TEXT: Anointed 
  Guardian
  hy b r id c la s s e s  o f  Ne o e xo du s :
  3.5 SYSTEM COMPATIBLE
  LPJ9307
  
  2
  hybrid Classes of NeoExodus:
  Anointed Guardian
  speak all of her languages. A divine eidolon is treated as 
  a summoned creature, except it is not sent back to its 
  home plane until reduced to a number of negative hit 
  points equal to or greater than its Constitution score. In 
  addition, due to its tie to its anointed guardian, a divine 
  eidolon can touch and attack creatures warded by 
  protection from good and similar effects that prevent 
  contact with summoned creatures.
  An anointed guardian can summon her divine eidolon 
  in a ritual that takes 1 minute to perform. When 
  summoned this way, the divine eidolon’s hit points 
  are unchanged from the last time it was summoned. 
  The only exception to this is if the divine eidolon was 
  slain, in which case it returns with half its normal hit 
  points. The divine eidolon does not heal naturally. The 
  divine eidolon remains until dismissed by the anointed 
  guardian (a standard action). If the divine eidolon is 
  sent back to its home plane due to death, it cannot be 
  summoned again until the following day. The divine 
  eidolon cannot be sent back to its home plane by 
  means of dispel magic, but spells such as dismissal and 
  banishment function normally. If the anointed guardian 
  is unconscious, asleep, or killed, her divine eidolon is 
  immediately banished.
  The divine eidolon takes a form shaped by the anointed 
  guardian’s desires. The divine eidolon’s Hit Dice, saving 
  throws, skills, and abilities are tied to the anointed 
  guardian’s level and increase as the anointed guardian 
  gains levels. In addition, each divine eidolon gains 
  a pool of evolution points based on the anointed 
  guardian’s class level that can be used to give the divine 
  eidolon different abilities and powers. Whenever the 
  anointed guardian gains a level, she must decide how 
  these points are spent, and they are set until she gains 
  another level of anointed guardian.
  The divine eidolon’s physical appearance is up to the 
  anointed guardian, but it always appears as some sort 
  of celestial creature appropriate to its subtype. This 
  control is not fine enough to make the divine eidolon 
  appear like a specific creature. The divine eidolon 
  also bears a glowing celestial symbol that is identical 
  to a symbol that appears on the anointed guardian’s 
  forehead as long as the divine eidolon is summoned. 
  While this symbol can be hidden through mundane 
  means, it cannot be concealed through magic that 
  changes appearance, such as alter self or polymorph 
  (although invisibility does conceal it for as long as the 
  spell lasts).
  Life Link (Su): At 1st level, an anointed guardian forms 
  a close bond with her divine eidolon. Whenever the 
  divine eidolon takes enough damage to send it back 
  to its home plane, as a reaction to the damage, the 
  anointed guardian can sacrifice any number of hit 
  points she has without using an action. Each hit point 
  sacrificed in this way prevents 1 point of damage to 
  the divine eidolon. This can prevent the divine eidolon 
  from being sent back to its home plane.
  The heavenly hosts do not often interfere in the affairs of 
  mortals. Some, however, are given the duty to be bound 
  as partners to people of pure heart and strong faith. These 
  people are trained in the art of war, honed as instruments 
  of the gods against the forces of evil upon the material 
  plane. They are then given a divine eidolon that can be 
  summoned to fight by their side. Together, celestial and 
  mortal fight as one: the anointed guardian.
  Role: The anointed guardian and her divine eidolon form 
  an elite fighting unit, using their teamwork feats to provide 
  formidable offense, especially against evil foes.
  Alignment: Any good.
  Hit Die: d10.
  Parent Classes: Paladin and summoner (unchained).
  Starting Wealth: 4d6 x 10 gp (average 140 gp).
  CLASS SKILLS
  The anointed guardian’s class skills are Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Knowledge (planes) (Int), Knowledge (religion) (Int), 
  Profession (Wis), Ride (Dex), Sense Motive (Wis), and 
  Spellcraft (Int).
  Skill Ranks per Level: 2 + Int modifier.
  CLASS FEATURES
  The following are class features of the anointed 
  guardian.
  Weapon and Armor Proficiency: Anointed guardians 
  are proficient with all simple and martial weapons. They 
  are also proficient with light and medium armor and 
  shields (except tower shields).
  Aura of Good (Ex): The power of a anointed guardian’s 
  aura of good (see the detect good spell) is equal to her 
  anointed guardian level.
  Detect Evil (Sp): At will, an anointed guardian can use 
  detect evil, as the spell.  An anointed guardian can, as a 
  move action, concentrate on a single item or individual 
  within 60 feet and determine if it is evil, learning 
  the strength of its aura as if having studied it for 3 
  rounds. While focusing on one individual or object, the 
  anointed guardian does not detect evil in any other 
  object or individual within range.
  Divine Eidolon: An anointed guardian begins play 
  with the ability to summon to her side a powerful 
  good outsider. The divine eidolon forms a link with 
  the anointed guardian, who forever after summons 
  an aspect of the same creature. Each divine eidolon 
  has a subtype, chosen when the divine eidolon is first 
  summoned, that determines its origin and many of its 
  abilities. A divine eidolon is always good, but may be 
  within one alignment step away along the law-chaos 
  axis from the anointed guardian who summoned it (so a 
  neutral good anointed guardian can call a lawful good, 
  neutral good, or chaotic good divine eidolon) and can 
  
  3
  hybrid Classes of NeoExodus:
  Anointed Guardian
  In addition, the divine eidolon and the anointed 
  guardian must remain within 100 feet of one another 
  for the divine eidolon to remain at full strength. If 
  the divine eidolon is beyond 100 feet but closer than 
  1,000 feet, its current and maximum hit point totals 
  are reduced by 50%. If the divine eidolon is more than 
  1,000 feet away but closer than 10,000 feet away, its 
  current and maximum hit point totals are reduced by 
  75%. If the eidolon is more than 10,000 feet away, it 
  is immediately returned to its home plane. Current 
  hit points lost in this way are not restored when the 
  divine eidolon gets closer to its anointed guardian, but 
  its maximum hit point total does climb to the levels 
  indicated and eventually returns to normal.
  Grace (Su): At 2nd level, the anointed guardian and 
  her divine eidolon receive the blessings of whatever 
  gods of good to whom they are devoted. This power 
  allows them to perform miraculous actions in combat. 
  At the start of each day, an anointed guardian gains 
  a number of grace points equal to her Charisma 
  modifier (minimum 1), though feats and magic items 
  can increase this maximum. The anointed guardian 
  and her divine eidolon can tap this pool to perform 
  benedictions (see below). The anointed guardian or her 
  divine eidolon can regain grace points in the following 
  ways.
  Critical Hit on an Evil-aligned Enemy: Each time an 
  anointed guardian or her divine eidolon confirms a 
  critical hit against an enemy with an evil component 
  to its alignment, she regains 1 grace point. Confirming 
  a critical hit on a helpless or unaware creature, or a 
  creature that has fewer Hit Dice than the anointed 
  guardian’s character level (or the divine eidolon’s Hit 
  Dice, if it is the one confirming the critical hit) doesn’t 
  restore grace.
  Killing Blow on an Evil-aligned Enemy: When an anointed 
  guardian or her divine eidolon reduces a creature to 0 
  or fewer hit points while in combat, she regains 1 grace 
  point. Destroying an unattended object, reducing a 
  helpless or unaware creature to 0 or fewer hit points, 
  or reducing a creature that has fewer Hit Dice than half 
  the anointed guardian’s character level (or the divine 
  eidolon’s Hit Dice, if it is the one dealing the blow) 
  doesn’t restore grace.
  Benedictions: Anointed guardians spend grace points 
  to gain benedictions. Most benedictions grant the 
  anointed guardian a momentary bonus or effect, but 
  some provide longer-lasting effects. Some benedictions 
  remain in effect while the anointed guardian has at 
  least 1 grace point, but do not require the expenditure 
  of grace points to be maintained. An anointed guardian 
  can only perform benedictions of her level or lower. 
  Unless otherwise noted, a benediction can be gained 
  multiple successive times, as long as the anointed 
  guardian spends the required grace points to gain the 
  benediction.
  Unless noted otherwise in a benediction’s description, 
  any benediction can also be called upon by the anointed 
  guardian’s divine eidolon, so long as there are sufficient 
  ANOINTED GUARDIAN
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st
  +1
  +2
  +0
  +2
  Aura of good, detect evil, 
  divine eidolon, life link
  — 
  — 
  — 
  — 
  2nd
  +2
  +3
  +0
  +3
  Benedictions, grace
  — 
  — 
  — 
  — 
  3rd
  +3
  +3
  +1
  +3
  —
  — 
  — 
  — 
  — 
  4th
  +4
  +4
  +1
  +4
  Tactician
  0
  — 
  — 
  — 
  5th
  +5
  +4
  +1
  +4
  Benedictions
  1
  — 
  — 
  — 
  6th
  +6/+1
  +5
  +2
  +5
  —
  1
  — 
  — 
  — 
  7th
  +7/+2
  +5
  +2
  +5
  Bonus feat
  1
  0
  — 
  — 
  8th
  +8/+3
  +6
  +2
  +6
  Benedictions
  1
  1
  — 
  — 
  9th
  +9/+4
  +6
  +3
  +6
  —
  2
  1
  — 
  — 
  10th
  +10/+5
  +7
  +3
  +7
  Bonus feat
  2
  1
  0
  — 
  11th
  +11/+6/+1
  +7
  +3
  +7
  Benedictions
  2
  1
  1
  — 
  12th
  +12/+7/+2
  +8
  +4
  +8
  —
  2
  2
  1
  — 
  13th
  +13/+8/+3
  +8
  +4
  +8
  Bonus feat
  3
  2
  1
  0
  14th
  +14/+9/+4
  +9
  +4
  +9
  Benedictions
  3
  2
  1
  1
  15th
  +15/+10/+5
  +9
  +5
  +9
  —
  3
  2
  2
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Bonus feat
  3
  3
  2
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Benedictions
  4
  3
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  —
  4
  3
  2
  2
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Bonus feat
  4
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Apotheosis
  4
  4
  3
  3
  
