Light of Twice
  Gozutozawa, Light of Twice
  Gozutozawa, Light of Twice----Twisted 
  Twisted 
  Twisted 
  Twisted 
  Hope 
  Hope 
  Hope 
  Hope     CR 14
  CR 14
  CR 14
  CR 14    
  XP 38,400 
  Tough will-o'-wisp summoner (monstrous) 10 
  CN Small aberration (air) 
  Init +12; Senses darkvision 60 ft.; Perception +30 
   
  Defense
  Defense
  Defense
  Defense    
  AC 28, touch 24, flat-footed 20 (+5 deflection, +8 Dex, 
  +4 natural, +1 size) 
  hp 257 (19d8+95 plus 10) 
  Fort +14, Ref +18, Will +21 
  Defensive Abilities natural invisibility, shield ally; 
  DR 9/— vs. nonlethal; Immune magic 
   
  Offense
  Offense
  Offense
  Offense    
  Speed fly 50 ft. (perfect) 
  Melee shock +22 touch (2d8 electricity) 
  Space 5 ft.; Reach 5 ft. (10 ft with shock) 
  Spell-Like Abilities (CL 10th; concentration +15) 
  8/day—summon monster V 
  Summoner Spells Known (CL 10th; concentration 
  +15) 
  4th (2/day)—purified calling, transmogrify 
  3rd (4/day)—charm monster (DC 18), dispel magic, fly, 
  rejuvenate eidolon 
  2nd 
  (5/day)—alter 
  self, 
  bull's 
  strength, 
  haste, 
  invisibility, resist energy 
  1st (7/day)—identify, lesser rejuvenate eidolon*, mage 
  armor, shield, unfetter* 
  Cantrips 
  (at 
  will)—arcane 
  mark, 
  detect 
  magic, 
  guidance, mending, message, read magic 
  *See Chapter 5 of the Pathfinder RPG Advanced 
  Player's Guide for these spells. 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Gozutozawa detests combat and 
  attempts to avoid physical confrontation through 
  Lucky's witty parley, stealth, or use of enchantment 
  spells. But if aggressors make it clear that combat is 
  unavoidable, Gozutozawa casts shield, fly, and bull's 
  strength on Lucky, followed by mage armor on itself 
  and then haste. 
  During Combat Gozutozawa fights in as nonlethal a 
  fashion as it can manage, focusing on supporting Lucky 
  with spells then using its enchantment spells to 
  neutralize aggressors. Gozutozawa uses its life link 
  ability to absorb damage that would reduce Lucky below 
  a number of negative hit points equal to Lucky's 
  Constitution score, thereby preventing Lucky from being 
  slain, unless that absorption would reduce Gozutozawa 
  
