Evolutionists couple martial grit with immense morphic potential, drawing on the tension of combat to force their transformations into wild and dangerous new forms.
Augmented Form
At 1st level, the evolutionist gains either Transformation or Eternal Transformation as a bonus feat. Any striker ability which applies to the evolutionist’s unarmed strikes also applies to one of the evolutionist’s natural attacks per evolutionist level.
This replaces bare knuckles.
Shifting Techniques (Ex)
At 1st level, an evolutionist gains the following tension techniques:
1 Tension
- Instant alteration: The evolutionist may transform using her Transformation feat as a free action. This cannot be used in conjunction with Eternal Transformation.
- Mobile adaptation: As a free action, the evolutionist gains a climb or swim speed equal to her base land speed for 1 round.
This replaces expert guard and timely dodge.
Regenerative Form (Su)
At 20th level, the evolutionist may spend 2 tension as a free action to gain regeneration 10 for 1 round and immediately regain 10 hit points. At the start of each turn, the evolutionist can sustain her regeneration for an additional round by spending a number of tension equal to 2 + 1/2 the number of rounds her regeneration has been active since the start of combat. The evolutionist can activate this adaptation even if she is dying and otherwise unable to take actions.
This replaces ultimate tension.
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Striker Arts
The evolutionist gains exclusive access to the following striker arts:
Bestial Trait
The evolutionist may select a shifter bestial trait as if she was a shifter with the paragon archetype of her striker level. This striker art may be selected multiple times.
Enhanced Mobility
Whenever the striker uses the mobile adaptation or extreme mobility tension techniques, she may spend an additional point of tension to have the additional speed last for a number of rounds equal to her striker level. If she possesses the extreme mobility talent, her maneuverability improves to perfect.
Explosive Projection (requires evolutionist, projectile pummeling, striker 5) [Tension]
The evolutionist may spend 1 point of tension to cause the next ranged natural attack they make to deal splash damage equal to the weapon’s base damage to all creatures in a 5-foot radius. This radius increases by 5 feet for every additional point of tension spent.
Extreme Mobility (requires evolutionist, striker 5) [Tension]
The evolutionist may spend 2 points of tension to gain a burrow or fly speed (good maneuverability) equal to her base land speed for 1 round.
Projectile Pummeling
The evolutionist may use any striker abilities with ranged attacks gained from her Transformation, from racial traits, or from origin talents as if they were natural attacks for the purpose of strike class abilities.
Versatile Strike [Tension]
The evolutionist may spend a point of tension to change the damage type of any of her natural attacks to acid, cold, electricity, fire, piercing, slashing, or bludgeoning until the start of her next turn.