  4
  hybrid Classes of NeoExodus:
  Anointed Guardian
  
  5
  hybrid Classes of NeoExodus:
  Anointed Guardian
  grace points left in the pool to do so. A divine eidolon 
  can gain the effects of a benediction even while its 
  anointed guardian is using the same. For example, both 
  an anointed guardian and its eidolon can use smite evil, 
  so long as each spends the prerequisite grace point to 
  enact the ability.
  Smite Evil (Su): At 2nd level, an anointed guardian can 
  spend 1 grace point, call out to the powers of good to 
  aid her in her struggle against evil. As a swift action, the 
  anointed guardian chooses one target within sight to 
  smite. If the target is evil, the anointed guardian adds 
  her Charisma bonus (if any) to her attack rolls and adds 
  her anointed guardian level to all damage rolls made 
  against the target of her smite. If the target of smite 
  evil is an outsider with the evil subtype, an evil-aligned 
  dragon, or an undead creature, the bonus to damage 
  on the first successful attack increases to 2 points of 
  damage per level the anointed guardian possesses. 
  Regardless of the target, smite evil attacks automatically 
  bypass any DR the creature might possess. If the divine 
  eidolon uses this benediction, it gains bonuses to 
  attack rolls equal to the anointed guardian’s Charisma 
  bonus or its own, whichever is higher, and uses its Hit 
  Dice as its damage bonus.
  In addition, while smite evil is in effect, the anointed 
  guardian gains a deflection bonus equal to her Charisma 
  modifier (if any) to her AC against attacks made by the 
  target of the smite. If the anointed guardian targets a 
  creature that is not evil, the smite is wasted with no 
  effect.
  The smite evil effect remains until the target of the 
  smite is dead or the next time the anointed guardian 
  rests and regains her grace points. If the divine eidolon 
  is using the smite evil grace, it also ends if the divine 
  eidolon is killed and returns to its home plane.
  Lay on Hands (Su): At 2nd level, an anointed guardian 
  can heal wounds (her own or those of others) by touch. 
  By spending 1 grace point, an anointed guardian can 
  heal 1d6 hit points of damage, plus an additional 
  1d6 for every three levels thereafter (to a maximum 
  of 6d6 at 17th level). Using this ability is a standard 
  action, unless the anointed guardian heals herself or 
  her divine eidolon, in which case it is a swift action. 
  Likewise, a divine eidolon can use this ability to heal its 
  anointed guardian as a swift action, or another creature 
  as a standard action. Despite its name, an anointed 
  guardian only needs one free hand to use this ability.
  Divine Protection (Su): At 5th level, as long as at least 
  1 point remains in the anointed guardian’s grace pool, 
  she gains a bonus equal to her Charisma bonus on all 
  saving throws. The divine eidolon receives a bonus 
  equal to its own Charisma bonus or the anointed 
  guardian’s, whichever is higher.
  Mercy (Su): At 5th level, and every three levels thereafter, 
  an anointed guardian can select one mercy. Each mercy 
  adds an effect to the anointed guardian’s lay on hands 
  ability. Whenever the anointed guardian (or her divine 
  eidolon) uses lay on hands to heal damage to a target, 
  the target also receives the additional effects from 
  all the mercies possessed by the anointed guardian. 
  A mercy can remove a condition caused by a curse, 
  disease, or poison without curing the affliction. Such 
  conditions return after 1 hour unless the mercy actually 
  removes the affliction that causes the condition.
  At 5th level, the anointed guardian can choose from the 
  following initial mercies.
   • Fatigued: The target is no longer fatigued.
   • Shaken: The target is no longer shaken.
   • Sickened: The target is no longer sickened.
  At 8th level, an anointed guardian adds the following 
  mercies to the list of those that can be selected.
   • Dazed: The target is no longer dazed.
   •  Diseased: The anointed guardian’s lay on hands 
  ability also acts as remove disease, using the 
  anointed guardian’s level as the caster level.
   •  Staggered: The target is no longer staggered, unless 
  the target is exactly at 0 hit points.
  At 11th level, an anointed guardian adds the following 
  mercies to the list of those that can be selected.
   •  Cursed: The anointed guardian’s lay on hands 
  ability also acts as remove curse, using the anointed 
  guardian’s level as the caster level.
   •  Exhausted: The target is no longer exhausted. The 
  anointed guardian must have the fatigue mercy 
  before selecting this mercy.
   •  Frightened: The target is no longer frightened. The 
  anointed guardian must have the shaken mercy 
  before selecting this mercy.
   •  Nauseated: The target is no longer nauseated. The 
  anointed guardian must have the sickened mercy 
  before selecting this mercy.
  Poisoned: The anointed guardian’s lay on hands ability 
  also acts as neutralize poison, using the anointed 
  guardian’s level as the caster level.
  At 14th level, an anointed guardian adds the following 
  mercies to the list of those that can be selected.
   • Blinded: The target is no longer blinded.
   • Deafened: The target is no longer deafened.
   • Paralyzed: The target is no longer paralyzed.
   • Stunned: The target is no longer stunned.
  These abilities are cumulative. For example, a 11th 
  level anointed guardian’s lay on hands ability heals 4d6 
  points of damage and might also cure the shaken and 
  frightened conditions, as well as removing diseases. 
  Once a condition or spell effect is chosen, it cannot be 
  changed.
  Spells: Beginning at 4th level, an anointed guardian 
  gains the ability to cast a small number of divine spells 
  which are drawn from the anointed guardian spell list 
  
  6
  hybrid Classes of NeoExodus:
  Anointed Guardian
  featured here. An anointed guardian must choose and 
  prepare her spells in advance.
  To prepare and cast a spell, an anointed guardian must 
  have a Charisma score equal to at least 10 + the spell 
  level. The Difficulty Class for a saving throw against an 
  anointed guardian’s spell is 10 + the spell level + the 
  anointed guardian’s Charisma modifier.
  Like other spellcasters, an anointed guardian can only 
  cast a certain number of spells of each spell level per 
  day. Her base daily spell allotment is given on Table: 
  Anointed Guardian. In addition, she receives bonus 
  spells per day if she has a high Charisma score. When 
  Table: Anointed Guardian indicates that the anointed 
  guardian receives 0 spells per day of a given spell level, 
  she gains only the bonus spells she would be entitled 
  to based on her Charisma score for that spell level.
  An anointed guardian must spend 1 hour per day 
  in quiet prayer and meditation to regain her daily 
  allotment of spells. An anointed guardian may prepare 
  and cast any spell on the anointed guardian spell 
  list, provided that she casts spells of that level, but 
  must choose which spells to prepare during her daily 
  meditation.
  Through 3rd level, an anointed guardian has no caster 
  level. At 4th level or higher, her caster level is equal to 
  her anointed guardian level – 3.
  Tactician (Ex): At 4th level, an anointed guardian 
  receives a teamwork feat as a bonus feat. She must 
  meet the prerequisites for this feat. As a swift action, 
  the anointed guardian can grant any teamwork feat 
  she possesses to her divine eidolon, so long as it is 
  within 30 feet of the anointed guardian. The divine 
  eidolon retains the use of this bonus feat for 3 rounds 
  plus 1 round for every two levels the anointed guardian 
  possesses. The divine eidolon does not need to meet 
  the prerequisites of any teamwork feat granted to it 
  by its anointed guardian. The anointed guardian can 
  use this ability once per day at 4th level, plus one 
  additional time per day at 7th level and for every 3 
  levels thereafter.
  Bonus Feat: At 7th level, and every three levels 
  thereafter, an anointed guardian gains a bonus feat in 
  addition to those gained from normal advancement. 
  These bonus feats must be selected from those listed as 
  teamwork feats. The anointed guardian must meet the 
  prerequisites for these bonus feats.
  Apotheosis (Su): At 20th level, an anointed guardian 
  can merge with her divine eidolon, becoming a 
  bipartite being. If they are adjacent to one another, the 
  anointed guardian can merge with her divine eidolon 
  as a swift action. This composite being has all the limbs 
  of both the character and the eidolon, two faces, and 
  wields any weapons both have in hand when the their 
  two forms merge.
  The composite form’s size is Medium, unless the divine 
  eidolon is of a bigger size category, in which case 
  it is considered that size category instead. In this 
  composite form, they are considered a single being 
  for the purposes of being a target for spells, abilities, 
  or items. Use the best bonuses from both forms when 
  determining AC for the composite form. The composite 
  being uses any and all senses of both component 
  beings. The composite form uses the highest attributes 
  of either form as well as the highest saving throws. The 
  composite form counts as both the anointed guardian’s 
  original type, as well as an outsider (and any subtypes 
  the divine eidolon possesses) for any effect related to 
  type, whichever is worse.
  Keep track of the hit point totals of the anointed 
  guardian and the divine eidolon separately, using the 
  current hit points of both when the merging occurs. 
  When the composite being takes damage from an 
  attack or effect, the anointed guardian chooses how 
  the damage applies. She can take the damage off either 
  her own or the divine eidolon’s current hit points, or 
  split them between the two in any way she desires. 
  Likewise, healing may go to one or the other total, or 
  be divided between the two as she sees fit. If the divine 
  eidolon’s hit points drop to a number of negative hit 
  points equal to or greater than its Constitution score 
  during the merging, it is sent back to its home plane 
  and the anointed guardian returns to her normal form. 
  If the anointed guardian’s hit points drop below 0, then 
  the merging ends and she falls prone in a square of her 
  choice adjacent to the eidolon. In the composite form, 
  the anointed guardian is not staggered when reduced 
  to 0 hit points, so long as she remains in this form. 
  The composite form can use all the gear and abilities 
  of both forms. For purposes of combat, on a given 
  round the anointed guardian can choose to use either 
  her own melee or ranged attacks, as well as one of the 
  divine eidolon’s natural attacks (as a secondary attack), 
  or to use the eidolon’s attacks. The anointed guardian 
  can cast spells as normal, but gains no extra attacks or 
  actions during around in which she casts.
  The anointed guardian can maintain apotheosis for 
  a number of minutes equal to her anointed guardian 
  level. This duration does not need to be consecutive, 
  but it must be spent in 1-minute increments. The divine 
  guardian can end this effect as a free action.
  EX-ANOINTED GUARDIANS
  An anointed guardian who ceases to be good or 
  who willfully commits an evil act loses all anointed 
  guardian spells and class features (including the service 
  of her divine eidolon, but not weapon, armor, and 
  shield proficiencies). She may not progress any further 
  in levels as an anointed guardian. She regains her 
  abilities and advancement potential if she atones for 
  her violations (see the atonement spell description) as 
  appropriate.
  
  7
  hybrid Classes of NeoExodus:
  Anointed Guardian
  ANOINTED GUARDIAN SPELL LIST
  Anointed Guardians gain access to the following spells. 
  1st-Level Anointed Guardian Spells—bless, bless 
  water, bless weapon, blessed fist, bowstaff, challenge evil, 
  compel hostility, create water, cure light wounds, detect 
  poison, detect undead, diagnose disease, divine favor, 
  endure elements, ghostbane dirge, grace, hero’s defiance, 
  life conduit, magic fang, magic weapon, protection from 
  evil, rejuvenate eidolon (lesser), restoration (lesser), shield 
  of fortification, tactical acumen, veil of heaven, veil of 
  positive energy, virtue.
  2nd-Level Anointed Guardian Spells—arrow of law, 
  bestow grace, bestow weapon proficiency, blessing of 
  courage and life, blessing of luck and resolve, blinding ray, 
  bull’s strength, bullet ward, corruption resistance, delay 
  disease, delay poison, divine arrow, eagle’s splendor, 
  effortless armor, endure elements (communal), evolution 
  surge (lesser), fire of entanglement, holy shield, instant 
  armor, light lance, litany of defense, litany of eloquence, 
  litany of entanglement, litany of righteousness, litany of 
  warding, magic siege engine, owl’s wisdom, protection 
  from evil (communal), remove paralysis, righteous vigor, 
  sacred bond, sacred space, shield companion, shield other, 
  summon eidolon, undetectable alignment, vestment of 
  the champion, weapon of awe.
  3rd-Level Anointed Guardian Spells—blade of bright 
  victory, blessing of the mole, burst of speed, cure moderate 
  wounds, daybreak arrow, daylight, deadly juggernaut, 
  delay poison (communal), discern lies, dispel magic, 
  divine transfer, evolution surge (greater), fire of judgment, 
  ghostbane dirge (mass), heroic fortune, holy whisper, 
  life conduit (improved), litany of escape, litany of sight, 
  magic circle against evil, magic fang (greater), magic 
  weapon (greater), mantle of calm, marks of forbiddance, 
  prayer, remove blindness/deafness, remove curse, resist 
  energy (communal), sanctify armor, shield of fortification 
  (greater), wrathful mantle.
  4th-Level Anointed Guardian Spells—blaze of glory, 
  blessing of luck and resolve (mass), break enchantment, 
  cure serious wounds, death ward, dispel evil, evolution 
  surge (greater), fire of vengeance, forced repentance, 
  guardian of faith, holy sword, king’s castle, life conduit 
  (greater), litany of thunder, litany of vengeance, magic 
  siege engine (greater), mark of justice, neutralize poison, 
  oath of peace, paragon surge, planeslayer’s call, purified 
  calling, reprobation, resounding blow, restoration, 
  sacrificial oath, stay the hand, symbol of healing, 
  transmogrify.
  DIVINE EIDOLONS
  A divine eidolon’s abilities are determined by the anointed 
  guardian’s level and by the choices made using its evolution 
  pool. Table: Divine Eidolon Base Statistics determines 
  many of the base statistics of the divine eidolon. Each 
  divine eidolon possesses a base form that modifies these 
  base statistics. Divine eidolons are good outsiders for the 
  purpose of determining which spells affect them.
  Class Level: This is the character’s anointed guardian 
  level.
  HD: This is the total number of 10-sided (d10) Hit Dice 
  the divine eidolon possesses, each of which gains a 
  Constitution modifier, as normal.
  BAB: This is the divine eidolon’s base attack bonus. A 
  divine eidolon’s base attack bonus is equal to its Hit 
  Dice. Divine eidolons do not gain additional attacks 
  using their natural weapons for a high base attack 
  bonus.
  Good Saves and Poor Save: These are the divine 
  eidolon’s base saving throw bonuses. A divine eidolon 
  possesses two good saving throws and one poor saving 
  throw, determined by the creature’s base form.
  Skills: This lists the divine eidolon’s total skill ranks. A 
  divine eidolon can assign skill ranks to any skill, but 
  it must possess the appropriate appendages to use 
  some skills. Divine eidolons with Intelligence scores 
  above the base value modify these totals as normal 
  (a divine eidolon gains a number of skill ranks equal 
  to 6 + its Intelligence modifier per Hit Die). A divine 
  eidolon cannot have more ranks in a skill than it has 
  Hit Dice. Eidolon skill ranks are set once chosen, even 
  if the creature’s evolutions change when the anointed 
  guardian gains a new level.
  Feats: This is the total number of feats possessed by 
  the divine eidolon. Divine eidolons can select any feat 
  they qualify for, but they must possess the appropriate 
  appendages to use some feats. Divine eidolon feats 
  are set once chosen, even if the creature’s evolutions 
  change when the anointed guardian gains a new level. 
  If, due to such changes, the divine eidolon no longer 
  qualifies for a feat, the feat has no effect until the 
  eidolon once more qualifies for the feat.
  Armor Bonus: The number noted here is the divine 
  eidolon’s base total armor bonus. This bonus can be 
  split between an armor bonus and a natural armor 
  bonus, as decided by the anointed guardian. This 
  number is modified by the divine eidolon’s base form 
  and some options available through its evolution pool. 
  A divine eidolon cannot wear armor of any kind, 
  as the armor interferes with the anointed guardian’s 
  connection to the divine eidolon, unless the eidolon 
  has the armor training evolution.
  Str/Dex Bonus: Add this modifier to the divine eidolon’s 
  Strength and Dexterity scores, which are determined by 
  the divine eidolon’s base form. Some options available 
  through the divine eidolon’s evolution pool might 
  modify these scores.
  Evolution Pool: The value given in this column is the 
  total number of points in the divine eidolon’s evolution 
  pool. Points in this pool can be spent on a variety of 
  modifications and upgrades that add new abilities, 
  attacks, and powers to the divine eidolon. (Use the 
  Evolutions list for the Unchained Summoner.) Whenever 
  
