Nature: Eikons

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Eikon is the term used by callers to refer to the manifestations of Primals and Eidolons that they can summon forth into being. Callers and these entities form pacts through which the caller binds their soul to the essence of the being in question, inextricably tying them together. While other geomancers are able to tap into the ebb and flow of the elements within the world, callers are more intimately connected to the spiritual manifestations of the elements themselves.

This page discusses the general rules for eikons, as well as the specific eikons that exist. Refer to the caller class page for more specific information on how to use these rules.

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.

Atomos

Atomos, Lord of the Pit
"..."

Atomos, in his Primal form, is an immense, almost cuboid creature, with a mouth that encompasses almost the entirety of one of his sides. Within his gaping maw is nothing but crushing, eternal darkness.

Atomos does not speak, but is able to communicate with a caller to whom he is bonded.

Special Qualities

Atomos has a number of special qualities, some of which are dependent upon the geomancer level of the caller to whom he is bonded.

Magnetic Resistance: Atomos has magnetic resist equal to the caller's geomancer level x 10.

Cosmic Vulnerability: Atomos has cosmic vulnerability equal to the caller's geomancer level x 5. When he takes cosmic damage, he takes an additional amount equal to the initial amount or the value of his cosmic vulnerability, whichever is less.

Light in Darkness: Whenever Atomos takes holy damage, he is blinded until the end of his next turn.

Lifesense: Atomos has lifesense to a distance of 10 feet, plus an additional 10 feet for every three levels. This ability is lost if Atomos is blinded.

Gravity Shield: At 4th level, all squares within Atomos' reach are considered difficult terrain.

Ignore Gravity: At 8th level, Atomos gains a fly speed of 20 ft. with perfect maneuverability, and becomes immune to immobilize, slow, and lag.

Cavernous Maw: At 12th level, Atomos becomes Huge, increasing to a space 15 feet across, with a reach of 15 feet, and the damage potency of Atomos' basic attack increases to 4.

G-Force 199: At 16th level, whenever Atomos uses an ability that does not cause damage, all targets that fail the saving throw against that ability lose a percentage of their current hit points equal to one-half Atomos' level, rounded down.

Lord of the Pit: At 20th level, the damage potency of Atomos' basic attack increases to 5. Creatures affected by G-Force 199 lose a percentage of their current hit points equal to Atomos' level, rounded down.

Special Abilities

ATOMOS
Large Elemental (Gravity)  
Hit Points: 10/level Abilities
Initiative: +1 + 1/4 levels 1st: Magnetic Field
Speed: 20 ft. 3rd: Gravity Spike
Armor Class: 12 + 1/level 6th: Crushing Depths
Touch: 10 + 1/2 levels
9th: Pulverizer
Flatfooted: 10 + 1/level
12th: Ripper
Basic Attack: +2 + 2/level 15th: Oppression
Damage Potency: 3
18th: ---
Special Attack: +3 + 1/level Avatar: ---
Space/Reach: 10 ft. / 10 ft. Avatar: ---
Fortitude: +3 + 1/level Avatar: ---
Reflex: +0 + 1/4 levels Ultimate: Wormhole
Will: +2 + 1/level  
Ability Scores: ...stuff  

Atomos 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.

Due to the nature of these abilities, Nature Inhibition always applies.

Magnetic Field: Standard action. This ability affects a 30-foot radius burst within Close range (25 feet + 5 feet/2 levels). Atomos makes a special attack check, which is opposed by a Fortitude save of all creatures in the area. Any creature that fails takes damage potency 2 magnetic damage, and is slowed for 1 round/level.

At 12th level, this ability affects an area of 50-foot radius.

When used as an avatar, all creatures affected also gain lag equal to one-half Atomos' level.

Gravity Spike: Standard action. This ability affects a 10-foot radius burst within Close range (25 feet + 5 feet/2 levels). Atomos makes a special attack check, opposed by Fortitude. Creatures that fail the save lose 25% of their current hit points, rounded down.

At 12th level, this ability affects a 20-foot radius burst instead.