  to less than 125 hit points. If Lucky is gone, Gozutozawa 
  make use of its summoner monster V spell-like ability, 
  summoning at least one kyton (or other fear-inducing 
  monster) in order to use feed on fear. 
  Morale Once attacked, Gozutozawa flees combat at the 
  first opportunity, taking Lucky with him. Should Lucky 
  fall below zero hit points and/or be slain, Gozutozawa 
  becomes enraged, attempting to kill the opponent who 
  dealt the felling blow to Lucky, snapping out of it and 
  fleeing only if reduced to less than 75 hp. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 6, Dex 26, Con 19, Int 14, Wis 19, Cha 20 
  Base Atk +13; CMB +10; CMD 33 (cannot be tripped) 
  Feats AlertnessB, Craft Wondrous Item, DiehardB, 
  EnduranceB, Eschew Materials, Improved Initiative, 
  Persuasive, Silent Master, Silent Spell, Skill Focus 
  (Knowledge [arcana]), Skill Focus (Perform [sing]), Still 
  Spell, ToughnessB, Weapon Finesse 
  Skills Bluff +15, Diplomacy +11, Fly +25, Intimidate 
  +11, Knowledge (arcana) +32, Knowledge (local) +10, 
  Knowledge (planes) +10, Linguistics +15, Perception 
  +30, Perform (sing) +21, Sense Motive +11, Spellcraft 
  +15, Stealth +20 (+40 invisible, +60 invisible and not 
  moving), Use Magic Device +16; Racial Modifiers +8 
  Perception 
  Languages Abyssal, Aklo, Common, Draconic, Elven, 
  Giant, 
  Goblin, 
  Halfling, 
  Infernal, 
  Orc, 
  Sylvan, 
  Undercommon 
  SQ aspect, bond senses, feed on fear, improved healing, 
  life link, maker's call, transposition 
  Gear implanted ioun stones (2 amber spindle, dark 
  blue rhomboid, dark green sphere, 2 emerald ellipsoids, 
  mossy disk [Knowledge - arcana], pale blue and dark 
  green prism, white prism), portable hole 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Aspect (Su) By decreasing the number of evolution 
  points Lucky has for abilities, Gozutozawa has increased 
  its shock reach to 10 ft., and gained a +8 racial bonus on 
  Perception skill checks. 
  Bond Senses (Ex) Gozutozawa can, as a standard 
  action, share the senses of its eidolon, and hear, see, 
  smell, taste, and feel everything Lucky does. It can use 
  this ability 10 rounds per day. There is no range to this 
  effect, but the eidolon and the summoner must be on the 
  same plane. The summoner can end this effect as a free 
  action. 
  Eidolon Gozutozawa can summon a powerful outsider 
  to its side, an eidolon named Lucky. 
  Feed on Fear (Su) Any time Gozutozawa is within 15 
  ft. of a dying creature or a creature subject to a fear 
  effect, it gains fast healing 10. 
  Immunity to Magic (Ex) Gozutozawa is immune to 
  all spells and spell-like abilities that allow spell 
  resistance, except magic missile and maze. 
  Life Link (Su) Whenever Lucky takes enough damage 
  to be sent back to its home plane, Gozutozawa can, as a 
  free action, sacrifice any number of hit points. Each hit 
  point sacrificed in this way prevents 1 point of damage 
  to Lucky. 
  Maker's Call (Su) As a standard action, Gozutozawa 
  can call Lucky to its side. This functions as dimension 
  door (CL 10th). When used, Lucky appears adjacent to 
  Gozutozawa (or as close as possible if all adjacent spaces 
  are occupied). If Lucky is farther than 800 ft. away, this 
  ability is wasted. Gozutozawa can use this ability 2 times 
  each day. 
  Natural Invisibility (Ex) Gozutozawa can extinguish 
  its natural glow as a move action, effectively becoming 
  invisible, as per the spell. 
  Shield Ally (Ex) Whenever Gozutozawa and Lucky are 
  adjacent to each other, Gozutozawa gains a +2 shield 
  bonus to armor class and a +2 circumstance bonus on its 
  saving throws. This does not apply if Lucky is grappled, 
  helpless, paralyzed, stunned or unconscious. 
  Summon Monster (Sp) Gozutozawa can only use this 
  ability when Lucky is not summoned. It can cast this 
  spell-like ability as a standard action and the summoned 
  creatures remain for 10 minutes. 
  Transposition (Su) When using its maker's call 
  ability, Gozutozawa can switch places with Lucky if it so 
  desires. 
   
  10th
  10th
  10th
  10th----level
  level
  level
  level    
  Lucky 
  Lucky 
  Lucky 
  Lucky     
  CR 
  CR 
  CR 
  CR ––––    
  Male eidolon (biped base form) 
  CN Medium outsider 
  Init +4; Senses darkvision 60 ft.; Perception +12 
   
  Defense
  Defense
  Defense
  Defense    
  AC 24, touch 13, flat-footed 21 (+5 armor, +3 Dex, +6 
  natural) 
  hp 60 (8d10+16) 
  Fort +9, Ref +7, Will +8 (+12 vs. enchantment) 
  Defensive 
  Abilities 
  devotion, 
  evasion; 
  Resist 
  electricity 10 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee +1 keen short sword +15/+10 (1d6+6/17-20) or 
  mwk dagger +15/+10 ( 1d4+5/19-20) 
  Ranged mwk composite longbow +13/+8 (1d8+5/x3) 
  Tactics 
  Before Combat Lucky attempts to parley with 
  