  8
  hybrid Classes of NeoExodus:
  Anointed Guardian
  the anointed guardian gains a level, the number of 
  points in this pool increases and the anointed guardian 
  can spend these points to change the abilities of the 
  divine eidolon. These choices are not set—the anointed 
  guardian can change them whenever she gains a level 
  (and through the transmogrify spell).
  Max. Attacks: This indicates the maximum number of 
  attacks that the divine eidolon is allowed to possess at 
  the given level. If the divine eidolon is at its maximum, 
  it cannot take evolutions that grant additional attacks. 
  Attacks made with weapons, including those granted 
  by a high base attack bonus, are counted against this 
  maximum.
  Special: This includes a number of abilities gained by 
  all divine eidolons as they increase in power (see the 
  table below). Each of these bonuses is described below.
  Darkvision (Ex): The divine eidolon has darkvision 
  with a range of 60 feet.
  Link (Ex): An anointed guardian and her divine eidolon 
  share a mental link that allows for communication 
  across any distance (as long as they are on the same 
  plane). This communication is a free action, allowing 
  the anointed guardian to give orders to her divine 
  eidolon at any time. In addition, magic items interfere 
  with the anointed guardian’s connection to her divine 
  eidolon. As a result, the anointed guardian and her 
  divine eidolon share magic item slots. For example, 
  if the anointed guardian is wearing a ring, her divine 
  eidolon can wear no more than one ring. In the case 
  of a conflict, the items worn by the anointed guardian 
  remain active, and those used by the divine eidolon 
  become dormant. The divine eidolon must possess the 
  appropriate appendages to use a magic item.
  Share Spells (Ex): The anointed guardian can cast a 
  spell with a target of “you” on her divine eidolon (as a 
  spell with a range of touch) instead of on herself. An 
  anointed guardian can cast spells on her divine eidolon 
  even if the spells normally do not affect creatures of 
  the divine eidolon’s type (outsider). Spells cast in this 
  way must come from the anointed guardian spell list. 
  This ability does not allow the divine eidolon to share 
  abilities that are not spells, even if they function like 
  spells.
  Evasion (Ex): If the divine eidolon is subjected to 
  an attack that normally allows a Reflex save for half 
  damage, it takes no damage if it succeeds at its saving 
  throw.
  Ability Score Increase (Ex): The divine eidolon adds 1 
  to one of its ability scores.
  Devotion (Ex): A divine eidolon gains a +4 morale 
  bonus on Will saves against enchantment spells and 
  effects.
  Multiattack: A divine eidolon gains Multiattack as a 
  bonus feat if it has three or more natural attacks and 
  does not already have that feat. If it does not have the 
  requisite three or more natural attacks (or it is reduced 
  to fewer than three attacks) the divine eidolon instead 
  Divine Eidolon Base Statistics
  Class 
  Level
  HD
  BAB
  Good 
  Saves
  Poor 
  Save Skills Feats
  Armor 
  Bonus
  Str/Dex 
  Bonus
  Evolution 
  Pool
  Max. 
  Attacks
  Special
  1st
  1
  +1
  +2
  +0
  4
  1
  +0
  +0
  1
  3
  Darkvision, link, share 
  spells
  2nd
  2
  +2
  +3
  +0
  8
  1
  +2
  +1
  2
  3
  Evasion
  3rd
  3
  +3
  +3
  +1
  12
  2
  +2
  +1
  3
  3
  –
  4th
  3
  +3
  +3
  +1
  12
  2
  +2
  +1
  3
  4
  –
  5th
  4
  +4
  +4
  +1
  16
  2
  +4
  +2
  4
  4
  Ability score increase
  6th
  5
  +5
  +4
  +1
  20
  3
  +4
  +2
  5
  4
  Devotion
  7th
  6
  +6
  +5
  +2
  24
  3
  +6
  +3
  6
  4
  –
  8th
  6
  +6
  +5
  +2
  24
  3
  +6
  +3
  6
  4
  –
  9th
  7
  +7
  +5
  +2
  28
  4
  +6
  +3
  7
  5
  Multiattack
  10th
  8
  +8
  +6
  +2
  32
  4
  +8
  +4
  8
  5
  Ability score increase
  11th
  9
  +9
  +6
  +3
  36
  5
  +8
  +4
  9
  5
  –
  12th
  9
  +9
  +6
  +3
  36
  5
  +10
  +5
  9
  5
  –
  13th
  10
  +10
  +7
  +3
  40
  5
  +10
  +5
  10
  5
  –
  14th
  11
  +11
  +7
  +3
  44
  6
  +10
  +5
  11
  6
  Improved Evasion
  15th
  12
  +12
  +8
  +4
  48
  6
  +12
  +6
  12
  6
  Ability score increase
  16th
  12
  +12
  +8
  +4
  48
  6
  +12
  +6
  12
  6
  –
  17th
  13
  +13
  +8
  +4
  52
  7
  +14
  +7
  13
  6
  –
  18th
  14
  +14
  +9
  +4
  56
  7
  +14
  +7
  14
  6
  –
  19th
  15
  +15
  +9
  +5
  60
  8
  +14
  +7
  15
  7
  –
  20th
  15
  +15
  +9
  +5
  60
  8
  +16
  +8
  15
  7
  –
  
  9
  hybrid Classes of NeoExodus:
  Anointed Guardian
  gains a second attack with one of its natural weapons, 
  albeit at a –5 penalty. If the divine eidolon later gains 
  three or more natural attacks, it loses this additional 
  attack and instead gains Multiattack.
  Improved Evasion (Ex): When subjected to an attack 
  that allows a Reflex save for half damage, a divine 
  eidolon takes no damage if it succeeds at its saving 
  throw and only half damage if it fails.
  DIVINE EIDOLON SKILLS
  The following skills are class skills for divine eidolons: 
  Bluff (Cha), Craft (Int), Knowledge (planes) (Int), 
  Perception (Wis), Sense Motive (Wis), and Stealth (Dex). 
  In addition, at 1st level, the anointed guardian can 
  choose four additional skills to be class skills for her 
  divine eidolon. Note that divine eidolons with a fly 
  speed gain Fly (Dex) as a free class skill, even if they do 
  not gain a fly speed until a later level.
  DIVINE EIDOLONS AND ALIGNMENT
  Generally, the anointed guardian controls the actions 
  of her divine eidolon, even during combat, either 
  through verbal commands or the link ability, but this 
  does not mean that the divine eidolon is a puppet 
  that follows every command without question. Even 
  more so than a summoner’s eidolon, a divine eidolon 
  will refuse actions that are against their ethoses or 
  alignments, and quick to chide the anointed guardian 
  about such requests and warn of the consequences 
  of straying down such paths. See the Ex-Anointed 
  Guardians section for specific details.
  EIDOLON BASE FORMS
  These additional base forms are available, depending 
  upon the type of eidolon chosen.
  AQUATIC
  Starting Statistics: Size Medium; Speed 20 ft., swim 
  20 ft.; AC +2; Saves Fort (good), Ref (good), Will (bad); 
  Attack bite (1d6), tail slap (1d6); Ability Scores Str 16, 
  Dex 12, Con 13, Int 7, Wis 10, Cha 11.
  AVIAN
  Starting Statistics: Size Medium; Speed 30 ft., fly 30 
  ft.(good); AC +2 natural armor; Saves Fort (bad), Ref 
  (good), Will (good); Attack 2 claws (1d4); Ability Scores 
  Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.
  HORROR
  Starting Statistics: Size Medium; Speed 20 ft.; AC 
  +2 natural armor; Saves Fort (good), Ref (poor), Will 
  (good); Attack bite (1d6), 2 tentacles (1d4); Ability 
  Scores Str 14, Dex 12, Con 15, Int 7, Wis 10, Cha 11.
  MUSHROOM
  Starting Statistics: Size Medium; Speed 20 ft.; AC +2 
  natural armor; Saves Fort (good), Ref (good), Will (bad); 
  Attack bite (1d6), 2 claws (1d4); Special Attack poison 
  (bite); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 
  10, Cha 11.
  NEW 1-POINT EVOLUTIONS
  The following evolutions cost 1 point from an eidolon’s 
  evolution pool.
  Armor Training: The eidolon can wear armor and 
  becomes proficient in light armor. Armor made to be 
  worn by eidolons is always considered to be armor for 
  an unusual creature when determining its cost (see the 
  armor section of the Pathfinder RD). Starting at 6th level, 
  the eidolon can spend 1 additional evolution point to 
  become proficient in medium armor, and at 10th level 
  it can spend instead spend an additional 2 evolution 
  points to become proficient in heavy armor. An eidolon 
  with the improved natural armor evolution cannot 
  select this evolution.
  Hooves (Ex): The eidolon’s legs end in hooves, which 
  it can use to attack foes, giving it two hoof attacks. 
  These attacks are secondary attacks. The hooves deal 
  
