Difference between revisions of "Class: Caller"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="9;" style="background:#659D32;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Caller</font></div>
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! colspan="14;" style="background:#659D32;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Caller</font></div>
 
|-
 
|-
| colspan="6"|&nbsp;
+
| colspan="2"|&nbsp;
| colspan="3" style="background:#87BF54;"|'''[[#Geomancy|Geomancy]]'''
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! colspan="5" style="background:#95BC72;"|'''Bending'''
 
|-
 
|-
|width="6%"|'''Level'''
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|width="10%"|'''Level'''
|width="11%" align="left"|'''BAB'''
+
|width="30%" align="left"|'''Special'''
|width="10%"|'''Fort'''
+
|width="12%"|''Flux Die''
|width="10%"|'''Ref'''
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|width="12%"|''Stress Limit''
|width="10%"|'''Will'''
+
|width="12%"|''Max Gift Grade''
|width="20%" align="left"|'''Special'''
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|width="12%"|''Suites''
|width="11%"|''[[#Stress|Max Stress]]''
+
|width="12%"|''Gifts Known''
|width="11%"|''[[#Suites|Suites]]''
+
|width="11%"|''[[#Gifts|Gifts]]''
+
 
|-
 
|-
|1 || align="left"|+0 || +0 || +0 || +2 || align="left"|Call, Convoke || 2 || 1 || 2
+
|1 || align="left"|Call, Convoke || d3 || 2 || Minor || 1 || 3
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|2 || align="left"|+1 || +0 || +0 || +3 || align="left"|Eikon Power || 2 || 1 || 3
+
|2 || align="left"|Eikon Power || d3 || 3 || Minor || 1 || 4
 
|-
 
|-
|3 || align="left"|+1 || +1 || +1 || +3 || align="left"|&nbsp; || 3 || 1 || 5
+
|3 || align="left"|&nbsp; || d3 || 3 || Minor || 2 || 5
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|4 || align="left"|+2 || +1 || +1 || +4 || align="left"|Eikon Power || 3 || 2 || 6
+
|4 || align="left"|Eikon Power || d4 || 4 || Lesser || 2 || 6
 
|-
 
|-
|5 || align="left"|+2 || +1 || +1 || +4 || align="left"|&nbsp; || 4 || 2 || 8
+
|5 || align="left"|&nbsp; || d4 || 5 || Lesser || 2 || 7
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|6 || align="left"|+3 || +2 || +2 || +5 || align="left"|Eikon Power || 4 || 2 || 9
+
|6 || align="left"|Eikon Power || d4 || 5 || Lesser || 2 || 8
 
|-
 
|-
|7 || align="left"|+3 || +2 || +2 || +5 || align="left"|&nbsp; || 5 || 2 || 11
+
|7 || align="left"|&nbsp; || d6 || 6 || Lesser || 3 || 9
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|8 || align="left"|+4 || +2 || +2 || +6 || align="left"|Eikon Power || 5 || 3 || 12
+
|8 || align="left"|Eikon Power || d6 || 7 || Lesser || 3 || 11
 
|-
 
|-
|9 || align="left"|+4 || +3 || +3 || +6 || align="left"|&nbsp; || 6 || 3 || 14
+
|9 || align="left"|&nbsp; || d6 || 7 || Moderate || 3 || 12
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|10 || align="left"|+5 || +3 || +3 || +7 || align="left"|Caller Talent || 6 || 3 || 15
+
|10 || align="left"|Caller Talent || d8 || 8 || Moderate || 3 || 13
 
|-
 
|-
|11 || align="left"|+5 || +3 || +3 || +7 || align="left"|&nbsp; || 7 || 4 || 17
+
|11 || align="left"|&nbsp; || d8 || 9 || Moderate || 4 || 14
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|12 || align="left"|+6/+1 || +4 || +4 || +8 || align="left"|Caller Talent || 7 || 4 || 18
+
|12 || align="left"|Caller Talent || d8 || 9 || Moderate || 4 || 15
 
|-
 
|-
|13 || align="left"|+6/+1 || +4 || +4 || +8 || align="left"|&nbsp; || 8 || 4 || 20
+
|13 || align="left"|&nbsp; || d10 || 10 || Moderate || 4 || 16
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|14 || align="left"|+7/+2 || +4 || +4 || +9 || align="left"|Caller Talent || 8 || 4 || 21
+
|14 || align="left"|Caller Talent || d10 || 11 || Greater || 4 || 17
 
|-
 
|-
|15 || align="left"|+7/+2 || +5 || +5 || +9 || align="left"|&nbsp; || 9 || 5 || 23
+
|15 || align="left"|&nbsp; || d10 || 11 || Greater || 5 || 19
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|16 || align="left"|+8/+3 || +5 || +5 || +10 || align="left"|Caller Talent || 9 || 5 || 24
+
|16 || align="left"|Caller Talent || d12 || 12 || Greater || 5 || 20
 
|-
 
|-
|17 || align="left"|+8/+3 || +5 || +5 || +10 || align="left"|&nbsp; || 10 || 5 || 26
+
|17 || align="left"|&nbsp; || d12 || 13 || Greater || 5 || 21
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|18 || align="left"|+9/+4 || +6 || +6 || +11 || align="left"|Caller Talent || 10 || 6 || 27
+
|18 || align="left"|Caller Talent || d12 || 13 || Greater || 5 || 22
 
|-
 
|-
|19 || align="left"|+9/+4 || +6 || +6 || +11 || align="left"|&nbsp; || 11 || 6 || 29
+
|19 || align="left"|&nbsp; || 2d8 || 14 || Major || 6 || 23
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|20 || align="left"|+10/+5 || +6 || +6 || +12 || align="left"|Caller Talent || 11 || 6 || 30
+
|20 || align="left"|Caller Talent || 2d8 || 15 || Major || 6 || 24
 
|}
 
|}
  
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=Caller=
 
=Caller=
[[Image:caller.jpg|thumb|450px|right|Rydia, iconic caller, calling Leviathan]]
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[[Image:caller.jpg|thumb|550px|right|Rydia, iconic caller, calling Leviathan]]
 
: ''"The world is not without voice. Let me share it with you."''
 
: ''"The world is not without voice. Let me share it with you."''
  
They do things. It is relevant to figure out what they do to the story currently playing out in Trinity.
+
Woven into the fabric of reality are ten energies that - between them - serve as the basis on which all of existence rests. They flow like rivers and rage like storms, an invisible dance of elemental chaos that the eyes cannot perceive.
  
'''Other Classes:''' Oftentimes, callers see themselves in direct opposition to [[Class:_Priest|priests]] and [[Class:_Paladin|paladins]]: individuals of those professions tie themselves spiritually to powers greater than they, though of Divine persuasions, while the caller binds her soul to powerful entities of Nature. Unlike them, however, the relationship between caller and patron is truly reciprocal and significantly more personal in nature, while Saints and Lucavi are significantly more distant from the mortal realm.
+
However, these energies of Nature are - much like their mother, Gaia, the spirit of the universe itself - not without awareness. This awareness takes on the form of the Primals, twelve entities of awesome Natural might that almost - but not quite - rival the power of the True Gods. Unlike those beings, however, the Primals do not intervene in the world in an active manner: they are part of the elemental tapestry, and act their part, no more and no less.
  
Callers consider [[Class:_Shaman|shamans]] and [[Class:_Druid|druids]] brethren. At the same time, however, while druids and shamans rely upon the same sort of Natural power as callers, callers recognize that they are significantly closer to the source of those abilities than others; while shamans understand the flow of elemental energy at work behind the fabric of reality, callers are able to bring forth manifestations of creatures that dwell within those flows, and thus often feel the weight of the goals of Gaia herself much more keenly.
+
There are ways to call upon these entities, however, and beseech their aid. Unlike the relationship between petitioners and patrons, however, this relationship becomes intensely personal: for Primals require no faith, but instead are companions to those who would request their assistance. Denizens of the world they represent can, and do, seek out the means of binding their souls to the Primals' cause, and in return, the Primal can manifest physically - if only partially - in the realm of the real, and together mortal and Primal can seek out the enemies of existence and lay waste to them.
  
 
==Game Rule Information==
 
==Game Rule Information==
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'''Abilities:''' Wisdom and Charisma are the caller's most important attributes. Wisdom improves her ability to manipulate nature through the gifts granted her by her patrons, and Charisma improves her ability to command more powerful aspects of her called creatures.
 
'''Abilities:''' Wisdom and Charisma are the caller's most important attributes. Wisdom improves her ability to manipulate nature through the gifts granted her by her patrons, and Charisma improves her ability to command more powerful aspects of her called creatures.
  
'''Hit Die:''' d6.
+
'''Hit Points at 1st Level:''' 5 + Con score.
  
'''Class Skills:''' The Caller’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (History) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Naturecraft (Wis), Profession (Wis), and Sense Motive (Wis).
+
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
  
'''Skill Points at Each Level:''' 2 + Int.
+
'''Healing Surges:''' 6 + Con modifier.
  
'''Alignment:''' Any neutral.
+
'''Defenses:''' Fort +0; Ref +0; Will +4; Det +4.
 
+
: '''''Ethos:''' Green @ d10, and at least three ranks higher than either Black or Blue.''
+
  
 
'''Starting Age:''' Simple.
 
