|Level||Special||Flux Die||Stress Limit||Max Gift Grade||Suites||Gifts Known|
- "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.
All of the following are class features of the caller.
Weapons: Any three.
Armor: Cloth, leather.
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.
|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.
|Grade||Minimum Wisdom||Minimum Secondary Ability||Flux Cost|
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.
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.
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.
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.
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.
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.
▶ Life Link
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 +4 shield bonus to her defenses. This bonus does not apply if the eikon is grappled, helpless, paralyzed, stunned, or unconscious.
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.
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 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.
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.
▶ Eikon Mastery
A caller can choose an additional eikon power ability in place of a talent.
The caller may gain a bonus feat in place of a talent.
The following are caller gifts, ordered by suite, then by grade.
Basic Fire Gift
|Fireburst||Standard||Blast of fire deals potency 2 fire damage to a creature at range; you can use this gift as a basic attack.|
Minor Fire Gifts
|Bar Fire||Standard||Grant a creature barrier (fire).|
|Control Flame||Standard||Manipulate existing fire, making it smaller or larger, or make it move.|
|Ensnaring Flame||Standard||Surround a creature in flame, dealing potency 2 fire damage, and an additional potency 2 fire damage if they move.|
|Fan the Flames||Standard||Target creature gets a power bonus to attack rolls with [fire] abilities, +1 potency to fire damage.|
|Fire Whip||Standard||Deal potency 2 fire damage to a creature and push them.|
|Flame Wheel||Standard||Create a burst of fire in a ten foot burst around you, dealing potency 2 fire damage.|
|Purge Impurity||Swift||Deal potency 1 fire damage to yourself, and remove status ailments.|
|Singe||Standard||You cause ongoing potency 1 fire damage.|
|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.|
Basic Water Gift
|Water Whip||Standard||Deal potency 2 water damage to a nearby creature; the target grants combat advantage until the end of your next turn.|
Minor Water Gifts
|Barrier||Standard||Grant a creature the barrier status against a single element.|
|Basuna||Standard||Remove a single status ailment with a short duration.|
|Cure||Swift||Ally can spend a healing surge.|
|Moment||Swift||Increase your Initiative by 3.|
|Obscuring Mist||Standard||Create a mist that provides concealment.|
|Protect||Standard||Grant a creature the protect status.|
|Sliprain||Standard||Deal potency 2 water damage in a 10-foot radius, and possibly slow creatures in the area.|
|Shell||Standard||Grant a creature the shell status.|
|Waterbending||Swift||Manipulate water in a variety of ways.|
|Waterglide||Standard||Grant a creature a swim speed.|
The following are a selection of feats that are relevant to callers.
|You know how to paint with some of the colors of the wind.|
|Prerequisites: No levels in a bender class.|
|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.|
|Special: If you take a level in any bender class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.|
EXTRA FLUX [Nature]
|Your ability to harness the elements is greater than it appears.|
|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.|
EXTRA STRESS [Nature]
|You can push an element to its breaking point.|
|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.|
EXTRA SUITE [Nature]
|Your breadth of knowledge of nature is expansive.|
|Prerequisites: Bender, access to five or fewer suites.|
|Benefit: You gain access to another natural suite of your choice. You can take this feat multiple times; its effect stacks.|
EXTRAORDINARY TALENT [Epic]
|You are more talented than your experience would otherwise suggest.|
|Prerequisites: Character level 21st+.|
|Benefit: You gain a talent from the talent list of one of your classes.|
GIFT FOCUS [Nature]
|Your ability to wield one element is greater.|
|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.|
GIFT KNOWLEDGE [Nature]
|You delve into studying the nature of the elements, gaining access to more elemental power.|
|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.|
June 16, 2016: Full rebuild.