  potential 
  aggressors, 
  forestalling 
  combat 
  while 
  Gozutozawa casts spells. 
  During Combat Unless ordered otherwise, Lucky 
  fights defensively. 
  Morale Lucky attempts to escape if reduced below 20 
  hp, unless ordered otherwise. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 20, Dex 16, Con 13, Int 11, Wis 10, Cha 19 
  Base Atk +8; CMB +14; CMD 27 
  Feats Armor Proficiency (light)B, Catch Off-GuardB , 
  Martial Weapon Proficiency (all)B, Simple Weapon 
  ProficiencyB , Skill Focus (Heal), Skill Focus (Perform 
  [sing]), Skill Focus (Perform [stringed instruments]), 
  Toughness 
  Skills  Bluff +11, Diplomacy +13, Heal +20, Knowledge 
  (history) +12, Knowledge (planes) +9, Perception +12, 
  Perform (dance) +16, Perform (sing) +27, Perform 
  (stringed instruments) +29; Racial Modifiers +8 
  Heal, +8 Perform (sing), +8 Perform (stringed 
  instruments), +1 to Charisma-based skill checks with 
  humans 
  Languages Abyssal, Aklo, Common, Draconic, Elven, 
  Giant, 
  Goblin, 
  Halfling, 
  Infernal, 
  Orc, 
  Sylvan, 
  Undercommon 
  SQ evolutions (armor training [light], charming 
  demeanor, one of them [human - +2 Cha, bonus feat], 
  skilled [Heal], skilled [Perform – sing], skilled [Perform 
  – stringed instruments], weapon training [martial, 
  simple]), link, share spells 
  Gear +2 glamoured studded leather armor of 
  electricity resistance, +1 keen short sword, mwk 
  dagger, mwk composite (Str 20) longbow with 20 
  arrows, amulet of luck, bracers of chance, cloak of 
  resistance +1, headband of mental prowess +4 (Int, 
  Cha; Diplomacy, Knowledge [history]), mwk mandolin 
      
  Gozutozawa, The Lonely Light 
  Gozutozawa, The Lonely Light 
  Gozutozawa, The Lonely Light 
  Gozutozawa, The Lonely Light     CR 8
  CR 8
  CR 8
  CR 8    
  XP 4,800 
  Will-o'-wisp summoner (monstrous) 4 
  CN Small aberration (air) 
  Init +12; Senses darkvision 60 ft.; Perception +15 
   
  Defense
  Defense
  Defense
  Defense    
  AC 26, touch 24, flat-footed 18 (+5 deflection, +8 Dex, 
  +2 shield, +1 size) 
  hp 94 (13d8+26 plus 10) 
  Fort +9, Ref +15, Will +17 
  Defensive Abilities natural invisibility, shield ally; 
  Immune magic 
   
  Offense
  Offense
  Offense
  Offense    
  Speed fly 50 ft. (perfect) 
  Melee shock +17 touch (2d8 electricity) 
  Spell-Like Abilities (CL 4th; concentration +8) 
  7/day—summon monster II 
  Summoner Spells Known (CL 4th; concentration 
  +8) 
  2nd (2/day)—alter self, haste 
  1st (4/day)—lesser rejuvenate eidolon*, mage armor, 
  shield, unfetter* 
  Cantrips 
  (at 
  will)—arcane 
  mark, 
  detect 
  magic, 
  guidance, mending, message, read magic 
  *See Chapter 5 of the Pathfinder RPG Advanced 
  Player's Guide for these spells. 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Gozutozawa detests combat and 
  attempts to avoid physical confrontation through 
  Lucky's witty parley or stealth. But if aggressors make it 
  clear that combat is unavoidable, Gozutozawa casts 
  shield and unfetter on Lucky, followed by mage armor 
  on itself and then haste. 
  During Combat Gozutozawa fights in as nonlethal a 
  fashion as it can manage, focusing on supporting Lucky 
  with spells. Gozutozawa uses its life link ability to absorb 
  damage that would reduce Lucky below a number of 
  negative hit points equal to Lucky's Constitution score, 
  thereby preventing Lucky from being slain, unless that 
  absorption would reduce Gozutozawa to less than 50 hit 
  points. If Lucky is gone, Gozutozawa make use of its 
  summoner monster II spell-like ability. 
  Morale Once attacked, Gozutozawa flees combat at the 
  first opportunity, taking Lucky with him. Should Lucky 
  fall below zero hit points and/or be slain, Gozutozawa 
  becomes enraged, attempting to kill the opponent who 
  dealt the felling blow to Lucky, snapping out of it and 
  fleeing only if reduced to less than 25 hp. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 3, Dex 26, Con 15, Int 14, Wis 19, Cha 18 
  Base Atk +8; CMB +3; CMD 26 (cannot be tripped) 
  Feats Improved Initiative, Persuasive, Silent Master, 
  Silent Spell, Skill Focus (Knowledge [arcana]), Skill 
  Focus (Perform [sing]), Weapon Finesse 
  Skills Bluff +10, Diplomacy +10, Fly +25, Intimidate 
  +10, Knowledge (arcana) +24, Knowledge (planes) +10, 
  Linguistics +10, Perception +15, Peform (sing) +12, 
  Spellcraft +15, Stealth +20 (+40 invisible, +60 invisible 
  and not moving), Use Magic Device +15 
  Languages Abyssal, Aklo, Common, Draconic, Elven, 
  Halfling, Sylvan 
  SQ bond senses, feed on fear, life link 
  Gear implanted ioun stone (amber spindle, 2 emerald 
  ellipsoids, white prism), portable hole 
  