'''Starting Age:''' Simple.
 
'''Starting Gold:''' 3d4 x 10gp.
 
 
'''Favored By:''' None.
 
  
 
=Class Features=
 
=Class Features=
 
All of the following are class features of the caller.
 
All of the following are class features of the caller.
  
'''Weapon and Armor Proficiency:''' Callers are proficient with all simple weapons and light armor, but not shields.  
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<div id="Proficiencies">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 +
|}
 +
'''Weapons:''' Any three.
  
'''Geomancy (Ge):''' Caller geomancy suites are based upon the entities they can call upon. Thus, a caller who chooses Leviathan gains access to the Leviathan suite. In effect, callers' suites are very similar to priest's patron domains, except that the caller only has access to the gifts granted by those suites. Thus, caller geomancy suites are slightly larger, but are generally significantly smaller in size and scope than an equivalent suite gained by a shaman.
+
'''Armor:''' Cloth, leather.
  
It is important to note, then, that because callers' suites are based on entities, rather than nature itself, the entities a caller has access to are the source of their geomancy: a caller who uses a Leviathan gift, for instance, is essentially channeling the power of the primal. However, because all of these entities are derived directly from Gaia, they have the same general principle: don't abuse it, or it will hurt.
+
'''Implements:''' [[D20_Mechanic:_Implements#Essences|Essences]], [[D20_Mechanic:_Implements#Totems|totems]].
  
'''Call (Ge):''' The caller's signature ability is the ability to ''call'' upon the presence of a specific entity, usually a Primal or an Eidolon, though it does not necessarily have to be such an entity. In general, a called creature - regardless of its true nature - is referred to as an ''eikon''.
+
<div id="Bending">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Bending</font></div>
 +
|}
 +
Callers are benders, which means that they make use of ''gifts'', raw energy channeled from the elemental tapestry that binds all of existence together. As benders, callers ''tap'' into this tapestry of elements to acquire ''flux'', which they can turn into gifts. However, nature demands balance, and as callers gather flux, they also accrue ''stress'', inhibiting their ability to draw more flux over time.
  
At first level, the caller chooses a single eikon from the list below. Upon choosing an entity, the caller forms a powerful bond with that entity, tying her soul to its existence. Due to the strength of this bond, a called eikon no longer suffers from many of the restrictions normal summoned creatures have: while treated as summoned creatures, they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its caller, an eikon can touch and attack creatures warded by ''protection from evil'' and similar effects that prevent contact with summoned creatures. In addition, the caller and the eikon can always understand each other, even if they do not share a language: their communication is on a spiritual level, and transcends language.
+
&nbsp;
 
+
A caller can call one of her eikons in a ritual that takes 1 minute to perform. When summoned in this way, the eikon's hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eikon was slain, in which case it returns with half its normal hit points.
+
 
+
Eikons do not heal naturally, but an eikon that has not been called for one day has its hit points fully restored when it is next called.
+
 
+
The eikon remains until dismissed by the caller (a standard action).
+
 
+
If the eikon is dismissed due to death, it cannot be called again until the following day.
+
 
+
The eikon cannot be dismissed by means of ''dispel magic'' or similar Force-cancelling effects, but Force effects such as ''dismissal'' and ''banishment'' work normally.
+
 
+
If the caller is unconscious, asleep, or killed, her eikon is immediately banished.
+
 
+
You cannot call an eikon if your current Stress towards that eikon's suite is greater than your Max Stress, and if your current Stress ever exceeds an eikon's suite's Max Stress while that eikon is called, the eikon is immediately banished, and cannot be called again until your current Stress is less than the Max Stress for that eikon's suite.
+
 
+
The eikon's Hit Dice, saving throws, skills, feats, and abilities are tied to the caller’s geomancer level and increase as the caller gains levels or otherwise increases her geomancer level.
+
  
As a caller gains levels, she gains the ability to choose new eikons (see Geomancy, above). A caller cannot have more than one eikon called at a time; if she calls a different eikon while she has an eikon called, the original eikon is dismissed as soon as the calling ritual is completed.
+
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
+
! colspan="6;" style="background:#659D32;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Natural Eikons</font></div>
'''Convoke (Ge):''' While callers often prefer to call upon an eikon and have the creature at their side, they are also limited to only having one eikon manifested at a time; similarly, while manifested, an eikon is subject to the whims of the world, and such manifestations of these entities are often imperiled by the caller's adversaries. In such situations, the caller may find it advantageous to only call upon an eikon for a brief moment, in which the entity uses one of its abilities, then returns to whence it came. Such an action is known as ''convoking''.
+
 
+
A caller can convoke any eikon that is counted amongst her patrons, except an eikon that is currently called (see Call, above). Convoking an eikon is at least a standard action; if the ability of the eikon being convoked requires more than a standard action, the convoke takes that long instead. When you convoke an eikon, select one of its abilities that you have access to; the eikon appears where you direct, within Close range (25 feet + 5 feet/2 geomancer levels), and then uses the ability in a manner you direct, then disappears. As this is a manifestation of the true form of the eikon, and not the form that is called directly, the eikon is immune to damage or any other effects when it appears to use its convoked ability, and its disappearance cannot be prevented (except, possibly, through Epic means, though such entities tend to be resistant to even such powers). Because eikons are Natural and therefore not extraplanar, the caller can use this ability even in an area in which extraplanar travel is currently being prevented.
+
 
+
However, convocation comes at a price: unlike calling, it takes considerably more effort on the eikon's part to take part in a convocation. Thus, when a caller uses convoke, she accrues stress towards the convoked eikon's suite equal to the level at which she acquired the ability she chooses to convoke (thus, if you convoke an eikon and use its ability that you gained at 6th level, you accrue 6 stress toward that eikon's suite). Unlike gifts, you cannot convoke an eikon's ability if the Stress you would accrue would put you over your Max Stress for that eikon's suite.
+
 
+
'''Eikon Power (Na):''' At second level, and 4th, 6th, and 8th levels, the spiritual bond between the caller and her eikons begins to manifest itself in the caller herself, slowly changing her capabilities based upon the eikons she is bonded with.
+
 
+
Each eikon has a list of abilities associated with it. You can select one such ability from any eikon's list that you are bonded to. Alternatively, you can select a general ability from the list below.
+
 
+
* ''Beckon (Ge):'' Once per day, as a standard action, a caller can call her eidolon to her side. This functions as ''dimension door'', using the caller’s geomancer level. When used, the eikon appears adjacent to the caller (or as close as possible if all adjacent spaces are occupied). If the eikon is out of range, the ability is wasted. You can take this ability multiple times; each time you do, you can use it an additional time per day.
+
** ''Transposition:'' The caller can use her ''beckon'' ability to swap locations with her eikon. If it is larger than her, she can appear in any square occupied by the eikon. The eikon must occupy the square that was occupied by the caller if able, or as close as possible if it is not able. (''Prerequisites:'' Beckon)
+
* ''Bond Senses (Na):'' The caller can, as a standard action, share the senses of her eikon, hearing, seeing, smelling, tasting, and touching everything the eikon does. She can use this ability a number of rounds per day equal to her caller level. There is no range to this effect, but the eikon and the caller must be on the same plane. The caller can end this effect as a free action.
+
* ''Life Link (Na):'' Whenever an eikon takes enough damage to cause it to be dismissed, the caller can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eikon. This can prevent the eikon from being dismissed due to damage.
+
* ''Shield Ally:'' Whenever the caller is within her eikon's reach, the caller receives a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. This bonus does not apply if the eikon is grappled, helpless, paralyzed, stunned, or unconscious.
+
 
+
'''Caller Talent:''' At 10th level and every two levels thereafter, the caller's understanding of her eikons and their nature improves. Choose one of the following abilities.
+
 
+
* ''Avatar (Ge):'' The caller's spiritual connection to her eikons is such that she can allow them to physically manifest through her, rather than manifesting a fragment of their power close to her. As a full-round action, she can use this ability for any eikon she is bonded to, even one she has currently called (though that eikon is immediately dismissed); at the end of that action, she is replaced bodily by an enhanced version of the eikon she has chosen, whose occupied squares must at least contain the caller's square(s). An ''avatar'' has additional abilities available to it that are not available to a caller's ''call'' and ''convoke'' abilities, and the eikon gains other additional benefits outlined in their description. This ability is incredibly draining on both caller and eikon, however, and thus the caller accrues 1 point of Stress towards the eikon's suite each round, and this ability can only be used once per day per bonded eikon. While this ability is active, the caller effectively does not exist, and thus cannot be targeted or affected in any way; durations of effects on her do not pass, but resume upon the end of this effect, and when the caller returns to existence, she does so in one of the eikon's squares, who is immediately dismissed at the end of this effect.
+
* ''Eikon Mastery:'' A caller can choose an additional ''eikon power'' ability in place of a talent.
+
* ''Feat:'' A caller can gain a bonus feat in place of a special ability.
+
 
+
=Eikons and Suites=
+
The following is a list of eikons, their abilities as relevant to callers, and their associated gift suites.
+
 
+
===Eikon Mechanics===
+
Eikon statistics, such as hit points, are usually listed with a bonus based upon level. This refers to the geomancer level of the caller making use of that eikon. It is important to note that these bonuses begin at first level.
+
 