When used as an avatar, creatures that fail the save lose 50% of their current hit points, rounded down, while creatures that make the save lose 25%, rounded down.

Crushing Depths: Full-round action. Atomos affects an area of a 20-foot radius burst within Close range (25 feet + 5 feet/2 levels). Atomos make a special attack check, opposed by Fortitude. Creatures that fail the save take damage potency 3 magnetic damage and become immobilized for 1 round/level. Creatures that make the save take half damage and are instead slowed for 1 round/level.

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.

At 18th level, this ability creates three 20-foot radius bursts instead.

When used as an avatar, the area of this effect is a 30-foot radius burst instead.

Pulverizer: Move action. Atomos targets a single creature within Close range (25 feet + 5 feet/2 levels). Atomos makes a special attack check, opposed by Fortitude. If the target fails, the target loses 75% of its current hit points, rounded down; if the target succeeds, the target loses 25% of its current hit points, rounded down.

Ripper: Move action. Atomos affects an area of a 30-foot radius burst within Close range (25 feet + 5 feet/2 levels). Atomos makes a special attack check, opposed by Fortitude. Creatures that fail the save lose any status effects that prevent or reduce damage, such as protect, barrier, or similar; all temporary hit points; and lose and cannot regain DR or ER of any type for 1 round/2 levels.

Oppression: Standard action. Atomos targets a single creature within Close range (25 feet + 5 feet/2 levels). Atomos makes a special attack check, opposed by Fortitude. If the target fails, the target gains dead; if the target succeeds, the target is instead stunned for 1 round.

Wormhole: Full-round action. Atomos unleashes the full force of gravity in a 40-foot radius centered on him. Atomos must make a special attack check opposed by Fortitude. Creatures that fall the save take damage potency 6 magnetic damage, and if slain by this damage, are immediately drawn into Atomos and consumed, and cannot be returned to life by mortal means. Creatures that make the save take half damage, and if slain, are instead drawn to the nearest open square near Atomos. After using this ability, Atomos is immediately dismissed.

Eikon Powers

A caller who has chosen to bond to Atomos adds the following abilities to their list of eikon powers they can choose from.

  • Immovable (Na): The caller gains a +2 bonus to any attack roll, skill check, or saving throw made to avoid forced movement. You can take this ability multiple times; its effect stacks.
  • Impervious (Na): When affected by an ability that is dependent on the caller's current hit points, she can choose to treat her current hit points as either 5 points higher or lower, whichever is beneficial. You can take this ability multiple times; each time you do, double the amount by which you can modify your hit points, to a maximum of your max hit points.
  • Gravity Adaptation (Na): The caller suffers no penalties in situations in which gravity is changed or modified, such as zero-, low-, or high-gravity environments, or in situations in which gravity is reversed.

Atomos Suite

Atomos Gifts
Gift Name Stress Effect
Something Basic Words.

 

Titan

Titan, Lord of Crags
"I will crush you beneath my heel, mortal!"

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.

Titan natively speaks Terran, but is able to communicate with a caller to whom he is bonded.

Special Qualities

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.

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.

Shattering Tremors: Whenever Titan takes sonic damage, he is slowed until the end of his next turn.

Tremorsense: Titan has tremorsense to a distance of 10 feet, plus an additional 10 feet for every three levels.

Earthen Ward: At 4th level, Titan gains DR X/-, where X equals the caller's geomancer level.

Mountainwalker: At 8th level, Titan ignores difficult terrain, and gains a Climb speed of 20 feet.

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.

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.

Enrage is considered a status effect, and sluggish is considered a status ailment.

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.

Special Abilities

TITAN
Large Elemental (Earth)  
Hit Points: 15/level Abilities
Initiative: +2 + 1/3 levels 1st: Landslide
Speed: 20 ft. 3rd: Tumult
Armor Class: 14 + 2/level 6th: Weight of the Land
Touch: 10 + 1/2 levels
9th: Shatterstones
Flatfooted: 13 + 2/level
12th: Earthwall
Basic Attack: +3 + 2/level 15th: Rock Gaol
Damage Potency: 2
18th: Mountain Buster
Special Attack: +2 + 1/level Avatar: Geocrush
Space/Reach: 10 ft. / 10 ft. Avatar: Megalith Throw
Fortitude: +2 + 2/level Avatar: Upheaval
Reflex: +0 + 1/2 levels Ultimate: Earthen Fury
Will: +0 + 1/level  
Ability Scores: ...stuff  

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.