  10
  hybrid Classes of NeoExodus:
  Anointed Guardian
  1d4 points of damage (1d6 if Large, 1d8 if Huge). The 
  eidolon must have the limbs (legs) evolution to take 
  this evolution. This evolution can be selected more 
  than once, up to the number of limbs (legs) evolutions 
  the eidolon possesses.
  Increased Speed (Ex): The eidolon’s movement speeds 
  for all of its movement types increase by 10 feet. This 
  evolution can be selected more than once.
  Manifest Weapon: The eidolon gains a weapon that is 
  always in hand when the eidolon is summoned. This is 
  a weapon of the anointed guardian’s choice, but usually 
  of a type consistent with the eidolon’s subtype. The 
  weapon is sized appropriately for the eidolon (Medium 
  for a Medium-sized creature, Large for a Large-sized 
  creature, etc.). The weapon can be disarmed normally, 
  but disappears when the eidolon returns to its own 
  plane, returning to the eidolon’s possession. Like the 
  eidolon’s natural attacks, this weapon is considered 
  good or evil, (as well as any other subtypes the divine 
  eidolon possesses, such as Chaotic or Lawful,) based on 
  the eidolon’s alignment, for purposes of overcoming 
  damage reduction. Starting at 6th level, the eidolon 
  can spend 1 additional evolution point to add a +1 
  enhancement bonus to the weapon, and at 10th level 
  the eidolon can instead spend an additional 2 evolution 
  points to increase the enhancement bonus to +2.
  Mount (Ex): The eidolon is properly skilled and formed 
  to serve as a combat-trained mount. The eidolon must 
  be at least one size category larger than its rider. By 
  spending 3 additional evolution points, an eidolon 
  can choose this evolution regardless of its base form. 
  Requirements: quadruped or serpentine base form. 
  Note: This evolution replaces the evolution of the 
  same name found in Pathfinder Roleplaying Game: 
  Pathfinder Unchained.
  NEW 4-POINT EVOLUTION
  The following evolution costs 4 points from an eidolon’s 
  evolution pool.
  Spore Cloud (Ex): The eidolon’s body produces millions 
  of tiny, toxic spores that it can unleash upon its foes. 
  Upon selecting this evolution, the eidolon must choose 
  one of the following toxins: mycotoxin, necrotoxin, or 
  neurotoxin. As a standard action, the eidolon exhales 
  a cloud of toxic spores laced with the chosen toxin in 
  a 30-foot cone. Creatures within the area are subject to 
  the corresponding poison listed below:
  Mycotoxin–inhaled; save Fort (DC 10 + 1/2 the eidolon’s 
  Hit Dice + the eidolon’s Constitution modifier); 
  frequency 1/round or 4 rounds; effect 1d6 Str damage; 
  cure 2 saves.
  Necrotoxin–inhaled; save Fort (DC 10 + 1/2 the eidolon’s 
  Hit Dice + the eidolon’s Constitution modifier); 
  frequency 1/round for 4 rounds; effect 1d6 Dex damage; 
  cure 2 saves.
  Neurotoxin–inhaled; save Fort (DC 10 + 1/2 the eidolon’s 
  Hit Dice + the eidolon’s Constitution modifier); 
  frequency 1/round for 4 rounds; effect 1d6 Wis damage; 
  cure 2 saves.
  The eidolon can use this ability once per day. The 
  eidolon can gain additional uses of this ability by 
  spending 2 evolution points per additional use (to a 
  maximum of three total uses per day). Requirements: 
  Qlippoth subtype.
  DIVINE EIDOLON SUBTYPES
  The first time an anointed guardian calls her divine 
  eidolon, she must decide on its subtype. The divine 
  eidolon’s subtype determines a number of its base 
  statistics and abilities, as well as its overall look and 
  theme. The subtype also determines what sort of 
  evolutions the anointed guardian can select for her 
  divine eidolon using the evolution pool. Once the 
  choice of subtype is made, it cannot be changed.
  As an anointed guardian gains levels, her divine 
  eidolon gains specific evolutions based on its subtype. 
  Each subtype entry below includes the following 
  information.
  Name: This is the name of the divine eidolon’s subtype. 
  The divine eidolon gains this as a subtype, but unless 
  otherwise noted, it does not gain any of the features, 
  abilities, or weaknesses of that subtype.
  Description: This gives a basic overview of divine 
  eidolons of this subtype, including general guidelines 
  on appearance and personality.
  Alignment: The divine eidolon alignment is a creature 
  of this alignment. If its alignment is chaotic or lawful, it 
  gains that subtype. All divine eidolons have the good 
  subtype.
  Base Form: Divine eidolons of some subtypes are 
  restricted in their choice of base form. Restrictions are 
  spelled out here. The evolutions listed here are gained 
  automatically, and do not cost points from the divine 
  eidolon’s evolution pool.
  Base Evolutions: This describes the base evolutions 
  possessed by all divine eidolons of this subtype. 
  Following the entry is a list of evolutions gained as the 
  anointed guardian gains levels; these evolutions are 
  gained automatically, and do not cost points from the 
  divine eidolon’s evolution pool. In some cases, divine 
  eidolons of certain subtypes will gain abilities that are 
  not evolutions. Unless otherwise noted, such abilities 
  function as described in the Universal Monster Rules.
  AGATHION
  Patient and enlightened liaisons of the good-aligned 
  Outer Planes, agathion divine eidolons seek to 
  vanquish evil and protect that which is good. Agathion 
  divine eidolons always have aspects of a single animal 
  or creature, rather than a hodgepodge of several. 
  
  11
  hybrid Classes of NeoExodus:
  Anointed Guardian
  Though they have patience for anointed guardians 
  with unorthodox methods, they will not brook their 
  powers being used for evil ends. An agathion divine 
  eidolon seeks to bring its anointed guardian closer to 
  its own enlightenment.
  Alignment: Neutral good.
  Base Form: Biped (claws, limbs [arms], limbs [legs]) or 
  quadruped (limbs [legs, 2], bite).
  BASE EVOLUTIONS:
   •  Starting at 1st level, agathion eidolons gain the 
  resistance (electricity) evolution. They also gain a 
  +4 bonus on saving throws against poison and 
  petrification.
   •  At 4th level, agathion eidolons gain cold resistance 
  10 and sonic resistance 10.
   •  At 8th level, agathion eidolons gain lay on hands as 
  paladins with levels equal to their Hit Dice.
   •  At 12th level, agathion eidolons gain DR 5/evil. 
  They also gain immunity to petrification and the 
  truespeech ability (see the agathion subtype).
   •  At 16th level, agathion eidolons lose the resistance 
  (electricity) evolution, and instead gain the 
  immunity (electricity) evolution. They also gain 
  the agathion’s speak with animals ability (see the 
  agathion subtype).
   •  At 20th level, agathion eidolons gain detect thoughts 
  as a spell-like ability at will and also increase their 
  damage reduction to DR 10/evil.
  ANGEL
  Hailing from the higher planes, angel divine eidolons 
  are creatures of exquisite beauty. They usually appear 
  in idealized humanoid forms, with smooth skin, 
  shining hair, and bright eyes. Angel divine eidolons are 
  impeccably honorable, trustworthy, and diplomatic, 
  but they do not shy away from confrontation when 
  facing off against evil and its minions.
  Alignment: Any good.
  Base Form: Biped (limbs [arms], limbs [legs], slam).
  BASE EVOLUTIONS:
   •  At 1st level, angel divine eidolons gain the resistance 
  (acid) and resistance (cold) evolutions. They also 
  gain a +4 bonus on saving throws against poison.
   •  At 4th level, angel divine eidolons gain electricity 
  resistance 10 and fire resistance 10.
   •  At 8th level, angel eidolons grow large, feathery 
  wings, gaining the flight evolution.
   •  At 12th level, angel eidolons gain DR 5/evil. They also 
  gain immunity to petrification and the truespeech 
  ability (see the angel subtype).
   •  At 16th level, angel eidolons lose the resistance 
  (acid) and resistance (cold) evolutions, and instead 
  gain the the immunity (acid) and immunity (cold) 
  evolutions.
   •  At 20th level, angel eidolons gain the protective 
  aura ability (see the angel subtype).
  ARCHON
  Summoned from heaven, archon divine eidolons are 
  the embodiments of righteousness. They often take 
  on powerful, graceful forms, rippling with muscles but 
  refined in their movements. Archon divine eidolons are 
  totally dedicated to the cause of good, and have little 
  patience with those that violate their oaths and ideals. 
  Archons will do whatever it takes to stop the advance 
  of evil and protect the innocent.
  Alignment: Lawful good.
  Base Form: Biped (limbs [arms], limbs [legs], slam).
  BASE EVOLUTIONS:
   •  At 1st level, archon eidolons gain the resistance 
  (electricity) evolution and the skilled (Intimidate) 
  evolution. They also gain a +4 bonus on saving 
  throws against poison.
   •  At 4th level, archon eidolons add 1 point to their 
  evolution pools.
   •  At 8th level, archon eidolons gain the ability increase 
  evolution, applied to an ability score the anointed 
  guardian chooses.
   •  At 12th level, archon eidolons gain DR 5/evil. 
  They also gain immunity to petrification and the 
  truespeech ability (see the archon subtype).
   •  At 16th level, archon eidolons lose the resistance 
  (electricity) evolution and skilled (Intimidate) 
  evolution, and instead gain the immunity (electricity) 
  evolution. In addition, they gain the aura of menace 
  ability (see archon subtype).
   •  At 20th level, archon eidolons gain the ability to use 
  greater teleport at will, as the spell (caster level 14th), 
  except they can teleport only themselves and up to 
  50 pounds of carried objects.
  AZATA
  Embodiments of the untameable beauty and noble 
  passion of Elysium, azata divine eidolons have wild 
  and beautiful features. They often take graceful forms 
  reminiscent of elves or fey, but they occasionally 
  appear like lillends, with serpentine tails. Azata divine 
  eidolons are flighty and independent, and they often 
  have their own ideas about how to defeat evil or have 
  a good time. Thus, an azata divine eidolon is likely to 
  balk if its anointed guardian commands it to perform 
  offensive or nefarious actions. On the other hand, an 
  
  12
  hybrid Classes of NeoExodus:
  Anointed Guardian
  azata divine eidolon in sync with its anointed guardian 
  is a passionate and devoted companion.
  Alignment: Chaotic good.
  Base Form: Biped (limbs [arms], limbs [legs]) or 
  serpentine (limbs [arms], tail, tail slap).
  BASE EVOLUTIONS:
   •  At 1st level, azata eidolons gain the resistance 
  (electricity) evolution and the 4-point weapon 
  training evolution (proficiency in martial weapons).
   •  At 4th level, azata eidolons gain cold resistance 10 
  and fire resistance 10.
   •  At 8th level, azata eidolons grow large, feathery 
  wings, gaining the flight evolution.
   •  At 12th level, azata eidolons gain DR 5/evil.  They also 
  gain immunity to petrification and the truespeech 
  ability (see the azata subtype).
   •  At 16th level, azata eidolons lose the resistance 
  (electricity) evolution, and instead gain the 
  immunity (electricity) evolution. They also gain the 
  ability increase evolution, applied to an ability score 
  of the anointed guardian’s choice.
   •  At 20th level, an azata eidolon gains the ability to 
  switch between its normal form and an energy 
  form as a standard action. In its energy form, an 
  azata divine eidolon is incorporeal and doubles 
  its fly speed, but it can’t make natural attacks or 
  manufactured weapon attacks; it can, however, 
  activate any spell-like ability evolutions it possesses.
  CELESTIAL BEASTS
  These are great and noble creatures that act as 
  protectors of the weak, ever-vigilant champions waiting 
  to meet evil when it inevitably comes. The majestic 
  lamassu and the noble shedu and the wise couatl are 
  examples of such creatures. They come in many other 
  forms, but typically have an animals body, a humanoid 
  head, and immense wings. Implacable defenders of 
  good, these celestial beasts brook no ill will or malice 
  against their charges. This form of divine eidolon can 
  also cover mortal beings with divine bloodlines, such 
  as celestial beasts.
  Alignment: Any good.
  Base Form: Avian (limbs [legs, 2], bite, claws, flight), 
  Quadruped (limbs [legs, 2], bite or claws or gore) or 
  serpentine (bite, tail, tail slap).
  BASE EVOLUTIONS:
   •  At 1st level, celestial beast eidolons gain the 
  resistance evolution against two of the following 
  energy types: acid, cold, electricity, or fire.
   •  At 4th level, celestial beast eidolons add 1 point to 
  their evolution pools.
   •  At 8th level, celestial beast eidolons grow large, 
  feathery wings, gaining the flight evolution. Those 
  with an avian base form double their existing flight 
  speed.
   •  At 12th level, celestial beast eidolons gain DR 5/
  evil. They also gain detect evil as an at-will spell-like 
  ability.
   •  At 16th level, lose the resistance evolutions gained 
  at 1st level, and instead gain immunity to those 
  same energy types. They also gain telepathy with a 
  100-foot range (see the Universal Monster Rules).
   •  At 20th level, a celestial beast eidolon’s DR increases 
  to 10/evil. It also gains the prescience ability, which 
  grants the celestial beast eidolon an insight bonus 
  to its AC and on initiative checks and Reflex saves 
  equal to its Wisdom bonus.
  FOO CREATURE
  Guardians over that which is sacred and holy, foo 
  creatures are extraplanar beings that use their stony 
  skin to imitate statues. Despite their often intimidating 
  appearance, aggression is not in a foo creature’s 
  nature, and they instead act as protectors rather than 
  aggressors. Annointed guardians bound to protect 
  sacred sites often have a foo creature as their divine 
  eidolon.
  Alignment: Any good.
  Base Form: Aquatic (bite, gills, tail, tail slap, swim), 
  avian (bite, flight, limbs [legs]), biped (limbs [arms], 
  limbs [legs], slam), quadruped (bite, limbs [legs, 2]), 
  serpentine (bite, climb, grab [tail slap], tail, tail slap), or 
  tauric (limbs [arms], limbs [legs, 2], slam).
  BASE EVOLUTIONS: 
   •  At 1st level, foo eidolons gain the freeze and 
  improved natural armor evolutions.
   •  At 4th level, foo creature eidolons gain a +2 bonus 
  on Will saves.
   •  At 8th level, foo creature eidolons gain paired 
  protectors (see the foo creature entry in Pathfinder 
  Roleplaying Game Bestiary 3). A foo creature eidolon 
  treats its summoner as if it were a foo creature for 
  the purpose of determining if it gains a benefit from 
  this ability. Its summoner, however, doesn’t gain any 
  benefits from paired protectors unless he is also a 
  foo creature.
   •  At 12th level, foo creature eidolons gain DR 5/
  bludgeoning. In addition, they gain the improved 
  natural armor evolution.
   •  At 16th level, foo creature eidolons gain stony 
  defense (see the foo creature entry in Pathfinder 
  Roleplaying Game Bestiary 3).
   •  At 20th level, foo creature eidolons ascend into 
  imperial foo creature eidolons, granting them 
  limited spellcasting ability. Imperial foo creature 
  eidolons gain the ability to cast sorcerer spells 
  as if they were 11 HD creatures with the sorcerer 
  