+
: '''''Example:''' Rydia is a 4th-level caller, and is calling Titan. Titan is listed as having 15/level hit points, and thus is called with 60; with an AC of 14 + 2/level, and thus an AC of 22; and so forth.''
+
 
+
It is important to note that an eikon's initial statistics are determined independently of their ability scores - that is, an eikon's initiative bonus (for example) is calculated independently of its Dexterity score. Once called, however, modifications to an eikon's ability scores are reflected in the attributes that depend upon them - thus, if Titan is called, and ''cat's grace'' is cast upon him, his initiative bonus increases by +2.
+
 
+
Eikons gain additional qualities as the caller to whom they are bonded gains geomancer levels; thus, an eikon's description may refer to "at 4th level," which should be read as referring to the caller's geomancer level, not the level of the eikon, as eikons have no levels.
+
 
+
====Damage Potency====
+
Rather than give each ability an individual expression or formula for damage, eikons use a mechanic called ''damage potency''. As an eikon's caller gains levels, the damage their abilities do improve, depending on the listed damage potency for the ability. This consistency across eikons is intended to help callers in using multiple eikons' abilities simultaneously.
+
 
+
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="7;" style="background:#659D32;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Eikon Damage Potency Codes</font></div>
+
 
|-
 
|-
|width="10%"|'''Level'''
+
|width="8%"|'''Suite'''
|width="15%"|'''1'''
+
|width="8%"|'''Eikon'''
|width="15%"|'''2'''
+
|width="8%"|'''Secondary Ability'''
|width="15%"|'''3'''
+
|width="60%" align="left"|'''Description'''
|width="15%"|'''4'''
+
|width="8%"|'''Basic Gift'''
|width="15%"|'''5'''
+
|width="8%"|'''Opposes...'''
|width="15%"|'''6'''
+
 
|-
 
|-
|1 - 2 || 1d4+1 || 1d4+2 || 1d6+3 || 2d6+4 || 2d6+5 || 2d8+6
+
| Gravity || Atomos || Con || align="left"|Little more than an enormous maw, Atomos seeks to unify all of creation by consuming it unto himself. || || Cosmic
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|3 - 4 || 1d4+2 || 1d6+4 || 2d6+6 || 2d6+8 || 2d8+10 || 3d8+12
+
| Shadow || Ark || Per || align="left"|Ark is an enormous airship made of ebony, representing the power of the Void distilled, as it influenced reality. || || Holy
 
|-
 
|-
|5 - 6 || 1d6+3 || 2d6+6 || 2d6+9 || 2d8+12 || 3d8+15 || 3d8+18
+
| Earth || Titan || Str || align="left"|An immense being of living stone, Titan is stubbornness and defense incarnate. || || Wind
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|7 - 8 || 2d6+4 || 2d6+8 || 2d8+12 || 3d8+16 || 3d8+20 || 3d10+24
+
| Water || [[Nature:_Eikons#Leviathan|Leviathan]] || Brv || align="left"|Sometimes also called the "world serpent," Leviathan seeks to purify the world through drowning it in endless waves of pure water. || || Fire
 
|-
 
|-
|9 - 10 || 2d6+5 || 2d8+10 || 3d8+15 || 3d8+20 || 3d10+25 || 4d10+30
+
| Ice || Shiva || Con || align="left"|Her every movement precise and perfect, Shiva demands that the world be logical and consistent and - above all else - perfect. || || Lightning
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|11 - 12 || 2d8+6 || 3d8+12 || 3d8+18 || 3d10+24 || 4d10+30 || 4d10+36
+
| Wind || Garuda || Dex || align="left"|Goals shifting as often as the breeze, Garuda is a double-winged woman, more avian than humanoid, whose moves are impossible to predict. || || Earth
 
|-
 
|-
|13 - 14 || 3d8+7 || 3d8+14 || 3d10+21 || 4d10+28 || 4d10+35 || 4d12+42
+
| Lightning || Ramuh || Per || align="left"|Ramuh is an ancient sage, a brilliant mind who strikes those he deems unworthy with lightning and confusion. || || Ice
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|15 - 16 || 3d8+8 || 3d10+16 || 4d10+24 || 4d10+32 || 4d12+40 || 5d12+48
+
| Fire || [[Nature:_Eikons#Ifrit|Ifrit]] || Str || align="left"|Pure destruction, and with the appearance of a demon, Ifrit is anger given form. || ''fireburst'' || Water
 
|-
 
|-
|17 - 18 || 3d10+9 || 4d10+18 || 4d10+27 || 4d10+36 || 5d10+45 || 5d12+54
+
| Holy || Maduin || Brv || align="left"|An enormous humanoid lion, Maduin represents the power of the Divine distilled, as it influenced reality. || || Shadow
|-style="background:#BAEF87;"
+
|-style="background:#C5DAB2;"
|19 - 20 || 4d10+10 || 4d10+20 || 4d12+30 || 5d12+40 || 5d12+50 || 6d12+60
+
| Cosmic || Fenrir || Dex || align="left"|A wolf whose spirit is tied to the moons, Fenrir wanders the infinite expanse of space and time. || || Gravity
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Titan==
+
As a move action, the caller can ''tap'' one of her elemental suites. When she does so, she rolls her ''flux die'', and acquires that much ''flux'', while also accruing the same amount of ''stress''. If you have more ''stress'' than your ''stress limit'' against an element, you cannot ''tap'' it (but see below); likewise, you cannot have more ''flux'' for an element than your ''stress limit''. Even if you have multiple actions, you can only ''tap'' a given element once on each of your turns.
[[Image:Titan.png|thumb|375px|right|Titan, Lord of Crags]]
+
  
: ''"I will crush you beneath my heel, mortal!"''
+
When you ''tap'' an element, if the amount of ''stress'' you acquire would put you over your ''stress limit'' for that element, you instead only gain enough ''flux'' and ''stress'' to put you at your ''stress limit''.
  
Titan, in his Primal form, is an immense humanoid, made entirely of dense, cracked stone, with a warm yellow glow emanating from his core. When called by a caller, he is usually significantly smaller, but retains his rocky appearance.
+
If you currently have a called eikon (see below), you can always ''tap'' the element associated with that eikon, even if your ''stress'' for that element is at or above your ''stress limit''. When you do so, the eikon gains the amount of ''flux'' you gained or would have gained if not for your ''stress''. Eikons do not accrue ''stress'' and have no ''stress limit''. An eikon's flux dissipates after 5 minutes.
  
Titan natively speaks Terran, but is able to communicate with a caller to whom he is bonded.
+
{|class="collapsible" width="35%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="4;" style="background:#659D32; border:1px solid silver; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Gift Grades</font></div>
 +
|-
 +
! width="22%"|Grade
 +
! width="28%"|Minimum Wisdom
 +
! width="34%"|Minimum Secondary Ability
 +
! width="16%"|Flux Cost
 +
|-
 +
| Minor || 11 || 9 || 1
 +
|-style="background:#C5DAB2;"
 +
| Lesser || 13 || 10 || 2
 +
|-
 +
| Moderate || 15 || 11 || 4
 +
|-style="background:#C5DAB2;"
 +
| Greater || 17 || 12 || 8
 +
|-
 +
| Major || 19 || 14 || 16
 +
|-style="background:#C5DAB2;"
 +
| Ancient || 21 || 16 || 32
 +
|}
  
===Special Qualities===
+
If you ''tap'' an element and have access to the suite of it's opposed element, you reduce your ''stress'' for the opposed element by the amount of ''flux'' you gain for the element you are ''tapping''.
Titan has a number of special qualities, some of which are dependent upon the geomancer level of the caller to whom he is bonded.
+
  
'''Earth Resistance:''' Titan has earth resist equal to the caller's geomancer level x 10.
+
You can never have more ''flux'' than your current ''stress'' for a given element. If you do, your ''flux'' is immediately reduced to equal your ''stress''.
  
'''Wind Vulnerability:''' Titan has wind vulnerability equal to the caller's geomancer level x 5. When he takes wind damage, he takes an additional amount equal to the initial amount or the value of his wind vulnerability, whichever is less.
+
If you are in an environment associated with an element you ''tap'', you gain double the amount of ''flux''. If you are in an environment associated with the element's opposed element, you instead halve the amount of ''flux'' you gain.
  
'''Shattering Tremors:''' Whenever Titan takes sonic damage, he is ''slowed'' until the end of his next turn.
+
''Flux'' is a powerful but relatively short-lived energy, and dissipates naturally over time. You lose all ''flux'' of an element after 5 minutes.
  
'''Tremorsense:''' Titan has ''tremorsense'' to a distance of 10 feet, plus an additional 10 feet for every three levels.
+
You can meditate to alleviate the stress you have accrued against the elements. Doing so requires 1 round of concentration, at the end of which you reduce your ''stress'' against all elements by half your FRC bonus, rounded down (min 1). You can automatically remove all accrued ''stress'' with a ''short rest''.
  
'''Earthen Ward:''' At 4th level, Titan gains DR X/-, where X equals the caller's geomancer level.
+
To use a gift, called ''bending'', you must spend an amount of ''flux'' - dependent upon the gift's grade - of the element associated with that gift. If you have access to a suite and are in a terrain associated with that element, you can use that suite's ''basic gift'' at will, which costs no ''flux''.
  