Due to the nature of these abilities, Nature Inhibition always applies.

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.

At 12th level, this ability affects a line 60 feet long instead.

When used as an avatar, double the length of the line this ability affects.

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.

At 12th level, this ability affects a 30-foot radius burst instead.

When used as an avatar, increase the radius of this effect by 10 feet.

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.

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.

At 18th level, this ability creates three 20-foot radius bursts instead.

When used as an avatar, the area of this effect is a 30-foot radius burst instead.

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.

When used as an avatar, this ability deals damage potency 4 instead.

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.

When used as an avatar, this ability prevents an amount of damage equal to 5 x his level instead.

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.

When used as an avatar, this ability requires a move action instead.

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.

When used as an avatar, creatures that make a successful save take three-quarters of the damage instead.

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.

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.

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.

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.

Eikon Powers

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

Titan Gifts
Gift Name Stress Effect
Earth Shake Basic Deal 1d4+1, plus additional 1d4+1 per two levels, earth damage in a 5-foot radius.
Stonecunning 1 Detect secret doors, hatches, and traps in stonework.
Earthbind 2 Immobilize a creature.
Earth Glide 2+ Gain a burrow speed.
Alter Earth 3+ Modify the local terrain.
Mettle 3 Gain the mettle ability.
Earthmeld 4 Meld into earth or stone.
Tremor 4 Deal 1d6/level earth damage in 20-foot radius, knocking creatures prone, possibly causing confusion.
Golem 6 Grant the protect status to nearby allies.

 

Leviathan

LEVIATHAN
Large Elemental (Water)
Leviathan2.jpg
Hit Points: 20 + 10/level 1st: Dread Tide
Initiative: +5 + 2/3 levels 1st: Dreadstorm
Speed: 60 ft. 1st: Hydroshot
BAB: +0 + .67/level (round down) 3rd: Water Spout
Physical Attack: +2 + 2/level
6th: Gyre Spume
Damage Potency: 3
9th: Tidal Roar
FRC: +0 + 1/level 12th: Scale Darts
Natural Attack: +4 + 2/level
15th: Briny Mirror
SKL: +0 + 1/2 levels 18th: Grand Fall
Fortitude: 11 + 1/3 levels Avatar: Tail Swipe
Reflex: 16 + 1/2 levels Avatar: Tidal Rush
Will: 14 + 1/level Avatar: Spring Water
Det: 14 + 1/2 levels Ultimate: Tsunami
Space/Reach: 10 ft. / 10 ft.
"Drink deep of the sea's bitter draught!"

Leviathan, in his Primal form, is an immense serpentine creature that seems more akin to a limbless dragon.

Leviathan natively speaks Aquan, but is able to communicate with a caller to whom he is bonded.

Special Qualities

Leviathan has a number of special qualities, some of which are dependent upon the geomancer level of the caller to whom he is bonded.

Water Resistance: Leviathan has innate barrier (water) and water resist equal to 5 x his level.

Fire Vulnerability: Leviathan has innate fire vulnerability.

Lightning Disperson: Whenever Leviathan takes lightning damage, he is stunned until the start of his next turn.

Waterglide: Leviathan has waterwalking.

Ability 2: Some thing at 4th level.

Ability 3: Some thing at 8th level.

Sea Serpent: At 12th level, Leviathan becomes Huge, increasing to a space 15 feet across, with a reach of 15 feet, and the damage potency of Leviathan's basic attack increases to 5.

Ability 5: Some thing at 16th level.

Lord of the Whorl: At 20th level, the damage potency of Leviathan's basic attack increases to 7.

Special Abilities

Leviathan 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.