  13
  hybrid Classes of NeoExodus:
  Anointed Guardian
  simple class template (see the modifying monsters 
  appendix in Pathfinder Roleplaying Game Monster 
  Codex). Imperial foo creature eidolons gain no other 
  benefit from the sorcerer simple class template, 
  and they cannot cast spells with the evil descriptor 
  or use spell completion or spell trigger items of 
  sorcerer/wizard spells.
  MANASAPUTRA
  Benevolent and compassionate beyond mortal 
  understanding, the enigmatic beings known as the 
  manasaputras are entities comprised entirely of 
  Cosmic Fire. Formed from souls not yet born fused 
  with the potential of those who have learned from 
  lifetimes of reincarnation, Manasaputras seek oneness 
  with the universe. Manasaputra eidolons bond with 
  anointed guardians that they can teach to overcome 
  the challenges that are inherent in a world overrun by 
  cruelty and chaos and do what they can to assist and 
  better those privileged individuals.
  Alignment: Lawful Good.
  Base Form: Biped (ability increase [Wisdom], limbs 
  [arms], limbs [legs])
  BASE EVOLUTIONS: 
   •  At 1st level, manasaputra eidolons add their Wisdom 
  bonus (if any) to their AC and CMD. For every 4 Hit 
  Dice they attain, manasaptura eidolons gain an 
  additional +1 bonus to AC and CMD. These bonuses 
  function like those from the monk’s AC bonus class 
  ability. In addition, manasaputra eidolons gain the 
  monk’s unarmed strike class ability, using their Hit 
  Dice as their effective monk level.
   •  At 4th level, manasaputra eidolons can adapt 
  quickly to energy damage. Anytime they take 
  acid, cold, fire, electricity, negative energy, or sonic 
  damage, a manasaputra eidolon can grant itself the 
  resistance evolution against energy damage of that 
  type for a number of rounds equal to its Wisdom 
  bonus (minimum 1 round). Using this ability is an 
  immediate action.
   •  At 8th level, manasaputra eidolons gain immunity 
  to disease and poison. In addition, they gain the 
  no breath evolution and a +2 racial bonus on saves 
  against enchantment spells.
   •  At 12th level, manasaputra eidolons gain the magic 
  attacks evolution. In addition, they gain subjective 
  appearance (see the manasaputra subtype in 
  Pathfinder Roleplaying Game Bestiary 5).
   •  At 16th level, manasaputra eidolons gain positive 
  energy affinity (see the manasaputra subtype in 
  Pathfinder Roleplaying Game Bestiary 5). In addition, 
  they gain telepathy (100 ft.).
   •  At 20th level, manasaputra eidolons gain formless 
  (see the manasaputra subtype in Pathfinder 
  Roleplaying Game Bestiary 5). In addition, they gain 
  the ability to create an effect similar to limited wish 
  PROFANE MARAUDER
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st
  +1
  +2
  +0
  +2
  Aura of evil, detect good, 
  fiendish eidolon, life link
  —
  —
  —
  —
  2nd
  +2
  +3
  +0
  +3
  Execrations, malice
  —
  —
  —
  —
  3rd
  +3
  +3
  +1
  +3
  —
  —
  —
  —
  —
  4th
  +4
  +4
  +1
  +4
  Tactician
  0
  —
  —
  —
  5th
  +5
  +4
  +1
  +4
  Execrations
  1
  —
  —
  —
  6th
  +6/+1
  +5
  +2
  +5
  —
  1
  —
  —
  —
  7th
  +7/+2
  +5
  +2
  +5
  Bonus feat
  1
  0
  —
  —
  8th
  +8/+3
  +6
  +2
  +6
  Execrations
  1
  1
  —
  —
  9th
  +9/+4
  +6
  +3
  +6
  —
  2
  1
  —
  —
  10th
  +10/+5
  +7
  +3
  +7
  Bonus feat
  2
  1
  0
  —
  11th
  +11/+6/+1
  +7
  +3
  +7
  Execrations
  2
  1
  1
  —
  12th
  +12/+7/+2
  +8
  +4
  +8
  —
  2
  2
  1
  —
  13th
  +13/+8/+3
  +8
  +4
  +8
  Bonus feat
  3
  2
  1
  0
  14th
  +14/+9/+4
  +9
  +4
  +9
  Execrations
  3
  2
  1
  1
  15th
  +15/+10/+5
  +9
  +5
  +9
  —
  3
  2
  2
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Bonus feat
  3
  3
  2
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Execrations
  4
  3
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  —
  4
  3
  2
  2
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Bonus feat
  4
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Apotheosis
  4
  4
  3
  3
  
  14
  hybrid Classes of NeoExodus:
  Anointed Guardian
  as a spell-like ability once per day. Unlike limited 
  wish, manasaputra eidolons can only use limited 
  wish to duplicate psychic class spells of 7th level 
  or lower, and if the duplicated spell has a material 
  component, that material component must be 
  provided.
  PROFANE MARAUDER 
  (ALTERNATE CLASS)
  As the forces of good choose anointed guardians to 
  protect and preserve, so do the forces of evil have their 
  own chosen minions. Mortals with dark hearts and 
  great inner strength are guided onto darker roads with 
  promised power. Given a lesser spirit of evil to assist 
  them, these unholy warriors become terrible forces of 
  wickedness in the lands they wander.
  Role: The profane marauder and his fiendish eidolon 
  form an elite fighting unit, using their teamwork feats 
  to provide formidable offense, especially against good-
  aligned foes.
  Alignment: Any evil.
  Hit Die: d10.
  Parent Classes: Anti-paladin and unchained summoner.
  Starting Wealth: 4d6 x 10 gp (average 140 gp).
  CLASS SKILLS
  The profane marauder’s class skills are Bluff (Cha), Craft 
  (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge 
  (planes) (Int), Knowledge (religion) (Int), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), 
  and Stealth (Dex).
  Skill Ranks per Level: 2 + Int modifier.
  CLASS FEATURES
  The following are class features of the anointed 
  guardian.
  Weapon and Armor Proficiency: Anointed guardians 
  are proficient with all simple and martial weapons. They 
  are also proficient with light and medium armor and 
  shields (except tower shields).
  Aura of Evil (Ex): The power of a profane marauder’s 
  aura of evil (see the detect evil spell) is equal to his 
  profane marauder level.
  Detect Good (Sp): At will, a profane marauder can use 
  detect good, as the spell.  A profane marauder can, as a 
  move action, concentrate on a single item or individual 
  within 60 feet and determine if it is good, learning 
  the strength of its aura as if having studied it for 3 
  rounds. While focusing on one individual or object, the 
  anointed guardian does not detect evil in any other 
  object or individual within range.
  Fiendish Eidolon: A profane marauder begins play 
  with the ability to summon to his side a powerful evil 
  outsider. The fiendish eidolon forms a link with the 
  profane marauder, who forever after summons an 
  aspect of the same creature. Each fiendish eidolon has 
  a subtype, chosen when the fiendish eidolon is first 
  summoned, that determines its origin and many of its 
  abilities. A fiendish eidolon is always evil, but may be 
  within one alignment step away along the law-chaos 
  axis from the profane marauder who summoned it (so 
  a neutral evil profane marauder can call a lawful evil, 
  neutral evil, or chaotic evil fiendish eidolon) and can 
  speak all of his languages. A fiendish eidolon is treated 
  as a summoned creature, except it is not sent back to its 
  home plane until reduced to a number of negative hit 
  points equal to or greater than its Constitution score. 
  In addition, due to its tie to its profane marauder, a 
  fiendish eidolon can touch and attack creatures warded 
  by protection from evil and similar effects that prevent 
  contact with summoned creatures.
  A profane marauder can summon his fiendish eidolon 
  in a ritual that takes 1 minute to perform. When 
  summoned this way, the fiendish eidolon’s hit points 
  are unchanged from the last time it was summoned. 
  The only exception to this is if the fiendish eidolon was 
  slain, in which case it returns with half its normal hit 
  points. The fiendish eidolon does not heal naturally. 
  The fiendish eidolon remains until dismissed by the 
  profane marauder (a standard action). If the fiendish 
  eidolon is sent back to its home plane due to death, 
  it cannot be summoned again until the following 
  day. The fiendish eidolon cannot be sent back to its 
  home plane by means of dispel magic, but spells such 
  as dismissal and banishment function normally. If the 
  profane marauder is unconscious, asleep, or killed, his 
  fiendish eidolon is immediately banished.
  The fiendish eidolon takes a form shaped by the 
  profane marauder’s desires. The fiendish eidolon’s Hit 
  Dice, saving throws, skills, and abilities are tied to 
  the profane marauder’s class level and increase as 
  the profane marauder gains levels. In addition, each 
  fiendish eidolon gains a pool of evolution points based 
  on the profane marauder’s class level that can be used 
  to give the fiendish eidolon different abilities and 
  powers. Whenever the profane marauder gains a level, 
  he must decide how these points are spent, and they 
  are set until he gains another level of profane marauder.
  The fiendish eidolon’s physical appearance is up to the 
  profane marauder, but it always appears as some sort 
  of evil creature appropriate to its subtype. This control 
  is not fine enough to make the fiendish eidolon appear 
  like a specific creature. The fiendish eidolon also bears 
  a glowing profane symbol that is identical to a symbol 
  that appears on the profane marauder’s forehead as 
  long as the fiendish eidolon is summoned. While this 
  symbol can be hidden through mundane means, it 
  cannot be concealed through magic that changes 
  