'''Mountainwalker:''' At 8th level, Titan ignores difficult terrain, and gains a Climb speed of 20 feet.
+
The caller begins with three known gifts. She gains knowledge of additional gifts each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two gifts for new gifts from any suite she can access, of any grade she can access.
  
'''Gigas:''' At 12th level, Titan becomes Huge, increasing to a space 15 feet across, with a reach of 15 feet, and the ''damage potency'' of Titan's basic attack increases to 3.
+
If you would gain access to a suite, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a suite and already have access to six suites, you gain a bonus feat instead.
  
'''Rage of the Land:''' At 16th level, Titan can become ''enraged'', increasing the ''damage potency'' of all his attacks and abilities by 1 step. Invoking the rage is a free action he can take on his turn, and it lasts for 1 round/4 geomancer levels, after which Titan becomes ''sluggish'', reducing the ''damage potency'' of all his abilities by 1 step (minimum 1), for 2 rounds for each 1 round of ''enrage''. Titan cannot use this ability more than once an encounter, and cannot use it while suffering from ''sluggish''.
+
The caller gains a bonus to her ''stress limit'' for each of her ''suites'' equal to her Charisma modifier.
  
''Enrage'' is considered a status effect, and ''sluggish'' is considered a status ailment.
+
The caller's ''key ability'' for her ''natural attacks'' is her Wisdom.
  
'''Lord of Crags:''' At 20th level, the ''damage potency'' of Titan's basic attack increases to 4. In addition, Titan's ''rage of the land'' causes ''sluggish'' for 1 round for each round of ''enrage'', rather than 2.
+
<div id="Call">
 
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
===Special Abilities===
+
! style="background:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Call</font></div>
{|class="collapsible" width="35%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#659D32;" align="left" colspan="2"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">TITAN</font></div>
+
|-align="left"
+
! width="60%"|Large Elemental (Earth)
+
! width="40%"|&nbsp;
+
|- align="left"
+
|'''Hit Points:''' 15/level || '''Abilities'''
+
|- align="left"
+
|'''Initiative:''' +2 + 1/3 levels || ''1st:'' Landslide
+
|- align="left"
+
|'''Speed:''' 20 ft. || ''3rd:'' Tumult
+
|- align="left"
+
|'''Armor Class:''' 14 + 2/level || ''6th:'' Weight of the Land
+
|- align="left"
+
|<div style="margin-left:15px;">''Touch:'' 10 + 1/2 levels</div> || ''9th:'' Shatterstones
+
|- align="left"
+
|<div style="margin-left:15px;">''Flatfooted:'' 13 + 2/level</div> || ''12th:'' Earthwall
+
|- align="left"
+
|'''Basic Attack:''' +3 + 2/level || ''15th:'' Rock Gaol
+
|- align="left"
+
|<div style="margin-left:15px;">''Damage Potency:'' 2</div> || ''18th:'' Mountain Buster
+
|- align="left"
+
|'''Special Attack:''' +2 + 1/level || ''Avatar:'' Geocrush
+
|- align="left"
+
|'''Space/Reach:''' 10 ft. / 10 ft. || ''Avatar:'' Megalith Throw
+
|- align="left"
+
|'''Fortitude:''' +2 + 2/level || ''Avatar:'' Upheaval
+
|- align="left"
+
|'''Reflex:''' +0 + 1/2 levels || ''Ultimate:'' Earthen Fury
+
|- align="left"
+
|'''Will:''' +0 + 1/level || &nbsp;
+
|- align="left"
+
|'''Ability Scores:''' ...stuff || &nbsp;
+
 
|}
 
|}
 +
The caller's signature ability is the ability to ''call'' upon the presence of a specific entity, usually a Primal or an Eidolon, though it does not necessarily have to be such an entity. In general, a called creature - regardless of its true nature - is referred to as an ''eikon''.
  
Titan has a number of special abilities. Each of these has a prerequisite caller level, which a caller must meet before the ability can be used; in addition, the caller must have a Charisma score equal to or higher than the prerequisite level (thus, to use an ability gained at 18th level, the caller must have a Charisma score of 18 or higher). A Charisma score of 20 or higher is necessary to make use of Avatar and Ultimate abilities.
+
Whenever you gain access to a suite, you also gain the ability to ''call'' that suite's associated eikon. Upon that choice, the caller forms a powerful bond with that entity, tying her soul to its existence. Due to the strength of this bond, a called eikon no longer suffers from many of the restrictions normal summoned creatures have: while treated as summoned creatures, they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its caller, an eikon can touch and attack creatures warded by effects that prevent contact with summoned creatures. In addition, the caller and the eikon can always understand each other, even if they do not share a language: their communication is on a spiritual level, and transcends language.
  
Due to the nature of these abilities, Nature Inhibition always applies.
+
A caller can call one of her eikons in a ritual that takes 1 minute to perform. When summoned in this way, the eikon's hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eikon was slain, in which case it returns with half its normal hit points.
  
'''Landslide:''' Standard action. This ability affects a line 30 feet long, as wide as his space. Titan makes a special attack check, which is opposed by a Reflex save of all creatures in the area. Any creature that fails takes ''damage potency 3'' earth damage, and is pushed to the extreme edge of the area away from Titan (if there is an obstruction in the way, the creature is instead pushed against that); a successful save halves the damage, and the creature is not moved.
+
Eikons do not heal naturally, but an eikon that has not been called for one day has its hit points fully restored when it is next called. If an eikon would be healed for an effect that requires the expenditure of a ''healing surge'', you can spend one of your ''healing surges'' on its behalf, and the eikon benefits as though it had spent a ''healing surge''. An eikon uses its own hit point total to calculate the amount of healing it receives.
  
At 12th level, this ability affects a line 60 feet long instead.
+
The eikon remains until dismissed by the caller (a standard action).  
  
When used as an ''avatar'', double the length of the line this ability affects.
+
If the eikon is dismissed due to death, it cannot be called again until the following day.  
  
'''Tumult:''' Move action. This ability affects a 20-foot radius burst, centered on Titan. Titan makes a special attack check, opposed by Fortitude. Creatures that fail the save take ''damage potency 3'' earth damage, while a successful save halves the damage.
+
The eikon cannot be dismissed by means of ''dispel magic'' or similar Force-cancelling effects, but Force effects such as ''dismissal'' and ''banishment'' work normally.  
  
At 12th level, this ability affects a 30-foot radius burst instead.
+
If the caller is unconscious, asleep, or dead, her eikon is immediately banished.  
  
When used as an ''avatar'', increase the radius of this effect by 10 feet.
+
You cannot call an eikon if your current ''stress'' towards that eikon's suite is greater than your ''stress limit'', and if your current ''stress'' exceeds an eikon's suite's ''stress limit'' while that eikon is called, the eikon cannot make use of its abilities.
  
'''Weight of the Land:''' Full-round action. Titan affects an area of a 20-foot radius burst within Close range (25 feet + 5 feet/2 levels). Titan makes a special attack check, opposed by Reflex. Creatures that fail the save take ''damage potency 4'' earth damage, with a successful save halving the damage.
+
The eikon's hit points, defenses, and abilities are tied to the caller’s class level and increase as the caller gains levels.
  
At 12th level, when this ability is used, it creates two 20-foot radius bursts, which can overlap; creatures in an overlapping area must make saving throws against each effect independently, though they use the same special attack check.
+
As a caller gains levels, she gains the ability to choose new eikons (see Bending, above). A caller cannot have more than one eikon called at a time; if she calls a different eikon while she has an eikon called, the original eikon is dismissed as soon as the calling ritual is completed.
  
At 18th level, this ability creates three 20-foot radius bursts instead.
+
To direct an eikon, you must spend a move action on your turn; this gives the eikon a normal set of actions. If you do not spend a move action to direct the eikon, it takes no actions.
  
When used as an ''avatar'', the area of this effect is a 30-foot radius burst instead.
+
<div id="Convoke">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Convoke</font></div>
 +
|}
 +
While callers often prefer to call upon an eikon and have the creature at their side, they are also limited to only having one eikon manifested at a time; similarly, while manifested, an eikon is subject to the whims of the world, and such manifestations of these entities are often imperiled by the caller's adversaries. In such situations, the caller may find it advantageous to only call upon an eikon for a brief moment, in which the entity uses one of its abilities, then returns to whence it came. Such an action is known as ''convoking''.
  
'''Shatterstones:''' Move action. Titan creates a number of rocks within Close range (25 feet + 5 feet/2 levels), up to one per three levels. These stones are Medium-size, and thus occupy a full square; a shatterstone cannot be created in an occupied square. At the end of Titan's next turn, all of the shatterstones explode, dealing ''damage potency 3'' earth damage to all creatures within 10 feet of each stone. Titan must make a special attack check for this ability (each stone uses the same check), opposed by Reflex; a successful save halves the damage. If the explosion radii of multiple shatterstones overlap, a creature must make saving throws against each stone individually.
+
A caller can convoke any eikon she can access, except an eikon that is currently called (see Call, above). Convoking an eikon is at least a standard action; if the ability of the eikon being convoked requires more than a standard action, the convoke takes that long instead. When you convoke an eikon, select one of its abilities that you have access to; the eikon appears where you direct, within Close range (30 feet), and then uses the ability in a manner you direct, then disappears. As this is a manifestation of the true form of the eikon, and not the form that is called directly, the eikon is immune to damage or any other effects when it appears to use its convoked ability, and its disappearance cannot be prevented (except, possibly, through Epic means, though such entities tend to be resistant to even such powers). Because eikons are Natural and therefore not extraplanar, the caller can use this ability even in an area in which extraplanar travel is currently being prevented.
  