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Bond Senses (Ex) Gozutozawa can, as a standard 
  action, share the senses of its eidolon, and hear, see, 
  smell, taste, and feel everything Lucky does. It can use 
  this ability 4 rounds per day. There is no range to this 
  effect, but the eidolon and the summoner must be on the 
  same plane. The summoner can end this effect as a free 
  action. 
  Eidolon Gozutozawa can summon a powerful outsider 
  to its side, an eidolon named Lucky. 
  Feed on Fear (Su) Any time Gozutozawa is within 15 
  ft. of a dying creature or a creature subject to a fear 
  effect, it gains fast healing 5. 
  Immunity to Magic (Ex) Gozutozawa is immune to 
  all spells and spell-like abilities that allow spell 
  resistance, except magic missile and maze. 
  Life Link (Su) Whenever Lucky takes enough damage 
  to be sent back to its home plane, Gozutozawa can, as a 
  free action, sacrifice any number of hit points. Each hit 
  point sacrificed in this way prevents 1 point of damage 
  to Lucky. 
  Natural Invisibility (Ex) Gozutozawa can extinguish 
  its natural glow as a move action, effectively becoming 
  invisible, as per the spell. 
  Shield Ally (Ex) Whenever Gozutozawa and Lucky are 
  adjacent to each other, Gozutozawa gains a +2 shield 
  bonus to armor class and a +2 circumstance bonus on its 
  saving throws. This does not apply if Lucky is grappled, 
  helpless, paralyzed, stunned or unconscious. 
  Summon Monster (Sp) Gozutozawa can only use this 
  ability when Lucky is not summoned. It can cast this 
  spell-like ability as a standard action and the summoned 
  creatures remain for 4 minutes. 
   
   
  4th
  4th
  4th
  4th----level
  level
  level
  level    
  Lucky 
  Lucky 
  Lucky 
  Lucky     
  CR 
  CR 
  CR 
  CR ––––    
  Male eidolon (biped base form) 
  CN Medium outsider 
  Init +1; Senses darkvision 60 ft.; Perception +5 
   
  Defense
  Defense
  Defense
  Defense    
  AC 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +3 
  natural) 
  hp 22 (3d10+6) 
  Fort +4, Ref +2, Will +3 
  Defensive Abilities evasion 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee mwk dagger +7 ( 1d4+3/19-20) 
  Ranged mwk light crossbow +5 (1d8/19-20) 
  Tactics 
  Before Combat Lucky attempts to parley with 
  potential 
  aggressors, 
  forestalling 
  combat 
  while 
  Gozutozawa casts spells. 
  During Combat Unless ordered otherwise, Lucky 
  fights defensively. 
  Morale Lucky attempts to escape if reduced below 10 
  hp, unless ordered otherwise. 
   
  Stat
  Stat
  Stat
  Statistics
  istics
  istics
  istics    
  Str 17, Dex 13, Con 13, Int 9, Wis 10, Cha 15 
  Base Atk +3; CMB +6; CMD 17 
  Feats Armor Proficiency (light)B, Simple Weapon 
  ProficiencyB , Skill Focus (Heal), Toughness 
  Skills  Bluff +7, Heal +14, Knowledge (history) +5, 
  Knowledge (planes) +3, Perception +5, Perform (dance) 
  +8, Perform (sing) +15, Perform (stringed instruments) 
  +17; Racial Modifiers +8 Heal, +8 Perform (sing), +8 
  Perform (stringed instruments) 
  Languages Abyssal, Aklo, Common, Draconic, Elven, 
  Halfling, Sylvan 
  SQ evolutions (armor training [light], one of them 
  [human – +2 Cha], skilled [Heal], skilled [Perform – 
  sing], skilled [Perform – stringed instruments], weapon 
  training [simple]), link, share spells 
  Gear +1 studded leather armor, mwk dagger, mwk light 
  crossbow with 10 bolts, bracers of chance, headband of 
  mental prowess +2 (Int, Cha; Knowledge [history]), 
  mwk mandolin 
   
   
  New 
  New 
  New 
  New Archetype
  Archetype
  Archetype
  Archetype    
   
  Monstrous Summoner
  Monstrous Summoner
  Monstrous Summoner
  Monstrous Summoner    
  Not all Summoners are found among the “civilized” 
  races. Summoners of a more fantastical nature possess 
  the regular abilities of other summoners, but their 
  eidolon varies from normal as follows. 
   