To use an ability, Leviathan must expend flux equal to the level at which the ability becomes available. Avatar abilities require an amount of flux equal to the caller's character level, while ultimate abilities require no flux.

Due to the nature of these abilities, Nature Inhibition always applies.

Dread Tide

Standard action. Leviathan uncoils himself and surges forward, targeting a line 30 feet long and as wide as his space. He makes a physical attack against Reflex of all creatures in the area. If he hits, he deals potency 3 damage, half physical and half water; if he misses, this attack deals no damage.

At 6th level, this ability deals potency 4 damage on a hit instead.

At 12th level, this ability deals half damage on a miss.

At 18th level, this ability deals potency 6 damage on a hit instead.

Dreadstorm

Full-round action. Leviathan causes a whirlpool to form under a creature within 60 feet, with a 10-foot radius. He makes a natural attack against Determination of all creatures in the area. If he hits, that creature gains fear for 5 rounds.

At 8th level, this ability affects a 20-foot radius around the target.

At 16th level, this ability can target an additional creature.

When used as an avatar, this ability also deals potency 3 water damage on a hit, and half damage on a miss.

Hydroshot

Standard action. Leviathan creates a whirlpool under a creature within 30 feet, with a 10-foot radius. He makes a natural attack against Reflex of all creatures in the area. If he hits, he deals potency 2 water damage, and half damage on a miss. All creatures in the area gain ongoing water damage with potency 1 for 5 rounds.

At 5th level, this ability affects a 20-foot radius around the target.

At 10th level, this ability inflicts ongoing water damage with potency 2 instead.

At 15th level, this ability deals potency 6 water damage instead.

Water Spout

Full-round action. Leviathan affects an area of a 20-foot radius burst within Close range (30 feet). Leviathan makes a natural attack opposed by Reflex. Creatures in the area take damage potency 3 water damage, or half damage on a miss.

At 12th level, when this ability is used, it creates two 20-foot radius bursts, which can overlap; Leviathan makes separate attack rolls for each burst.

At 18th level, this ability creates three 20-foot radius bursts instead.

When used as an avatar, the area of this effect is a 30-foot radius burst instead.

Eikon Powers

A caller who has chosen to bond to Leviathan adds the following abilities to their list of eikon powers they can choose from.

▶ Waterborn

You gain innate barrier (water). (A creature with barrier takes half damage, rounded down, from the listed damage type.)

▶ Waterwalking

You gain waterwalking. (A creature with waterwalking can function normally in water. This ability does not grant the ability to breathe water.)

▶ Mettle

You gain mettle.

▶ Improved Mettle

Prerequisites: Mettle

You gain improved mettle.

Ifrit

IFRIT
Large Elemental (Fire)
Eikon ifrit.jpg
Hit Points: 16 + 8/level 1st: Fist of Fire
Initiative: +4 + 1/2 levels 1st: Scorch
Speed: 60 ft. 1st: Vulcan Buster
BAB: +0 + 1/level 3rd: Heatwave
Physical Attack: +3 + 2/level
6th: Eruption
Damage Potency: 4
9th: Lava Plumes
FRC: +0 + 1/level 12th: Flaming Crush
Natural Attack: +3 + 2/level
15th: Incinerate
SKL: +0 + 1/2 levels 18th: Crimson Cyclone
Fortitude: 11 + 1/3 levels Avatar: Infernal Nail
Reflex: 14 + 1/level Avatar: Searing Wind
Will: 12 + 1/2 levels Avatar: Infernal Fetters
Det: 13 + 1/2 levels Ultimate: Hellfire
Space/Reach: 10 ft. / 10 ft.
"Thy souls will burn for eternity!"

Ifrit, in his Primal form, is an immense quadrupedal creature that vaguely resembles classical representations of demons. His skin varies in coloration from a burnt black to a flaming red in color. When called by a caller, he is usually significantly smaller, but retains his demonic appearance.

Ifrit natively speaks Ignan, but is able to communicate with a caller to whom he is bonded.

Special Qualities

Ifrit has a number of special qualities, some of which are dependent upon the geomancer level of the caller to whom he is bonded.