When used as an ''avatar'', this ability deals ''damage potency 4'' instead.
+
However, convocation comes at a price: unlike calling, it takes considerably more effort on the eikon's part to take part in a convocation. To use this ability, you must spend an amount of ''flux'' of the eikon's element equal to the your caller level, and - because these abilities are so drastically draining on local elemental energies - you also accrue an amount of ''stress'' equal to half that amount, rounded down (min 1). You cannot use convoke to use an action that would cost more ''flux'' than you have available, or would increase your ''stress'' above your ''stress limit'' for that element, nor can you use convoke to use an action from an eikon's avatar menu, or its ''ultimate'' ability.
  
'''Earthwall:''' Standard action. Titan creates a rocky shield around all of his caller's allies within 30 feet of him, granting them DR /- equal to his level, which lasts until it prevents an amount of damage equal to 3 x his level, at which point the effect dissipates.
+
<div id="Eikon Power">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Eikon Power</font></div>
 +
|}
 +
At second level, and 4th, 6th, and 8th levels, the spiritual bond between the caller and her eikons begins to manifest itself in the caller herself, slowly changing her capabilities based upon the eikons she is bonded with.
  
When used as an ''avatar'', this ability prevents an amount of damage equal to 5 x his level instead.
+
Each eikon has a list of abilities associated with it. You can select one such ability from any eikon's list that you are bonded to. Alternatively, you can select a general ability from the list below.
  
'''Rock Gaol:''' Standard action. Titan targets a single creature within Close range (25 feet + 5 feet/2 levels) and encases them in solid rock. Titan must make a special attack check opposed by the target's Reflex save; a successful save indicates this ability fails. If the save fails, the creature is effectively ''ejected'', unable to take any actions, and this status cannot be removed so long as the rock gaol exists. The rock gaol surrounding it has an amount of hit points equal to a ''damage potency 5'' roll; creatures who attack the gaol hit it automatically, though it has DR equal to Titan's DR, if any, and shares his energy resistances and vulnerabilities. When the rock gaol is reduced to 0 hit points, it is destroyed and the creature inside loses the ''eject'' status.
+
<div id="Beckon">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Beckon</font></div>
 +
|}
 +
As a standard action, a caller can call her eikon to her side. This functions as ''dimension door''. When used, the eikon appears adjacent to the caller (or as close as possible if all adjacent spaces are occupied). If the eikon is out of range, the ability is wasted.
  
When used as an ''avatar'', this ability requires a move action instead.
+
<div id="Transposition">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C5DAB2;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Transposition</font></div>
 +
|}
 +
'''Prerequisites:''' Beckon
  
'''Mountain Buster:''' Standard action. Titan affects a 30-foot cone, originating from him. Titan must make a special attack check opposed by Fortitude. Creatures that fail the save take ''damage potency 5'' earth damage, while creatures that succeed take half damage.
+
The caller can use her ''beckon'' ability to swap locations with her eikon. If it is larger than her, she can appear in any square occupied by the eikon. The eikon must occupy the square that was occupied by the caller if able, or as close as possible if it is not able.
  
When used as an ''avatar'', creatures that make a successful save take three-quarters of the damage instead.
+
<div id="Bond Senses">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Bond Senses</font></div>
 +
|}
 +
The caller can, as a standard action, share the senses of her eikon, hearing, seeing, smelling, tasting, and touching everything the eikon does. She can use this ability a number of rounds per day equal to her caller level. There is no range to this effect, but the eikon and the caller must be on the same plane. The caller can end this effect as a free action.
  
'''Geocrush:''' Full-round action. Titan leaps into the air and slams back into the ground, affecting a 60-foot radius, centered on him. Titan must make a special attack check opposed by Reflex. Creatures that fail the save take ''damage potency 4'' earth damage, plus an additional amount of earth damage equal to 80 minus their distance in feet from him (thus, a creature that is 20 feet away takes an additional 60 earth damage). A successful save halves this damage.
+
<div id="Life Link">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Life Link</font></div>
 +
|}
 +
Whenever an eikon takes enough damage to cause it to be dismissed, the caller can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eikon. This can prevent the eikon from being dismissed due to damage.
  
'''Megalith Throw:''' Standard action. Titan removes a piece of earth from himself and hurls it at a single target within Medium range (100 feet + 10 feet/level). Titan must make a basic attack check against the target's AC. If he hits, Titan deals ''damage potency 4'' earth damage to the target.
+
<div id="Shield Ally">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Shield Ally</font></div>
 +
|}
 +
Whenever the caller is within her eikon's reach, the caller receives a +4 shield bonus to her defenses. This bonus does not apply if the eikon is grappled, helpless, paralyzed, stunned, or unconscious.
  
'''Upheaval:''' Standard action. Titan affects a 60-foot radius, centered on him. Titan must make a special attack check opposed by Reflex. Creatures that fail the save take ''damage potency 4'' earth damage and are pushed to the extreme edge of the area, away from Titan, and are knocked ''prone''. Creatures that make the save take half damage and are still pushed away, but not knocked ''prone''. If there is an obstruction in the way of a creature being pushed, the creature is instead pushed against the obstruction instead.
+
<div id="Caller Talent">
 
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
'''Earthen Fury:''' Full-round action. Titan brings forth the full fury of the earth in a 40-foot radius centered on him. Titan must make a special attack check opposed by Fortitude. Creatures that fall the save take ''double damage potency 5'' earth damage and are ''stunned'' for 1 round. Creatures that make the save take half damage and are instead ''immobilized'' for 1 round, rather than ''stunned''. After using this ability, Titan is immediately dismissed.
+
! style="background:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Caller Talent</font></div>
 
+
|}
===Eikon Powers===
+
At 10th level and every two levels thereafter, the caller's understanding of her eikons and their nature improves. Choose one of the following abilities.  
A caller who has chosen to bond to Titan adds the following abilities to their list of eikon powers they can choose from.
+
 
+
* ''Mountainwalk (Na):'' The caller ignores difficult terrain that is rubble, uneven stone, or an earthen construction.
+
* ''Stone Bones (Na):'' The caller gains DR 2/adamantine. You can take this ability multiple times; its effect stacks.
+
* ''Whispers of the Earth (Na):'' The caller gains ''tremorsense'' with a distance of 10 feet. You can take this ability multiple times; each time you do, increase the distance by 10 feet.
+
  
===Titan Suite===
+
<div id="Avatar">
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="3;" style="background:#659D32;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Titan Gifts</font></div>
+
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Avatar</font></div>
|-
+
|width="15%" align="left"|'''Gift Name'''
+
|width="10%"|'''Stress'''
+
|width="75%" align="left"|'''Effect'''
+
|-style="background:white;" align="left"
+
|Earth Shake || align="center"|Basic || Deal 1d4+1, plus additional 1d4+1 per two levels, earth damage in a 5-foot radius.
+
|-align="left"  style="background:#BAEF87;"
+
|Stonecunning || align="center"|1 || Detect secret doors, hatches, and traps in stonework.
+
|-align="left"
+
|Earthbind || align="center"|2 || ''Immobilize'' a creature.
+
|-align="left"  style="background:#BAEF87;"
+
|Earth Glide || align="center"|2+ || Gain a burrow speed.
+
|-align="left"
+
|Alter Earth || align="center"|3+ || Modify the local terrain.
+
|-align="left"  style="background:#BAEF87;"
+
|Mettle || align="center"|3 || Gain the ''mettle'' ability.
+
|-align="left"
+
|Earthmeld || align="center"|4 || Meld into earth or stone.
+
|-align="left" style="background:#BAEF87;"
+
|Tremor || align="center"|4 || Deal 1d6/level earth damage in 20-foot radius, knocking creatures prone, possibly causing confusion.
+
|-align="left"
+
|Golem || align="center"|6 || Grant the ''protect'' status to nearby allies.
+
 
|}
 
|}
 +
The caller's spiritual connection to her eikons is such that she can allow them to physically manifest through her, rather than manifesting a fragment of their power close to her.
  
&nbsp;
+
As a full-round action, she can use this ability for any eikon she is bonded to, even one she has currently called (though that eikon is immediately dismissed); at the end of that action, she is replaced bodily by an enhanced version of the eikon she has chosen, whose occupied squares must at least contain the caller's square(s).
  
==Garuda==
+
An ''avatar'' has additional abilities available to it that are not available to a caller's ''call'' and ''convoke'' abilities, and the eikon gains other additional benefits outlined in their description. This ability is incredibly draining on both caller and eikon, however, and thus the caller accrues one ''stress'' towards the eikon's suite each round, and this ability can only be used once per day per bonded eikon, ending automatically if the caller's ''stress'' towards the eikon's element exceeds her ''stress limit''.
[[Image:garuda.jpg|thumb|375px|right|Garuda, Lady of the Vortex]]
+
  
: ''"Now... fall."''
+
While this ability is active, the caller is effectively ''ejected'', and thus cannot be targeted or affected in any way; durations of effects on her do not pass, but resume upon the end of this effect, and when the caller returns to existence, she does so in one of the eikon's squares, who is immediately dismissed at the end of this effect.
  