  15
  hybrid Classes of NeoExodus:
  Anointed Guardian
  appearance, such as alter self or polymorph (although 
  invisibility does conceal it for as long as the spell lasts).
  Life Link (Su): At 1st level, a profane marauder forms 
  a close bond with his fiendish eidolon. Whenever the 
  fiendish eidolon takes enough damage to send it 
  back to its home plane, as a reaction to the damage, 
  the profane marauder can sacrifice any number of hit 
  points he has without using an action. Each hit point 
  sacrificed in this way prevents 1 point of damage to the 
  fiendish eidolon. This can prevent the fiendish eidolon 
  from being sent back to its home plane.
  In addition, the fiendish eidolon and the profane 
  marauder must remain within 100 feet of one another 
  for the fiendish eidolon to remain at full strength. If 
  the fiendish eidolon is beyond 100 feet but closer than 
  1,000 feet, its current and maximum hit point totals are 
  reduced by 50%. If the fiendish eidolon is more than 
  1,000 feet away but closer than 10,000 feet away, its 
  current and maximum hit point totals are reduced by 
  75%. If the fiendish eidolon is more than 10,000 feet 
  away, it is immediately returned to its home plane. 
  Current hit points lost in this way are not restored when 
  the fiendish eidolon gets closer to its profane marauder, 
  but its maximum hit point total does climb to the levels 
  indicated and eventually returns to normal.
  Malice (Su): At 2nd level, the profane marauder and his 
  fiendish eidolon receive the blessings of whatever gods 
  of evil to whom they are devoted. This power allows 
  them to perform miraculous actions in combat. At the 
  start of each day, a profane marauder gains a number of 
  malice points equal to his Charisma modifier (minimum 
  1), though feats and magic items can increase this 
  maximum. The profane marauder and his fiendish 
  eidolon can tap this pool to perform execrations (see 
  below). The profane marauder or his fiendish eidolon 
  can regain malice points in the following ways.
  Critical Hit on a Good-aligned Enemy: Each time a 
  profane marauder or his fiendish eidolon confirms a 
  critical hit against an enemy with a good component 
  to its alignment, he regains 1 malice point. Confirming 
  a critical hit on a creature that has fewer Hit Dice than 
  the profane marauder’s character level (or the fiendish 
  eidolon’s Hit Dice, if it is the one confirming the critical 
  hit) doesn’t restore malice.
  Killing Blow on a Good-aligned Enemy: When a 
  profane marauder or his fiendish eidolon reduces a 
  creature to 0 or fewer hit points while in combat, he 
  regains 1 malice point. Destroying an unattended 
  object or reducing a creature that has fewer Hit Dice 
  than half the profane marauder’s character level (or the 
  fiendish eidolon’s Hit Dice, if it is the one dealing the 
  blow) doesn’t restore malice.
  Execrations: Profane marauders spend malice points 
  to gain execrations. Most execrations grant the profane 
  marauder a momentary bonus or effect, but some 
  provide longer-lasting effects. Some execrations 
  remain in effect while the profane marauder has at 
  least 1 malice point, but do not require the expenditure 
  of malice points to be maintained. A profane marauder 
  can only perform execrations of his level or lower. 
  Unless otherwise noted, an execration can be gained 
  multiple successive times, as long as the profane 
  marauder spends the required malice points to gain 
  the execration.
  Unless noted otherwise in a execration’s description, 
  any execration can also be called upon by the profane 
  marauder’s fiendish eidolon, so long as there are 
  sufficient malice points left in the pool to do so. A 
  fiendish eidolon can gain the effects of an execration 
  even while its profane marauder is using the same. 
  For example, both a profane marauder and its fiendish 
  eidolon can use smite good, so long as each spends the 
  prerequisite malice point to enact the ability.
  Smite Good (Su): At 2nd level, a profane marauder 
  can spend 1 grace point, and call out to the powers of 
  evil to lay low his good opponent. As a swift action, the 
  profane marauder chooses one target within sight to 
  smite. If the target is good, the profane marauder adds 
  his Charisma bonus (if any) to his attack rolls and adds 
  his profane marauder level to all damage rolls made 
  against the target of his smite. If the target of smite 
  good is an outsider with the good subtype, a good-
  aligned dragon, or a good creature with levels of cleric 
  or paladin, the bonus to damage on the first successful 
  attack increases to 2 points of damage per level the 
  profane marauder possesses. Regardless of the target, 
  smite good attacks automatically bypass any DR the 
  creature might possess. If the fiendish eidolon uses 
  this benediction, it gains bonuses to attack rolls equal 
  to the profane marauder’s Charisma bonus or its own, 
  whichever is higher, and uses its Hit Dice as its damage 
  bonus.
  In addition, while smite good is in effect, the profane 
  marauder gains a deflection bonus equal to his Charisma 
  modifier (if any) to his AC against attacks made by the 
  target of the smite. If the profane marauder targets a 
  creature that is not good, the smite is wasted with no 
  effect.
  The smite good effect remains until the target of the 
  smite is dead or the next time the profane marauder 
  rests and regains his grace points. If the fiendish 
  eidolon is using the smite good execration, it also ends 
  if the fiendish eidolon is killed and returns to its home 
  plane.
  Touch of Corruption (Su): At 2nd level, a profane 
  marauder surrounds his hand with fiendish flame by 
  spending a malice point, causing terrible wounds to 
  those he touches. As a touch attack, he can inflict 1d6 
  hit points of damage, plus an additional 1d6 for every 
  three levels thereafter (to a maximum of 6d6 at 17th 
  level). Using this ability is a standard action that draws 
  no attacks of opportunity. Alternately, the profane 
  marauder can use this ability to heal undead, restoring 
  
  16
  hybrid Classes of NeoExodus:
  Anointed Guardian
  the same amount of hit points as the touch attack deals 
  damage.
  Unholy Resilience (Su): At 5th level, as long as at 
  least 1 point remains in the profane marauder’s grace 
  pool, he gains a bonus equal to his Charisma bonus 
  on all saving throws. The fiendish eidolon receives a 
  bonus equal to its own Charisma bonus or the profane 
  marauder’s, whichever is higher.
  Cruelty (Su): At 5th level, and every three levels 
  thereafter, a profane marauder can select one 
  cruelty. Each cruelty adds an effect to the profane 
  marauder’s touch of corruption ability. Whenever the 
  profane marauder (or his fiendish eidolon) uses touch 
  of corruption to damage a target, the target also 
  receives the additional effects from one of the cruelties 
  possessed by the profane marauder. The target receives 
  a Fortitude save to avoid this cruelty. If the save is 
  successful, the target takes damage as normal, but not 
  the effects of the cruelty. The DC of this save is 10 + 
  1/2 the profane marauder’s level (or 1/2 the fiendish 
  eidolon’s Hit Dice) + the profane marauder’s Charisma 
  modifier. 
  At 5th level, the profane marauder can choose from the 
  following initial cruelties.
   • Fatigued: The target is no fatigued.
   •  Shaken: The target is shaken for 1 round per level of 
  the profane marauder.
   •  Sickened: The target is sickened for 1 round per 
  level of the profane marauder.
  At 8th level, a profane marauder adds the following 
  cruelties to the list of those that can be selected.
   • Dazed: The target is dazed for 1 round.
   •  Diseased: The target contracts a disease, as if the 
  profane guardian had cast contagion, using his 
  profane marauder level as the caster level.
   •  Staggered: The target is staggered for 1 round per 
  two levels of the profane marauder.
  At 11th level, a profane marauder adds the following 
  cruelties to the list of those that can be selected.
   •  Cursed: The target is cursed, as if the profane 
  marauder had cast bestow curse, using the profane 
  marauder’s level as the caster level.
   •  Exhausted: The target is exhausted. The profane 
  guardian must have the fatigue cruelty before 
  selecting this cruelty.
   •  Frightened: The target is frightened for 1 round 
  per two levels of the profane marauder. The profane 
  marauder must have the shaken cruelty before 
  selecting this cruelty.
   •  Nauseated: The target is nauseated for 1 round per 
  three levels of the profane marauder. The profane 
  marauder must have the sickened cruelty before 
  selecting this cruelty.
   •  Poisoned: The target is poisoned, as if the profane 
  marauder had cast poison, using the profane 
  marauder’s level as the caster level.
  At 14th level, an anointed guardian adds the following 
  mercies to the list of those that can be selected.
   • Blinded: The target is no longer blinded.
   • Deafened: The target is no longer deafened.
   • Paralyzed: The target is no longer paralyzed.
   • Stunned: The target is no longer stunned.
  These abilities are not cumulative. For example, a 
  11th level profane marauder’s touch of corruption 
  ability inflicts 4d6 points of damage and might also 
  cause the target to become fatigued, dazed, poisoned, 
  or diseased. Once a cruelty is chosen, it cannot be 
  changed.
  Spells: Beginning at 4th level, a profane marauder 
  gains the ability to cast a small number of divine spells 
  which are drawn from the profane marauder spell list 
  featured here. A profane marauder must choose and 
  prepare his spells in advance.
  To prepare and cast a spell, a profane marauder must 
  have a Charisma score equal to at least 10 + the spell 
  level. The Difficulty Class for a saving throw against a 
  profane marauder’s spell is 10 + the spell level + the 
  profane marauder’s Charisma modifier.
  Like other spellcasters, a profane marauder can only 
  cast a certain number of spells of each spell level per 
  day. His base daily spell allotment is given on Table: 
  Profane Marauder. In addition, he receives bonus spells 
  per day if he has a high Charisma score. When Table: 
  Profane Marauder indicates that the profane marauder 
  receives 0 spells per day of a given spell level, he gains 
  only the bonus spells he would be entitled to based on 
  his Charisma score for that spell level.
  A profane marauder must spend 1 hour per day in quiet 
  prayer and meditation to regain his daily allotment of 
  spells. A profane marauder may prepare and cast any 
  spell on the profane marauder spell list, provided that 
  he casts spells of that level, but must choose which 
  spells to prepare during his daily meditation.
  Through 3rd level, a profane marauder has no caster 
  level. At 4th level or higher, his caster level is equal to 
  his anointed guardian level – 3.
  Tactician (Ex): At 4th level, a profane marauder receives 
  a teamwork feat as a bonus feat. He must meet the 
  prerequisites for this feat. As a swift action, the profane 
  marauder can grant any teamwork feat he possesses to 
  his fiendish eidolon, so long as it is within 30 feet of the 
  profane marauder. The fiendish eidolon retains the use 
  of this bonus feat for 3 rounds plus 1 round for every 
  two levels the profane marauder possesses. The fiendish 
  eidolon does not need to meet the prerequisites of any 
  teamwork feat granted to it by its profane marauder. 
  The profane marauder can use this ability once per day 
  
  17
  hybrid Classes of NeoExodus:
  Anointed Guardian
  at 4th level, plus one additional time per day at 7th 
  level and for every 3 levels thereafter.
  Bonus Feat: At 7th level, and every three levels 
  thereafter, a profane marauder gains a bonus feat in 
  addition to those gained from normal advancement. 
  These bonus feats must be selected from those listed as 
  teamwork feats. The profane marauder must meet the 
  prerequisites for these bonus feats.
  Apotheosis (Su): At 20th level, a profane marauder can 
  merge with his fiendish eidolon, becoming a bipartite 
  being. If they are adjacent to one another, the profane 
  marauder can merge with his fiendish eidolon as a swift 
  action. This composite being has all the limbs of both 
  the character and the eidolon, two faces, and wields 
  any weapons both have in hand when the their two 
  forms merge.
  The composite form’s size is Medium, unless the 
  fiendish eidolon is of a bigger size category, in which 
  case it is considered that size category instead. In this 
  composite form, they are considered a single being 
  for the purposes of being a target for spells, abilities, 
  or items. Use the best bonuses from both forms when 
  determining AC for the composite form. The composite 
  form uses any and all senses of both component 
  beings. The composite form uses the highest attributes 
  of either form as well as the highest base saving 
  throws. The composite form counts as both the profane 
  marauder’s original type, as well as an outsider (and any 
  subtypes the fiendish eidolon possesses) for any effect 
  related to type, whichever is worse.
  Keep track of the hit point totals of the profane 
  marauder and the fiendish eidolon separately, using 
  the current hit points of both when the merging occurs. 
  When the composite being takes damage from an 
  attack or effect, the profane marauder chooses how 
  the damage applies. He can take the damage off either 
  his own or the fiendish eidolon’s current hit points, 
  or split them between the two in any way he desires. 
  Likewise, healing may go to one or the other total, or be 
  divided between the two as he sees fit. If the fiendish 
  eidolon’s hit points drop to a number of negative hit 
  points equal to or greater than its Constitution score 
  during the merging, it is sent back to its home plane 
  and the anointed guardian returns to his normal form.. 
  If the fiendish eidolon’s hit points are brought to a 
  negative number equal to or greater than its hit points, 
  it is sent back to its home plane and the ability ends. If 
  the profane marauder’s hit points drop below 0, then 
  the merging ends and he falls prone in a square of his 
  choice adjacent to the eidolon. In the composite form, 
  the profane marauder is not staggered when reduced 
  to 0 hit points, so long as he remains in this form. 
  The composite form can use all the gear and abilities of 
  both forms. For purposes of combat, on a given round 
  the fiendish marauder can choose to use either his own 
  melee or ranged attacks, as well as one of the fiendish 
  eidolon’s natural attacks (as a secondary attack), or to 
  use the eidolon’s attacks. The profane marauder can 
  cast spells as normal, but gains no extra attacks or 
  actions during around in which he casts.
  The profane marauder can maintain apotheosis for 
  a number of minutes equal to his profane marauder 
  level. This duration does not need to be consecutive, 
  but it must be spent in 1-minute increments. The 
  profane marauder can end this effect as a free action.
  EX-PROFANE MARAUDERS
  A profane marauder who ceases to be evil or who 
  willfully commits a good act loses all profane marauder 
  spells and class features (including the service of his 
  fiendish eidolon, but not weapon, armor, and shield 
  proficiencies). He may not progress any further in levels 
  as a profane marauder. He regains his abilities and 
  advancement potential if he atones for his violations 
  (see the atonement spell description) as appropriate.
  
