Frequency once per round
You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as
Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast
burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions)
and you could Stride (1 action).
This lets you each use separate exploration activities like Avoid Notice as you travel.
Cast Verbal
Range 100 feet; Targets your eidolon
Duration 1 round
You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
Cast Verbal
Range 100 feet; Targets your eidolon
Duration 1 round
You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.
Cast Somatic, Verbal
Range 100 feet; Targets your eidolon
Duration 1 minute
You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:
Cast Somatic, Verbal
Area 20-foot emanation around your eidolon
Saving Throw basic Reflex
Your eidolon releases a powerful energy attack that deals 11d6 damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save.
You and your eidolon move together. You each use a single action to Stride. Either of you that has the corresponding movement type can Burrow, Climb, Fly, or Swim instead.
Your eidolon attacks a living creature and drains some of the creature's life force to feed your shared link.
Your eidolon Strikes a living enemy. If the Strike hits and deals damage, the target must attempt a Fortitude save,
with the following effects. On a critical hit, the enemy uses the result one degree worse than it rolled.
Critical Success No effect.
Success Your eidolon drains a small amount of life force. The enemy takes additional negative damage equal to half your level..
Failure Your eidolon drains enough life force to satisfy itself. The enemy takes additional negative damage equal to half your level and is drained 1.
Your eidolon gains temporary Hit Points equal to the enemy's level, which last for 1 minute.
Critical Failure Your eidolon drains an incredible amount of life force and is thoroughly glutted with energy.
As failure, but the enemy is drained 2 and the temporary Hit Points are equal to double the enemy's level.
Cast Verbal
Range 120 feet; Targets 1 creature
Duration until the start of your next turn
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check
the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus,
the spell ends. Either way, the target is then temporarily immune for 1 hour.
You have eyes everywhere, allowing you to guide people from a great distance. The range of guidance increases to 120 feet. It also gains the following amp.
Amp You can project a flash of insight to your ally in the nick of time to save them from failure.
Amped guidance doesn't cause a creature to become temporarily immune to guidance, and a creature can be targeted by amped guidance even if it is
temporarily immune to guidance. You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll,
Perception check, saving throw, or skill check, and the bonus from guidance would change the failure to a success or the critical failure to a normal failure.
The bonus from guidance applies retroactively to their check.
Amp Heightened (6th) The bonus from the spell increases to +2.
Trigger You and your eidolon are in a damaging effect's area.
The power of your bond can protect you and your eidolon from harm. If you and your eidolon would take different
amounts of damage from the area effect, you take the lower amount of damage instead of the greater amount of damage.
Trigger You and your eidolon are in a damaging effect's area.
The power of your bond can protect you and your eidolon from harm. If you and your eidolon would take different amounts of damage from the area effect, you take the lower amount of damage instead of the greater amount of damage.