Garuda is not a physically imposing primal, only roughly twelve feet tall. Two conjoined pairs of giant wings sprout from her back, and her arms and legs end in the vicious claws of birds of prey.
+
<div id="Eikon Mastery">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Eikon Mastery</font></div>
 +
|}
 +
A caller can choose an additional ''eikon power'' ability in place of a talent.  
  
Garuda natively speaks Auran, but is able to communicate with a caller to whom she is bonded.
+
<div id="Feat">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Feat</font></div>
 +
|}
 +
The caller may gain a bonus feat in place of a talent.
  
===Special Qualities===
+
=Gifts=
Garuda has a number of special qualities, some of which are dependent upon the geomancer level of the caller to whom she is bonded.
+
The following are caller gifts, ordered by suite, then by grade.
  
'''Wind Resistance:''' Garuda has wind resist equal to the caller's geomancer level x 10.
+
==Fire Suite==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="4;" style="background:#659D32;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Basic Fire Gift</font></div>
 +
|-
 +
! width="10%"|Gift Name
 +
! width="10%"|Action
 +
! width="80%"|Effect
 +
|-style="background:white;" align="left"
 +
|[[Nature:_Fire_Gift_List#Fireburst|Fireburst]] || Standard || Blast of fire deals ''potency 2'' fire damage to a creature at range; you can use this gift as a ''basic attack''.
 +
|}
  
'''Earth Vulnerability:''' Garuda has earth vulnerability equal to the caller's geomancer level x 5. When she takes wind damage, she takes an additional amount equal to the initial amount or the value of her wind vulnerability, whichever is less.
+
&nbsp;
  
'''Wing Snare:''' Whenever Garuda takes magnetic damage, she loses her fly speed until the end of her next turn.
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="4;" style="background:#659D32;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Minor Fire Gifts</font></div>
 +
|-
 +
! width="10%"|Gift Name
 +
! width="10%"|Action
 +
! width="80%"|Effect
 +
|-style="background:white;" align="left"
 +
|[[Nature:_Fire_Gift_List#Bar_Fire|Bar Fire]] || Standard || Grant a creature ''barrier (fire)''.
 +
|- align="left" style="background:#C5DAB2;"
 +
|[[Nature:_Fire_Gift_List#Control_Flame|Control Flame]] || Standard || Manipulate existing fire, making it smaller or larger, or make it move.
 +
|- align="left"
 +
|[[Nature:_Fire_Gift_List#Ensnaring_Flame|Ensnaring Flame]] || Standard || Surround a creature in flame, dealing ''potency 2'' fire damage, and an additional ''potency 2'' fire damage if they move.
 +
|- align="left" style="background:#C5DAB2;"
 +
|[[Nature:_Fire_Gift_List#Fan_the_Flames|Fan the Flames]] || Standard || Target creature gets a power bonus to attack rolls with [fire] abilities, +1 potency to fire damage.
 +
|- align="left"
 +
|[[Nature:_Fire_Gift_List#Fire_Whip|Fire Whip]] || Standard || Deal ''potency 2'' fire damage to a creature and ''push'' them.
 +
|- align="left" style="background:#C5DAB2;"
 +
|[[Nature:_Fire_Gift_List#Flame_Wheel|Flame Wheel]] || Standard || Create a burst of fire in a ten foot burst around you, dealing ''potency 2'' fire damage.
 +
|- align="left"
 +
|[[Nature:_Fire_Gift_List#Purge_Impurity|Purge Impurity]] || Swift || Deal ''potency 1'' fire damage to yourself, and remove status ailments.
 +
|- align="left" style="background:#C5DAB2;"
 +
|[[Nature:_Fire_Gift_List#Singe|Singe]] || Standard || You cause ''ongoing potency 1 fire damage''.
 +
|- align="left"
 +
|[[Nature:_Fire_Gift_List#Wildfire_Dance|Wildfire Dance]] || Standard || Deal ''potency 3'' fire damage to creatures near you, and creatures that end their turn near you take ''potency 1'' fire damage.
 +
|}
  
===Special Abilities===
+
&nbsp;
Garuda has some stuff.
+
  
===Eikon Powers===
+
==Water Suite==
A caller who has chosen to bond to Garuda adds the following abilities to their list of eikon powers they can choose from.
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="4;" style="background:#659D32;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Basic Water Gift</font></div>
 +
|-
 +
! width="10%"|Gift Name
 +
! width="10%"|Action
 +
! width="80%"|Effect
 +
|-style="background:white;" align="left"
 +
|Water Whip || Standard || Deal ''potency 2'' water damage to a nearby creature; the target grants ''combat advantage'' until the end of your next turn.
 +
|}
  
* ''Evasion (Na):'' The caller gains the ''evasion'' special quality.
+
&nbsp;
* ''Fleet of Foot (Na):'' The caller gains a +10 foot insight bonus to her move speed. You can take this ability multiple times; its effect stacks.
+
* ''Slip the Bonds (Na):'' The caller gains Escape Artist and Tumble as class skills, and can use her Wisdom modifier instead of her Dexterity modifier for her ability bonus to these skills.
+
  
===Garuda Suite===
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
She assuredly has one.
+
! colspan="4;" style="background:#659D32;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Minor Water Gifts</font></div>
 +
|-
 +
! width="10%"|Gift Name
 +
! width="10%"|Action
 +
! width="80%"|Effect
 +
|-style="background:white;" align="left"
 +
|Barrier|| Standard || Grant a creature the ''barrier'' status against a single element.
 +
|- align="left" style="background:#C5DAB2;"
 +
|Basuna || Standard || Remove a single status ailment with a short duration.
 +
|- align="left"
 +
|Cure || Swift || Ally can spend a ''healing surge''.
 +
|- align="left" style="background:#C5DAB2;"
 +
|Moment || Swift || Increase your Initiative by 3.
 +
|- align="left"
 +
|Obscuring Mist || Standard || Create a mist that provides concealment.
 +
|- align="left" style="background:#C5DAB2;"
 +
|Protect || Standard || Grant a creature the ''protect'' status.
 +
|- align="left"
 +
|Sliprain || Standard || Deal ''potency 2'' water damage in a 10-foot radius, and possibly ''slow'' creatures in the area.
 +
|- align="left" style="background:#C5DAB2;"
 +
|Shell || Standard || Grant a creature the ''shell'' status.
 +
|- align="left"
 +
|Waterbending || Swift || Manipulate water in a variety of ways.
 +
|- align="left" style="background:#C5DAB2;"
 +
|Waterglide || Standard || Grant a creature a swim speed.
 +
|}
 +
 
 +
&nbsp;
  
 
=Feats=
 
=Feats=
Line 383: Line 386:
 
&nbsp;
 
&nbsp;
  
<div id="Elemental_Focus">
+
<div id="Evoker">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL FOCUS [Natural]</font></div>
+
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EVOKER [Job]</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Your focus on an element makes the gifts you draw from it harder to resist.
+
|You know how to paint with ''some'' of the colors of the wind.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Access to at least one gift suite.
+
|'''Prerequisites:''' No levels in a bender class.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' Choose one suite you can access. Increase the Saving Throw DC of any gift you use from that suite by +1. You can take this feat multiple times; each time you do, you can increase an existing saving throw DC increase by +1, or choose a new suite.
+
|'''Benefit:''' You gain access to a single natural suite, and learn two minor gifts of your choice from that suite. You have a ''stress limit'' of 2, plus an additional amount equal to one-half your Wisdom modifier, rounded down, and a ''flux die'' of d2.
 
|-align="left"  
 
|-align="left"  
|If a gift appears in multiple suites that you have access to, it uses the best bonus available.
+
|'''Special:''' If you take a level in any bender class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
 
|}
 
|}
 
</div>
 
</div>
Line 399: Line 402:
 
&nbsp;
 
&nbsp;
  
<div id="Elemental_Knowledge">
+
<div id="Extra_Flux">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL KNOWLEDGE [Natural]</font></div>
+
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTRA FLUX [Nature]</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You delve into studying the nature of the elements, gaining access to more geomantic power.
+
|Your ability to harness the elements is greater than it appears.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Access to at least one gift suite.
+
|'''Prerequisites:''' Bender.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' You gain knowledge of two new gifts of your choice. You can take this feat multiple times.
+
|'''Benefit:''' You gain a +1 feat bonus to your ''flux die''; this bonus is applied before terrain modifiers. You can take this feat multiple times; its effect stacks.  
 
|}
 
|}
 
</div>
 
</div>
Line 413: Line 416:
 
&nbsp;
 
&nbsp;
  