  18
  hybrid Classes of NeoExodus:
  Anointed Guardian
  PROFANE MARAUDER SPELL LIST
  Profane marauders gain access to the following spells. 
  1st-Level Profane Marauder Spells—bane, blood 
  blaze, cause fear, command, bowstaff, compel hostility, 
  curse water, death candle, death knell, demand offering, 
  detect poison, disguise self, doom, inflict light wounds, 
  ironbeard, life conduit, linebreaker, litany of sloth, litany 
  of weakness, longshot, magic fang, magic weapon, 
  murderous command, protection from good, read magic, 
  rejuvenate eidolon (lesser), restoration (lesser), savage 
  maw, sentry skull, wartrain mount.
  2nd-Level Profane Marauder Spells—agonizing 
  rebuke, bestow weapon proficiency, blindness/deafness, 
  blood scent, bull’s strength, bullet ward, corruption 
  resistance, darkness, darkvision, desecrate, eagle’s 
  splendor, enemy’s heart, evolution surge (lesser), hold 
  person, improve trap, inflict pain, invisibility, ironskin, 
  litany of defense, litany of eloquence, litany of 
  entanglement, litany of righteousness, litany of warding, 
  magic siege engine, pernicious poison, protection from 
  good (communal), scare, sickening strikes, silence, 
  summon eidolon, toxic gift, unadulterated loathing, 
  undetectable alignment, vestment of the champion.
  3rd-Level Profane Marauder Spells—adjustable 
  disguise, animate dead, battle trance, bestow curse, burst 
  of speed, contagion, darkvision (communal), daylight, 
  deadly juggernaut, deeper darkness, defile armor, dispel 
  magic, evolution surge (greater), inflict moderate wounds, 
  isolate, litany of escape, litany of sight, magic circle 
  against good, magic fang (greater), magic weapon 
  (greater), nondetection, utter contempt, vampiric touch.
  4th-Level Profane Marauder Spells—bloatbomb, 
  darkvision (greater), dispel good, evolution surge 
  (greater), eyes of the void, fear, foster hatred, inflict pain 
  (mass), inflict serious wounds, invisibility (greater), life 
  conduit (greater), litany of madness, litany of thunder, 
  litany of vengeance, magic siege engine (greater), 
  nondetection (communal), poison, resounding blow, slay 
  living, transmogrify, unholy sword.
  FIENDISH EIDOLONS
  A fiendish eidolon’s abilities are determined by the 
  profane maurader’s level and by the choices made 
  using its evolution pool. Use Table: Divine Eidolon Base 
  Statistics to determine the base statistics of the fiendish 
  eidolon. Each fiendish eidolon possesses a base form 
  that modifies these base statistics. Fiendish eidolons 
  are evil outsiders for the purpose of determining which 
  spells affect them.
  FIENDISH EIDOLONS AND ALIGNMENT
  Generally, the profane marauder controls the actions 
  of his fiendish eidolon, even during combat, either 
  through verbal commands or the link ability, but this 
  does not mean that the fiendish eidolon is a puppet that 
  follows every command without question. Even more 
  so than a summoner’s eidolon, a fiendish eidolon will 
  refuse actions that are against its ethos or alignment, 
  and quick to deride the profane marauder about about 
  merciful or good acts, and warn of the consequences 
  of developing a conscience or disobeying their dark 
  masters. See the Ex-Fiendish Marauder section for 
  specific details.
  FIENDISH EIDOLON SUBTYPES
  The first time a profane marauder calls his fiendish 
  eidolon, he must decide on its subtype. The fiendish 
  eidolon’s subtype determines a number of its base 
  statistics and abilities, as well as its overall look and 
  theme. The subtype also determines what sort of 
  evolutions the profane marauder can select for his 
  fiendish eidolon using the evolution pool. Once the 
  choice of subtype is made, it cannot be changed.
  As a profane marauder gains levels, his fiendish eidolon 
  gains specific evolutions based on its subtype. Each 
  subtype entry below includes the following information.
  Name: This is the name of the fiendish eidolon’s 
  subtype. The fiendish eidolon gains this as a subtype, 
  but unless otherwise noted, it does not gain any of the 
  features, abilities, or weaknesses of that subtype.
  Description: This gives a basic overview of fiendish 
  eidolons of this subtype, including general guidelines 
  on appearance and personality.
  Alignment: The fiendish eidolon alignment is a 
  creature of this alignment. If its alignment is chaotic or 
  lawful, it gains that subtype. All fiendish eidolons have 
  the evil subtype.
  Base Form: Fiendish eidolons of some subtypes are 
  restricted in their choice of base form. Restrictions are 
  spelled out here. The evolutions listed here are gained 
  automatically, and do not cost points from the fiendish 
  eidolon’s evolution pool.
  Base Evolutions: This describes the base evolutions 
  possessed by all fiendish eidolons of this subtype. 
  Following the entry is a list of evolutions gained as 
  the anointed guardian gains levels; these evolutions 
  are gained automatically, and do not cost points from 
  the fiendish eidolon’s evolution pool. In some cases, 
  fiendish eidolons of certain subtypes will gain abilities 
  that are not evolutions. Unless otherwise noted, such 
  abilities function as described in the Universal Monster 
  Rules.
  ACHAIERAI
  Beasts that roam Hell’s blasted plains, achaierais are 
  intelligent, malicious predators. Used to cooperative 
  hunting, an achaierai can be a useful companion for a 
  profane marauder.
  Alignment: Lawful evil.
  Base Form: Quadruped (bite, claws, limbs [legs, 2])
  
  19
  hybrid Classes of NeoExodus:
  Anointed Guardian
  BASE EVOLUTIONS:
   •  Starting at 1st level, achaierai eidolons gain the 
  increased speed evolution as a bonus evolution.
   •  At 4th level, achaierais can breathe a black cloud of 
  toxic fumes three times a day. All creatures within 
  10 feet immediately take 2d6 points of damage 
  as their flesh melts and rots away. Any creature 
  taking damage from the black cloud must also 
  make a Fortitude save (DC = 10 + 1/2 the eidolon’s 
  Hit Dice + the eidolon’s Constitution modifier) or 
  become confused. Each round, an affected creature 
  may make another Fortitude save to remove the 
  confused condition, which lasts until a successful 
  saving throw is made. This is a poison effect, and 
  the confusion element of the black cloud is a mind-
  affecting effect. Achaierais, other achaierai eidolons, 
  and profane marauders with achaierai eidolons are 
  immune to this effect.
   •  At 8th level, achaierai eidolons gain DR 5/good. They 
  receive large as a bonus evolution. (If an achaierai 
  eidolon already has the large evolution, then it 
  instead gains the reach evolution for its claw attacks 
  as a bonus evolution.)
   •  At 12th level, achaierai eidolons gain the spell 
  resistance evolution as a bonus evolution.
   •  At 16th level, the damage from achaierai eidolons’ 
  black cloud ability increases to 4d6.
   •  At 20th level, achaierai eidolons DR increases to 10/
  good, and the damage from their black cloud ability 
  increases to 6d6.
  DAEMON
  The agents of horrible deaths, daemon eidolons desire 
  the utter annihilation of all things. Their forms vary 
  wildly depending on which type of death they embody, 
  and daemon eidolons sometimes represent a more 
  obscure kind of death than the most famous daemons. 
  Daemon eidolons wish to sow death and misery 
  through a variety of means.
  Alignment: Neutral evil.
  Base Form: Biped (claws, limbs [arms], limbs [legs]), 
  quadruped (limbs [legs, 2], bite), or serpentine (bite, 
  reach [bite], reach [sting], sting, tail).
  BASE EVOLUTIONS: 
   •  Starting at 1st level, daemon eidolons gain the 
  resistance (acid) evolution as well as a +4 bonus on 
  saving throws against death effects, disease, and 
  poison. 
   •  At 4th level, daemon eidolons gain cold resistance 
  10, electricity resistance 10, and fire resistance 10. 
   •  At 8th level, daemon eidolons add 1 point to their 
  evolution pools.
   •  At 12th level, daemon eidolons gain DR 5/good. 
  They also gain immunity to death effects, disease, 
  and poison. 
   •  At 16th level, daemon eidolons lose the resistance 
  (acid) evolution, and instead gain the immunity 
  (acid) evolution. They also gain telepathy. 
   •  At 20th level, as a standard action, a daemon eidolon 
  can devour a portion of the soul of a dying creature 
  or a creature that died no earlier than 1 round ago. 
  This kills the creature and provides the daemon 
  eidolon a profane bonus on attack rolls, saving 
  throws, and skill checks for 24 hours. The bonus 
  is equal to +1 per 5 Hit Dice the slain creature 
  possessed. A creature whose soul was devoured 
  in this way requires resurrection or more powerful 
  magic to return from the dead.
  DEMODAND
  Cruel and hideous spawn of the thanatotic titans, 
  these brutish fiends share their progenitors’ hatred for 
  the divine. Demodands take foul delight in causing 
  pain and misery to the devout, especially clerics and 
  paladins, hoping to break their faith before destroying 
  them.
  Alignment: Chaotic evil.
  Base Form: Biped (slam, limbs [arms], limbs [legs]).
  BASE EVOLUTIONS:
   •  Starting at 1st level, demodand eidolons gain the 
  resistance (acid) evolution as well as a +4 bonus on 
  saving throws against poison. In addition, they also 
  gain the heretical soul ability (see the demodand 
  subtype in Pathfinder Roleplaying Game Bestiary 3).
   •  At 4th level, demodand eidolons gain cold resistance 
  10 and fire resistance 10.
   •  At 8th level, demodand eidolons lose the +4 bonus 
  on saving throws against poison and gain immunity 
  to poison instead. They also gain the energy attacks 
  (acid) evolution.
   •  At 12th level, demodand eidolons gain DR 5/good. 
  They also add 1 point to their evolution pools.
   •  At 16th level, demodand eidolons lose the resistance 
  (acid) evolution and instead gain the immunity 
  (acid) evolution. They also gain the faith-stealing 
  strike ability (see the demodand entry in Pathfinder 
  Roleplaying Game Bestiary 3). The saving throw DC 
  is 10 + ½ the demodand’s Hit Dice + the demodand 
  Charisma modifier.
   •  At 20th level, demodand eidolons gain detect good, 
  detect magic, and see invisibility as constant spell-
  like abilities.
  DEMON
  Raw destruction given material substance, demon 
  eidolons form out of the Abyss’s stew of soul energy. 
  
  20
  hybrid Classes of NeoExodus:
  Anointed Guardian
  Demon eidolons revel in causing destruction and 
  inflicting suffering, and they will do so for their 
  profane marauder without question, taking pleasure in 
  whatever havoc they can create.
  Alignment: Chaotic evil.
  Base Form: Biped (claws, limbs [arms], limbs [legs]), 
  quadruped (limbs [legs, 2], bite), or serpentine (bite, 
  improved damage [bite], reach [bite], tail, tail slap).
  BASE EVOLUTIONS: 
   •  Starting at 1st level, demon eidolons gain the 
  resistance (electricity) and resistance (fire) 
  evolutions as well as a +4 bonus on saving 
  throws against poison. 
   •  At 4th level, demon eidolons gain acid resistance 
  10 and cold resistance 10. 
   •  At 8th level, demon eidolons lose the +4 bonus 
  on saving throws against poison and gain 
  immunity to poison. They also add 1 point to 
  their evolution pools. 
   •  At 12th level, demon eidolons gain DR 5/good. 
  They also gain the ability increase evolution in 
  an ability score of the summoner’s choice. 
   •  At 16th level, demon eidolons lose the 
  resistance (electricity) evolution, and instead 
  gain the immunity (electricity) evolution. They 
  also gain telepathy. 
   •  At 20th level, demon eidolons gain true seeing 
  as a constant spell-like ability. 
  DEVIL
  Corruptors, tempters, and despoilers, devil eidolons 
  often serve their summoners obediently and efficiently, 
  all in a long-term attempt to damn the summoner’s 
  soul to the deepest depths of Hell. While some types 
  of devils have truly unusual forms, devil eidolons 
  have found that the more traditional bipedal form 
  allows them to build up a strong rapport with their 
  summoners—and consequently to corrupt them—
  more easily than if they possessed a more monstrous 
  appearance.
  Alignment: Lawful evil.
  Base Form: Biped (claws, limbs [arms], limbs [legs]).
  BASE EVOLUTIONS: 
   •  Starting at 1st level, devil eidolons gain the resistance 
  (fire) evolution and the skilled (Bluff) evolution. They 
  also gain a +4 bonus on saving throws against 
  poison. 
   •  At 4th level, devil eidolons gain acid resistance 10 
  and cold resistance 10. 
   •  At 8th level, devil eidolons gain the skilled 
  (Diplomacy) evolution and gain immunity to poison. 
   •  At 12th level, devil eidolons gain DR 5/good. They 
  also gain see in darkness (see the devil subtype on 
  page 311 of the Bestiary). 
   •  At 16th level, devil eidolons lose the resistance 
  (fire) evolution, and instead gain the immunity (fire) 
  evolution. They also gain telepathy. 
   •  At 20th level, devil eidolons gain regeneration 5 
  (good weapons, good spells). They are still banished 
  to Hell as normal for eidolons if they take enough 
  damage. 
  DIV
  Formed of hatred and spite, div eidolons seek to despoil 
  and ruin all things beautiful and joyous. Div eidolons 
  particularly resent having mortal masters, and seek to 
  doom their summoners to existences full of suffering 
  and loss. Each div eidolon has a unique compulsion it 
  must follow—usually something similar to the doru’s 
  obsession with secrets—that leads it to bargain its 
  loyalty for something the summoner provides. The div’s 
  summoner uses his eidolon’s compulsion to entrap and 
  control the eidolon. Still, div eidolons never fully give 
  in, and continue to plot ways they might corrupt that 
  which their masters hold dearest.
  Alignment: Neutral evil.
  Base Form: Biped (claws, limbs [arms], limbs [legs]).
  BASE EVOLUTIONS: 
   •  Starting at 1st level, div eidolons gain the resistance 
  (fire) evolution. They also gain a +4 bonus on saving 
  throws against poison. 
   •  At 4th level, div eidolons gain acid resistance 10 and 
  electricity resistance 10. 
   •  At 8th level, div eidolons add 1 point to their 
  evolution pools and immunity to poison. 
   •  At 12th level, div eidolons gain DR 5/good. They also 
  gain see in darkness (see the div subtype). 
   •  At 16th level, div eidolons lose the resistance (fire) 
  evolution, and instead gain the immunity (fire) 
  evolution. They also gain telepathy. 
   •  At 20th level, div eidolons gain the ability to use 
  greater teleport at will, as per the spell (caster level 
  14th), except they can teleport only themselves and 
  up to 50 pounds of carried objects.
  HELL HOUND
  These ubiquitous beasts are efficient hunters. A hell 
  hound can serve as a vicious and loyal eidolon for 
  a profane marauder. Their unholy bond gives these 
  beasts greater might than typical examples of their 
  kind.
  Alignment: Lawful evil.
  Base Form: Quadruped (bite, limbs [legs, 2], scent)
  