Fire Resistance: Ifrit has innate barrier (fire) and fire resist equal to 5 x his level.

Water Vulnerability: Ifrit has innate water vulnerability.

Extinguishing Winds: Whenever Ifrit takes wind damage, he cannot use any abilities that cause ongoing fire damage until the end of his next turn.

Firewalker: Ifrit is immune to ongoing fire damage.

Ability 2: Some thing at 4th level.

Exsanguinating Claws: At 8th level, Ifrit's basic attacks cause exsanguinate on the target if the attack hits and the attack roll hits the target's Fortitude at a -5 penalty. (A creature with exsanguinate has its maximum hit points reduced by 10%; exsanguinate stacks, and a creature with 10 copies of this status ailment becomes unconscious.)

Demonic Visage: At 12th level, Ifrit becomes Huge, increasing to a space 15 feet across, with a reach of 15 feet, and the damage potency of Ifrit's basic attack increases to 6.

Ability 4: Some thing at 16th level.

Lord of the Inferno: At 20th level, the damage potency of Ifrit's basic attack increases to 8.

Special Abilities

Ifrit 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.

To use an ability, Ifrit must expend flux equal to the level at which the ability becomes available. Avatar abilities require an amount of flux equal to the caller's character level, while ultimate abilities require no flux.

Due to the nature of these abilities, Nature Inhibition always applies.

Fist of Fire

Standard action. Ifrit targets one creature within reach, and makes a physical attack against Fortitude. If he hits, he deals damage equal to his basic attack damage, but half bludgeoning and half fire, and also inflicts ongoing fire damage with potency 1 (duration of five rounds). If he misses, he instead deals half damage, all physical bludgeoning.

At 6th level, this ability inflicts ongoing fire damage with potency 2 on a hit instead.

At 10th level, this ability deals full damage on a miss, half physical bludgeoning and half fire.

At 12th level, this ability inflicts ongoing fire damage with potency 3 on a hit instead.

At 18th level, this ability inflicts ongoing fire damage with potency 4 on a hit instead.

Scorch

Standard action. Ifrit targets a single creature within 30 feet and causes them to erupt in flames. Make a magical attack against the target, against Fortitude. On a hit, the target takes potency 4 fire damage; this ability deals half damage on a miss.

At 6th level, this ability deals potency 5 fire damage.

At 12th level, this ability deals potency 6 fire damage.

At 18th level, this ability deals potency 8 fire damage.

Vulcan Buster

Full-round action. Ifrit breathes forth a cone of incredibly hot, dense flame. This ability targets all creatures in a 15 foot cone. Make a magical attack against all creatures in the area, against Reflex, Fortitude, and Determination. For each defense hit, this attack deals penetrating potency 2 fire damage.

At 9th level, this ability deals potency 3 fire damage for each defense hit.

At 18th level, this ability deals potency 4 fire damage for each defense hit.

Heatwave

Standard action. Ifrit emits a burst of flame, that begins in his square and extends to a 30 foot radius. Ifrit makes a natural attack against Reflex. Creatures in the area take potency 2 fire damage and are pushed 2 squares away from Ifrit, with damage halved on a miss and the forced movement reduced to 1 square.

At 8th level, this ability deals potency 3 fire damage, and pushes creatures 4 squares away, or 2 on a miss.

At 16th level, this ability deals potency 4 fire damage, and pushes creatures 8 squares away, or 4 on a miss.

Eruption

Standard action. Ifrit chooses a single target within 60 feet; the ground beneath that creature begins to glow (this effect does not follow the creature). At the start of Ifrit's next turn, a 30 foot radius burst around the targeted area bursts into flame; Ifrit makes a natural attack against Reflex. All creatures in the area take potency 6 fire damage, with damage halved on a miss.

At 16th level, this ability targets two creatures within range instead.

When used as an avatar, this ability can target one additional creature within range.

Lava Plumes

Full-round action. Ifrit affects an area of a 20-foot radius burst within Close range (30 feet). Ifrit makes a natural attack opposed by Reflex. Creatures in the area take damage potency 3 fire damage, dealing half damage on a miss.