<div id="Elemental_Power">
+
<div id="Extra_Stress">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL POWER [Natural]</font></div>
+
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTRA STRESS [Nature]</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Your ability to draw upon a particular element increases.
+
|You can push an element to its breaking point.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Access to at least one gift suite.
+
|'''Prerequisites:''' Bender.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' Choose one suite you can access. Increase your Max Stress towards that element by +2. You can take this feat multiple times; each time you do, you can choose a suite you have already chosen or a new suite.
+
|'''Benefit:''' Choose one suite you can access. You gain a +2 feat bonus to your ''stress limit'' for that suite. You can take this feat multiple times; each time you do, you can choose a suite you have already chosen (the bonus this feat grants stacks with itself), or a new suite.
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Extra_Suite">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTRA SUITE [Nature]</font></div>
 +
|-style="background:white;" align="left"
 +
|Your breadth of knowledge of nature is expansive.
 +
|-align="left"
 +
|'''Prerequisites:''' Bender, access to five or fewer suites.
 +
|-align="left"
 +
|'''Benefit:''' You gain access to another natural suite of your choice. You can take this feat multiple times; its effect stacks.
 
|}
 
|}
 
</div>
 
</div>
Line 441: Line 458:
 
&nbsp;
 
&nbsp;
  
=Design Notes=
+
<div id="Gift_Focus">
Callers are a half-casting class. They are roughly equatable to technology's greasemonkey and the blue's trainer: they are a "pet"-based class. Unlike those two, however, callers retain some level of casting ability that does not directly pertain to their pet (greasemonkeys gain devices that are only usable via their vehicle; trainers learn memes, but cannot use them, only teach them to their mementos).
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">GIFT FOCUS [Nature]</font></div>
 +
|-style="background:white;" align="left"
 +
|Your ability to wield one element is greater.
 +
|-align="left"
 +
|'''Prerequisites:''' Bender.
 +
|-align="left"  
 +
|'''Benefit:''' Choose one suite you can access. You gain a +2 feat bonus on ''natural attacks'' with gifts of that suite. You can take this feat multiple times; each time you do, select a suite you can access for which you have not taken this feat.  
 +
|}
 +
</div>
  
Callers exist somewhere between greasemonkeys, who typically have one vehicle, and trainers, who typically have a large collection of mementos to use (though limited to six at any one time). Callers have a smaller collection, capping at six, with only a possibility of one out at a time, but are able to use ''convoke'' to use the abilities of other entities they can call upon.
+
&nbsp;
  
Using call summons forth a physical manifestation of the creature in question, which can use its abilities and assist in combat or other tasks. Convoke, however, only brings forth the creature for a moment, in which it uses a particular ability of some sort, then disappears back into the fabric of reality.
+
<div id="Gift Knowledge">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">GIFT KNOWLEDGE [Nature]</font></div>
 +
|-style="background:white;" align="left"
 +
|You delve into studying the nature of the elements, gaining access to more elemental power.
 +
|-align="left"
 +
|'''Prerequisites:''' Bender.
 +
|-align="left"
 +
|'''Benefit:''' You gain knowledge of two additional gifts of any grade you can access, of any suite you can access. You can take this feat multiple times; its effect stacks.  
 +
|}
 +
</div>
  
Called creatures - which vary, we'll get to that in a minute - have a set progression and a predefined set of abilities. In essence, much like a standard d20 summoner, the caller picks the one they want from their list, and brings it forth. Because of how these creatures operate in the lore, they cannot be altered by the caller. Callers effectively control these creatures directly, and they do not balk or otherwise disagree - they do as directed, due to the agreement between the caller and the creature summoned.
+
&nbsp;
  
While typically callers would call upon primals directly, they can call upon eidolons, as well. While eidolons are not as powerful as primals, the difference is irrelevant, as no caller can actually fully call a primal - they always only gain control over a fraction of such entity's power. In general, it's safe to assume that the less powerful the entity, the more the caller can successfully call upon its power, meaning that seemingly "weak" calls are just as powerful as seemingly "strong" ones, because a caller can get more out of a "weaker" entity than a "stronger" one. Leviathan isn't going to fully manifest for you, puny mortal, but some tiny eidolon creature will totally give you everything its got, and more.
+
=Design Notes=
 
+
'''June 16, 2016:''' Full rebuild.
Hmm. Because caller's casting abilities are based upon their called creatures, that allows us to use that resource for all of their abilities. A lower-level caller will probably typically pick one thing and stick with it - call, convoke, or invoke gifts - while a higher-level caller will call one summon, convoke another, and use gifts from a third.
+
 
+
So: the notion here is that every callable creature has a set of abilities, which the caller can make use of at 1st level, then one every 3rd level (same as feat levels). The called creature is not limited in uses of these abilities, unless otherwise specifically noted, so can use them all the time, even if they replicate gifts. The called creature also has hit points and various combat stats and skills; the reason these abilities are unlimited is because it can "die," and be removed from the field.
+
 
+
Convoke basically lets the caller use one of the abilities from a callable creature without it being present; it shows up during the effect, uses the ability, then disappears. The advantage is that the effect just happens; the downside, though, is that the called creature considers this effectively an abuse, and thus convoking accrues stress towards the called creature's suite.
+
 
+
Using normal gifts from a creature's suite accrues stress as normal.
+
 
+
==Eikon Design==
+
Eikons are not designed using traditional d20 mechanisms; instead, they are designed using D&D 4e mechanics. While eikons have ability scores, which are necessary for interaction with the world at large, their abilities are largely independent of them; effects that modify their ability scores modify the affected score's dependent stats (thus, if you reduce an eikon's Strength score, its physical damage is reduced accordingly), but it must be noted that there is ''no direct correlation between an eikon's ability scores and what it is capable of''. While this may initially seem nonsensical, realize that this is to reduce the overall workload on both the design end and the player end: 4e monsters are easy to run and manage.
+
 
+
Each eikon, then, follows roughly one of the monster roles from 4e.
+
 
+
==Damage Codes==
+
So, these damage codes are updated from when this beast was on a test page.
+
 
+
My original thinking was that damage output needed to be linear. However, given the "rocket tag"-like nature of combat in d20, as well as taking DR and resistances and crap into account... damage output actually needs to be closer to geometric.
+
 
+
But the issue is that you have to start small, then build up. Average damage needs to be around what a fighter should be able to expect to see, and I think the average damage output - 1d6+3 to 2d6+4 - hits that quite nicely.
+
 
+
This does mean that code 6 is reserved for holy-shit damage, like "final moves" and what-not, whereas the low end is more useful for things that incidentally do damage, or ongoing damage, or the like.
+
 
+
We'll also be using damage codes to calibrate trainers' pets' damage output.
+
 
+
I am also contemplating the possibility of just putting everything that deals damage on the damage codes. The only issue I see with that is that, while it's rather interesting to see if it can be done from a design perspective, I am concerned that it will wind up in the same boat as 4e, where everything did pretty much the same damage all the time. Super boring, as I recall.
+
  
So them's my thoughts on that.
+
{{Class_Breadcrumb}}
  
 
[[category:Mechanics]]
 
[[category:Mechanics]]
 
[[category:Nature]]
 
[[category:Nature]]
 
[[category:Base Classes]]
 
[[category:Base Classes]]

Latest revision as of 08:45, 13 November 2017

The Caller
  Bending
Level Special Flux Die Stress Limit Max Gift Grade Suites Gifts Known
1 Call, Convoke d3 2 Minor 1 3
2 Eikon Power d3 3 Minor 1 4
3   d3 3 Minor 2 5
4 Eikon Power d4 4 Lesser 2 6
5   d4 5 Lesser 2 7
6 Eikon Power d4 5 Lesser 2 8
7   d6 6 Lesser 3 9
8 Eikon Power d6 7 Lesser 3 11
9   d6 7 Moderate 3 12
10 Caller Talent d8 8 Moderate 3 13
11   d8 9 Moderate 4 14
12 Caller Talent d8 9 Moderate 4 15
13   d10 10 Moderate 4 16
14 Caller Talent d10 11 Greater 4 17
15   d10 11 Greater 5 19
16 Caller Talent d12 12 Greater 5 20
17   d12 13 Greater 5 21
18 Caller Talent d12 13 Greater 5 22
19   2d8 14 Major 6 23
20 Caller Talent 2d8 15 Major 6 24

 

Caller

Rydia, iconic caller, calling Leviathan
"The world is not without voice. Let me share it with you."

Woven into the fabric of reality are ten energies that - between them - serve as the basis on which all of existence rests. They flow like rivers and rage like storms, an invisible dance of elemental chaos that the eyes cannot perceive.

However, these energies of Nature are - much like their mother, Gaia, the spirit of the universe itself - not without awareness. This awareness takes on the form of the Primals, twelve entities of awesome Natural might that almost - but not quite - rival the power of the True Gods. Unlike those beings, however, the Primals do not intervene in the world in an active manner: they are part of the elemental tapestry, and act their part, no more and no less.

There are ways to call upon these entities, however, and beseech their aid. Unlike the relationship between petitioners and patrons, however, this relationship becomes intensely personal: for Primals require no faith, but instead are companions to those who would request their assistance. Denizens of the world they represent can, and do, seek out the means of binding their souls to the Primals' cause, and in return, the Primal can manifest physically - if only partially - in the realm of the real, and together mortal and Primal can seek out the enemies of existence and lay waste to them.

Game Rule Information

Callers have the following game statistics.

Force Alignment: Nature.

Force Resistances: DI 5 + level, VI 5 + level.

Abilities: Wisdom and Charisma are the caller's most important attributes. Wisdom improves her ability to manipulate nature through the gifts granted her by her patrons, and Charisma improves her ability to command more powerful aspects of her called creatures.

Hit Points at 1st Level: 5 + Con score.

Hit Points at Each Additional Level: 5 + Con modifier.