  Eidolon A monstrous summoner's eidolon is only 
  bipedal and appears as a member of a common race, 
  such as a dwarf, gnome, human, etc. Unlike normal, a 
  monstrous summoner's eidolon does not possess the 
  claws evolution for free, but instead gains the base 
  Weapon Training evolution, and has one less evolution 
  point for abilities. Additionally, since the eidolon 
  appears as a member of a common race, they can wear 
  armor if they possess the Armor Training evolution (see 
  below), or take the Armor Proficiency feat(s). Eidolons 
  belonging to monstrous summoners gain Armor Bonus 
  increases equal to half their normal amount since they 
  
  can learn to wear armor. Unlike normal eidolons, a 
  monstrous summoners eidolon gains a bonus combat 
  feat at 9th level instead of Multiattack. 
   
  New Evolutions 
  The following are new evolutions available to eidolons of 
  monstrous summoners. 
  Armor Training (Ex) An eidolon learns to wear armor, 
  gaining Armor Proficiency (Light) as a bonus feat. If 2 
  additional evolution points are spent, it gains Armor 
  Proficiency (Medium) and Shield Proficiency as bonus 
  feats. This evolution has a base cost of 2 evolution points 
  and can only be gained by the eidolon of a monstrous 
  summoner. 
  Charming Demeanor (Ex) An eidolon with this 
  evolution gains a bonus on all Charisma-based skill and 
  ability checks with members of whatever race it appears 
  to be equal to one-half the number of evolution points 
  spent on this evolution. An eidolon must have a 
  Charisma of at least 15 and the One of Them evolution 
  before it can gain this evolution. This evolution has a 
  base cost of 2 evolution points. For 2 additional 
  evolution points, an eidolon gains its bonus on Bluff, 
  Diplomacy, and Intimidate with all races similar to what 
  it appears to be. 
  One of Them (Ex) An eidolon with this evolution gains 
  the inherent mannerisms of whatever race it appears to 
  be, up to and including any one racial trait possessed by 
  a common example of the race it appears to be (such as 
  an elf's +2 racial bonus to Dexterity, or a dwarves' 
  Stonecunning). This evolution costs 1 evolution point 
  and can only be gained by the eidolon of a monstrous 
  summoner. An eidolon can gain this evolution more 
  than once, each time gaining a new, different racial trait 
  for the race it mimics. 
   
   
  Templates
  Templates
  Templates
  Templates    
   
  Crafty Creature
  Crafty Creature
  Crafty Creature
  Crafty Creature    
  Creatures with the crafty template are more intelligent 
  than their ordinary cousins. 
   
  Challenge Rating As the base creature +1. 
  Armor Class Gain a +2 insight bonus. 
  Defensive Abilities Gain a +2 bonus on all Will saves. 
  Attacks A crafty creature may apply its Wisdom 
  modifier to attacks instead of Strength or Dexterity if it 
  is higher. 
  Ability Scores Int +4, Wis +2. 
  Feats Crafty creatures gain a single bonus feat it 
  qualifies for. 
  Skills A crafty creature gains a +2 racial bonus on all 
  Knowledge skill checks and can make Knowledge skill 
  checks untrained. 
   
  Tough Creature
  Tough Creature
  Tough Creature
  Tough Creature    
  Tough creatures are able to take a worse beating than 
  their ordinary cousins before falling. Creatures without 
  a Constitution score cannot gain this template. 
   
  Challenge Rating As the base creature +1. 
  Armor Class Natural armor improves by an amount 
  equal to the tough creatures Constitution bonus 
  (minimum +2). 
  Hit Points Tough creatures possess maximum hit 
  points from their Hit Dice. 
  Defensive Abilities A tough creature gains damage 
  reduction against nonlethal damage equal to one-half its 
  hit dice. 
  Special Qualities Tough creatures gain the following 
  ability. 
  Improved Healing (Ex) Tough creatures heal at twice 
  the normal rate of the base creature. This functions for 
  fast healing and regeneration as well as more mundane 
  healing. 
  Ability Scores Con +4 
  Feats Tough creatures gain Diehard, Endurance, and 
  Toughness as bonus feats. 
   
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the 
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  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. 
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  Faces of the Tarnished Souk:    The Ghost-Light that 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/Faces of the Tarnished Souk/Faces of the Tarnished Souk - The Ghost-Light that Dreamed, Gozutozawa.pdf