  21
  hybrid Classes of NeoExodus:
  Anointed Guardian
  BASE EVOLUTIONS:
   •  Starting at 1st level, hell hound eidolons gain the 
  resistance (fire) evolution.
   •  At 4th level, hell hound eidolons gain the ability 
  to breathe a 10-ft. cone of fire every 2d4 rounds, 
  dealing 2d6 fire damage. A successful Reflex saving 
  throw (DC = 10 + 1/2 the eidolon’s Hit Dice + 
  the ediolon’s Constitution modifier) reduces the 
  damage by half. They also gain the energy attacks 
  evolution, applied solely to their bite attack.
   •  At 8th level, hell hound eidolons increase the damage 
  of their breath weapon to 4d6. They also gain the 
  skilled (Stealth) evolution as a bonus evolution.
   •  At 12th level, hell hound eidolons increase the 
  damage of their breath weapons to 8d6. The fire 
  damage from their bite attacks increases to 2d6. 
  They gain DR 5/good.
   •  At 16th level, hell hound eidolons increase the 
  damage of their breath weapons to 10d6. They lose 
  the resistance (fire) evolution and instead gain the 
  immunity (fire) evolution.
   •  At 20th level, hell hound eidolons increase their 
  damage reduction to 10/good and their breath 
  weapon gains the burn ability, catching enemies on 
  fire and doing 3d6 fire damage each round for the 
  next 1d4 rounds. The DC for the burn ability is equal 
  to 10 + 1/2 the hell hound eidolon’s Hit Dice + the 
  hell hound eidolon’s Constitution modifier.
  KYTON
  Kytons are a race of lawful evil outsiders native to the 
  Plane of Shadow who feed on fear and pain. Unlike 
  other outsider races, kyton possess few gradiose goals 
  for the multiverse and its inhabitants; they strive solely 
  for self-perfection, and do so by vivisecting body parts 
  off of other creatures and incorporating them into 
  themselves. They are typically found in the company 
  of the most depraved profane marauders, for whom 
  causing pain and torment is the greatest joy found in 
  life.
  Alignment: Lawful Evil.
  Base Form: Avian (bite, claws, flight, limbs [legs]), 
  biped [bite, claws, limbs [arms], limbs [legs], or horror 
  (claws [2], limbs [arms, 2]).
  BASE EVOLUTIONS: 
   •  At 1st level, kyton eidolons gain the resistance 
  (cold) evolution. They also gain a +4 armor bonus to 
  their AC as their hide becomes wrapped in chains, 
  covered by scarred calluses, or evolves some other 
  equally horrific defense. 
   •  At 4th level, kyton eidolons gain the unnerving 
  gaze ability (see the kyton subtype in Pathfinder 
  Roleplaying Game Bestiary 2). A kyton eidolon’s 
  unnerving gaze causes one of the following effects, 
  chosen when the evolution is gained: shaken for 2d4 
  rounds, sickened for 1d6 rounds, or staggered for 
  1d3 rounds. Whether or not the save is successful, 
  a creature cannot be the target of this ability 
  again for 1 day. This ability is a mind-affecting 
  fear effect. Whenever the summoner changes the 
  kyton eidolon’s evolutions, he can also change the 
  condition inflicted by its unnerving gaze ability. 
   •  At 8th level, kyton eidolons gain Improved Critical as 
  a bonus feat, ignoring its prerequisites. Whenever the 
  summoner changes the kyton eidolon’s evolutions, 
  he can also change which natural attack that this 
  feat is assigned to.
   •  At 12th level, kyton eidolons gain DR 5/good and 
  silver. They lose the resistance (cold) evolution and 
  gain the immunity (cold) evolution.
   •  At 16th level, kyton eidolons gain regeneration 5 
  (good spells, good weapons, or silver weapons). 
  They are still banished to the Shadow Plane as 
  normal for eidolons if they take enough damage.
   •  At 20th level, kyton eidolons gain an improved 
  version of the unnerving gaze ability. They can 
  target a creature with uncanny gaze as often as 
  they please each day, and creatures that fail their 
  Will save against unnerving gaze take a –4 penalty 
  on attack rolls against the kyton eidolon for the 
  condition’s duration and for 2d4 minutes after it 
  ends. Additionally, the conditions caused by a kyton 
  eidolon’s unnerving gaze can stack in severity as 
  follows: shaken to frightened, sickened to nauseated, 
  and staggered to paralyzed.
  NIGHTMARE
  Harbingers of death, these fiends roam the dark places 
  of the multiverse and bring woe to those whose 
  paths they cross. A profane marauder that summons a 
  nightmare eidolon has not just a mount, but a partner 
  ready to engage in wanton destruction.
  Alignment: Neutral evil.
  Base Form: Quadruped (bite, hooves [2], large, limbs 
  [legs, 2])
  BASE EVOLUTIONS:
   •  Starting at 1st level, nightmare eidolons gain the 
  mount evolution as a bonus evolution.
   •  At 4th level, nightmare eidolons gain the energy 
  attacks (fire) evolution, applied to their hoof attacks 
  only.
   •  At 8th level, nightmare eidolons gain a fly speed of 
  90 feet. A nightmare eidolon can also use plane shift, 
  once per day, as a spell-like ability, affecting itself 
  and 1 rider. Finally, a nightmare eidolon gains the 
  smoke special attack, as per the nightmare entry in 
  the Pathfinder Roleplaying Game Bestiary.
   •  At 12th level, nightmare eidolons gain DR 5/good.
  
  22
  hybrid Classes of NeoExodus:
  Anointed Guardian
   •  At 16th level, the fire damage of nightmare eidolons’ 
  hoof attacks increases to 2d6.
   •  At 20th level, the DR of nightmare eidolons increases 
  to DR 10/good. A nightmare eidolon gains ethereal 
  jaunt as a spell-like ability it can use once per hour, 
  affecting itself and 1 rider. Plane shift also becomes 
  available once per hour.
  QLIPPOTH
  Qlippoths are outsiders from the Abyss’ primeval 
  past, now forced to reside within the deepest, most 
  dangerous parts of their former dominion. Fueled by 
  an intense hatred of demons, qlippoth conspire to stop 
  the flow of sinful souls from which all demons spring. 
  Qlippoth consider the elimination of all mortal life the 
  most expedient path to this goal. Qlippoth fiendish 
  eidolons loathe their profane marauders, but revel 
  in the opportunity such a bond presents to destroy 
  mortal life.
  Alignment: Chaotic evil.
  Base Form: Quadruped (bite, claws, limbs [legs, 2]), 
  horror (tentacle [2], grab [tentacle], reach [tentacle, 2]), 
  mushroom (bite, claws, limbs [arms], poison [bite]), or 
  serpentine (bite, climb, improved damage [bite], reach 
  [bite], stinger, tail).
  BASE EVOLUTIONS: 
   •  At 1st level, qlippoth eidolons gain the resistance 
  (cold) evolution, as well as a +4 bonus on saving 
  throws against mind-affecting effects and poison.
   •  At 4th level, qlippoth eidolons gains acid resistance 
  10, fire resistance 10, and electricity resistance 10.
   •  At 8th level, qlippoth eidolons gain horrific 
  appearance (see the qlippoth subtype in Pathfinder 
  Roleplaying Game Bestiary 2). A qlippoth eidolon’s 
  horrific appearance causes one of the following 
  effects of the summoner’s choice: confused for 
  1d4 rounds, nauseated for 1 round, shaken for 2d4 
  rounds, sickened for 2d4 rounds, or stunned for 
  1 round. Whenever the summoner changes the 
  qlippoth eidolon’s evolutions, he can also change 
  the effect caused by horrific appearance.
   •  At 12th level, qlippoth eidolons gain DR 5/good. 
  They also lose the +4 bonus on saving throws 
  against poison and gain immunity to poison.
   •  At 16th level, qlippoth eidolons lose the +4 bonus 
  on saving throws against mind-affecting effects and 
  gain immunity to mind-affecting effects. They also 
  gain the monster ability telepathy (100 ft.).
   •  At 20th level, qlippoth eidolons add the following 
  effects to the list of effects that they can choose for 
  their horrific appearance ability to inflict: bleed for 
  2d6 points of damage, confused for 2d4 rounds, 
  nauseated for 1d4 rounds, paralyzed for 1 round, 
  shaken for 1 minute, sickened for 1 minute, or 
  stunned for 1d4 rounds. Bleed damage caused by 
  horrific appearance doesn’t stack.
  EX-PROFANE MARAUDERS
  A profane marauder who ceases to be evil or who 
  willfully commits a good act loses all profane marauder 
  spells and class features (including the service of his 
  profane eidolon, but not weapon, armor, and shield 
  proficiencies). He may not progress any further in levels 
  as a profane marauder. He regains his abilities and 
  advancement potential if he atones for his violations 
  (see the atonement spell description) as appropriate.
  Evil has many faces. 
  This is one of them.
  www.lpjdesign.com
  learn more about Widowmaker 
   Scarlet and the world of 
  
  23
  hybrid Classes of NeoExodus:
  Anointed Guardian
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  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 
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K 
  Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and 
  Ray Vallese.
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt 
  Sernett.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona, Chris Pramas, Robert J. Schwalb.
  The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott 
  Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan 
  Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb.
  Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc.; Published and distributed by Frog God Games; Authors: Clark 
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Animal Lord from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Axe Beak from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Authors: Scott Greene and Clark Peterson, based on original 
  material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Roger 
  Musson.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, 
  Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Rik 
  Shepard.
  Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Simon 
  Muth.
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc.; published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Underworld Oracle.
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Jean Wells.
  Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc.; published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc.; published and distributed by Frog God Games; 
  Author:
  Pathfinder RPG Bestiary Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams. 
  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.
  Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn. 
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, 
  Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, 
  Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston 
  Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, 
  Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, 
  Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, 
  Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer. 
  Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert 
  Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, 
  Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon 
  Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. 
  Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, 
  and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; 
  Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason 
  Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark 
  Seifter, and Russ Taylor. 
  Everyman Unchained: Eidolons ©2015, Rogue Genius Games. Authors: Alex 
  Augunas, Carl Cramér.
  Hybrid Classes of NeoExodus: Anointed Guardian ©2017, Louis Porter jr. 
  Design. Authors: Jeff Lee
  OPEN GAME LICENSE Version 1.0a 
  Written by Jeff Lee, Artwork by Alex García P.; Louis Porter Jr. Design, & logos are a trademark owned by Louis Porter Jr. Inc. All rights reserved. All other content is copyright 2017 Louis Porter 
  Jr. Design Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with 3rd Edition and Revised 
  3rd Edition rules. This edition of adventure planner is produced under version 1.0a and/or draft versions of the Open Game License and the System. Reference Document by permission of Wizards of 
  the Coast. Subsequent versions of this product will incorporate later versions of the license and document. Designation of Open Game Content: All gaming mechanics on all pages is Open Game 
  Content as defined by the Open Gaming License. All other content is considered to be closed.
  
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