Healing Surges: 6 + Con modifier.

Defenses: Fort +0; Ref +0; Will +4; Det +4.

Starting Age: Simple.

Class Features

All of the following are class features of the caller.

Proficiencies

Weapons: Any three.

Armor: Cloth, leather.

Implements: Essences, totems.

Bending

Callers are benders, which means that they make use of gifts, raw energy channeled from the elemental tapestry that binds all of existence together. As benders, callers tap into this tapestry of elements to acquire flux, which they can turn into gifts. However, nature demands balance, and as callers gather flux, they also accrue stress, inhibiting their ability to draw more flux over time.

 

Natural Eikons
Suite Eikon Secondary Ability Description Basic Gift Opposes...
Gravity Atomos Con Little more than an enormous maw, Atomos seeks to unify all of creation by consuming it unto himself. Cosmic
Shadow Ark Per Ark is an enormous airship made of ebony, representing the power of the Void distilled, as it influenced reality. Holy
Earth Titan Str An immense being of living stone, Titan is stubbornness and defense incarnate. Wind
Water Leviathan Brv Sometimes also called the "world serpent," Leviathan seeks to purify the world through drowning it in endless waves of pure water. Fire
Ice Shiva Con Her every movement precise and perfect, Shiva demands that the world be logical and consistent and - above all else - perfect. Lightning
Wind Garuda Dex Goals shifting as often as the breeze, Garuda is a double-winged woman, more avian than humanoid, whose moves are impossible to predict. Earth
Lightning Ramuh Per Ramuh is an ancient sage, a brilliant mind who strikes those he deems unworthy with lightning and confusion. Ice
Fire Ifrit Str Pure destruction, and with the appearance of a demon, Ifrit is anger given form. fireburst Water
Holy Maduin Brv An enormous humanoid lion, Maduin represents the power of the Divine distilled, as it influenced reality. Shadow
Cosmic Fenrir Dex A wolf whose spirit is tied to the moons, Fenrir wanders the infinite expanse of space and time. Gravity

 

As a move action, the caller can tap one of her elemental suites. When she does so, she rolls her flux die, and acquires that much flux, while also accruing the same amount of stress. If you have more stress than your stress limit against an element, you cannot tap it (but see below); likewise, you cannot have more flux for an element than your stress limit. Even if you have multiple actions, you can only tap a given element once on each of your turns.

When you tap an element, if the amount of stress you acquire would put you over your stress limit for that element, you instead only gain enough flux and stress to put you at your stress limit.

If you currently have a called eikon (see below), you can always tap the element associated with that eikon, even if your stress for that element is at or above your stress limit. When you do so, the eikon gains the amount of flux you gained or would have gained if not for your stress. Eikons do not accrue stress and have no stress limit. An eikon's flux dissipates after 5 minutes.

Gift Grades
Grade Minimum Wisdom Minimum Secondary Ability Flux Cost
Minor 11 9 1
Lesser 13 10 2
Moderate 15 11 4
Greater 17 12 8
Major 19 14 16
Ancient 21 16 32

If you tap an element and have access to the suite of it's opposed element, you reduce your stress for the opposed element by the amount of flux you gain for the element you are tapping.

You can never have more flux than your current stress for a given element. If you do, your flux is immediately reduced to equal your stress.

If you are in an environment associated with an element you tap, you gain double the amount of flux. If you are in an environment associated with the element's opposed element, you instead halve the amount of flux you gain.

Flux is a powerful but relatively short-lived energy, and dissipates naturally over time. You lose all flux of an element after 5 minutes.

You can meditate to alleviate the stress you have accrued against the elements. Doing so requires 1 round of concentration, at the end of which you reduce your stress against all elements by half your FRC bonus, rounded down (min 1). You can automatically remove all accrued stress with a short rest.

To use a gift, called bending, you must spend an amount of flux - dependent upon the gift's grade - of the element associated with that gift. If you have access to a suite and are in a terrain associated with that element, you can use that suite's basic gift at will, which costs no flux.

The caller begins with three known gifts. She gains knowledge of additional gifts each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two gifts for new gifts from any suite she can access, of any grade she can access.

If you would gain access to a suite, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a suite and already have access to six suites, you gain a bonus feat instead.

The caller gains a bonus to her stress limit for each of her suites equal to her Charisma modifier.

The caller's key ability for her natural attacks is her Wisdom.

Call

The caller's signature ability is the ability to call upon the presence of a specific entity, usually a Primal or an Eidolon, though it does not necessarily have to be such an entity. In general, a called creature - regardless of its true nature - is referred to as an eikon.

Whenever you gain access to a suite, you also gain the ability to call that suite's associated eikon. Upon that choice, the caller forms a powerful bond with that entity, tying her soul to its existence. Due to the strength of this bond, a called eikon no longer suffers from many of the restrictions normal summoned creatures have: while treated as summoned creatures, they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its caller, an eikon can touch and attack creatures warded by effects that prevent contact with summoned creatures. In addition, the caller and the eikon can always understand each other, even if they do not share a language: their communication is on a spiritual level, and transcends language.

A caller can call one of her eikons in a ritual that takes 1 minute to perform. When summoned in this way, the eikon's hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eikon was slain, in which case it returns with half its normal hit points.

Eikons do not heal naturally, but an eikon that has not been called for one day has its hit points fully restored when it is next called. If an eikon would be healed for an effect that requires the expenditure of a healing surge, you can spend one of your healing surges on its behalf, and the eikon benefits as though it had spent a healing surge. An eikon uses its own hit point total to calculate the amount of healing it receives.

The eikon remains until dismissed by the caller (a standard action).

If the eikon is dismissed due to death, it cannot be called again until the following day.

The eikon cannot be dismissed by means of dispel magic or similar Force-cancelling effects, but Force effects such as dismissal and banishment work normally.

If the caller is unconscious, asleep, or dead, her eikon is immediately banished.

You cannot call an eikon if your current stress towards that eikon's suite is greater than your stress limit, and if your current stress exceeds an eikon's suite's stress limit while that eikon is called, the eikon cannot make use of its abilities.

The eikon's hit points, defenses, and abilities are tied to the caller’s class level and increase as the caller gains levels.

As a caller gains levels, she gains the ability to choose new eikons (see Bending, above). A caller cannot have more than one eikon called at a time; if she calls a different eikon while she has an eikon called, the original eikon is dismissed as soon as the calling ritual is completed.

To direct an eikon, you must spend a move action on your turn; this gives the eikon a normal set of actions. If you do not spend a move action to direct the eikon, it takes no actions.

Convoke

While callers often prefer to call upon an eikon and have the creature at their side, they are also limited to only having one eikon manifested at a time; similarly, while manifested, an eikon is subject to the whims of the world, and such manifestations of these entities are often imperiled by the caller's adversaries. In such situations, the caller may find it advantageous to only call upon an eikon for a brief moment, in which the entity uses one of its abilities, then returns to whence it came. Such an action is known as convoking.

A caller can convoke any eikon she can access, except an eikon that is currently called (see Call, above). Convoking an eikon is at least a standard action; if the ability of the eikon being convoked requires more than a standard action, the convoke takes that long instead. When you convoke an eikon, select one of its abilities that you have access to; the eikon appears where you direct, within Close range (30 feet), and then uses the ability in a manner you direct, then disappears. As this is a manifestation of the true form of the eikon, and not the form that is called directly, the eikon is immune to damage or any other effects when it appears to use its convoked ability, and its disappearance cannot be prevented (except, possibly, through Epic means, though such entities tend to be resistant to even such powers). Because eikons are Natural and therefore not extraplanar, the caller can use this ability even in an area in which extraplanar travel is currently being prevented.

However, convocation comes at a price: unlike calling, it takes considerably more effort on the eikon's part to take part in a convocation. To use this ability, you must spend an amount of flux of the eikon's element equal to the your caller level, and - because these abilities are so drastically draining on local elemental energies - you also accrue an amount of stress equal to half that amount, rounded down (min 1). You cannot use convoke to use an action that would cost more flux than you have available, or would increase your stress above your stress limit for that element, nor can you use convoke to use an action from an eikon's avatar menu, or its ultimate ability.

Eikon Power

At second level, and 4th, 6th, and 8th levels, the spiritual bond between the caller and her eikons begins to manifest itself in the caller herself, slowly changing her capabilities based upon the eikons she is bonded with.

Each eikon has a list of abilities associated with it. You can select one such ability from any eikon's list that you are bonded to. Alternatively, you can select a general ability from the list below.

▶ Beckon

As a standard action, a caller can call her eikon to her side. This functions as dimension door. When used, the eikon appears adjacent to the caller (or as close as possible if all adjacent spaces are occupied). If the eikon is out of range, the ability is wasted.

▶ Transposition

Prerequisites: Beckon

The caller can use her beckon ability to swap locations with her eikon. If it is larger than her, she can appear in any square occupied by the eikon. The eikon must occupy the square that was occupied by the caller if able, or as close as possible if it is not able.

▶ Bond Senses

The caller can, as a standard action, share the senses of her eikon, hearing, seeing, smelling, tasting, and touching everything the eikon does. She can use this ability a number of rounds per day equal to her caller level. There is no range to this effect, but the eikon and the caller must be on the same plane. The caller can end this effect as a free action.