At 12th level, when this ability is used, it creates two 20-foot radius bursts, which can overlap; Ifrit makes separate attack rolls for each burst.

At 18th level, this ability creates three 20-foot radius bursts instead.

When used as an avatar, the area of this effect is a 30-foot radius burst instead.

Flaming Crush

Full-round action. Ifrit leaps into the air and slams back down to the ground with a burst of flame. Make a physical attack against all creatures within Ifrit's reach, against Reflex. If you hit, Ifrit deals potency 6 damage, half fire and half earth.

At 16th level, this ability deals potency 8 damage.

Incinerate

Standard action. Ifrit breathes a cone of fire 60 feet long. Ifrit makes a natural attack against Reflex; creatures in the area take potency 5 fire damage, with damage halved on a miss.

When used as an avatar, this ability deals potency 7 fire damage instead.

Crimson Cyclone

Full-round action. Ifrit moves up to his speed in a straight line, then move up to his speed in a straight line, then move up to his speed in a straight line. He makes a physical attack against each creature whose space he enters, against Reflex; this movement does not provoke opportunity attacks. On a hit, the target takes potency 5 slashing damage; this ability deals no damage on a miss.

Hellfire

Full-round action. Ifrit emits a burst of flame centered on himself with a radius of 60 feet, and makes a natural attack against Reflex of all creatures in the area. On a hit, the target takes penetrating potency 10 fire damage; on a miss, this effect deals half damage.

If Ifrit's infernal nail ability is active when this ability is used, this effect instead deals penetrating double potency 10 damage.

Ifrit is immediately dismissed after this effect resolves, and cannot be called again until the next sunrise.

Eikon Powers

A caller who has chosen to bond to Ifrit adds the following abilities to their list of eikon powers they can choose from.

▶ Born of Flame

You gain innate barrier (fire). (A creature with barrier takes half damage, rounded down, from the listed damage type.)

▶ Tenacity

You gain tenacity.

▶ Improved Tenacity

Prerequisites: Tenacity

You gain improved tenacity.

Fenrir

Fenrir, Lord of the Moons
"Aroooooooooooooooooo!"

Fenrir, in his Primal form, is an immense wolf, whose coat seems pitchest black save for the twinkling of stars, as though his body were a gateway to the heavens. His eyes often reflect the phases of the moons of Adnez, Millicent and Merle. When called by a caller, he is usually significantly smaller, but retains his starry pelt and unusual eyes.

Fenrir does not speak mortal languages, but is able to communicate with a caller to whom he is bonded.

Special Qualities

Fenrir has a number of special qualities, some of which are dependent upon the geomancer level of the caller to whom he is bonded.

Cosmic Resistance: Fenrir has cosmic resist equal to the caller's geomancer level x 10.

Gravity Vulnerability: Fenrir has magnetic vulnerability equal to the caller's geomancer level x 5. When he takes magnetic damage, he takes an additional amount equal to the initial amount or the value of his magnetic vulnerability, whichever is less.

Solar Eclipse: Whenever Fenrir takes radiant damage, he is dazed until the end of his next turn.

Walker Between Worlds: Fenrir ignores any penalties in low and zero gravity conditions, and can act normally even in such conditions. Fenrir does not need to breathe.

Sight Beyond Sight: At 4th level, Fenrir gains innate see invisibility.

Lunar Melody: At 8th level, all of Fenrir's abilities that allow saving throws gain Rider: The creature becomes confused for 1 round.

Moonpath: At 12th level, Fenrir gains a fly speed of 60 feet with perfect maneuverability.

Alpha and the Omega: At 16th level, Fenrir's reach increases to 15 feet; the damage potency of Fenrir's basic attack increases to 3; and Fenrir gains uncanny dodge.

Lord of the Moons: At 20th level, the damage potency of Fenrir's basic attack increases to 4.

FENRIR
Large Elemental (Cosmic)  
Hit Points: 10/level Abilities
Initiative: +4 + 1/2 levels 1st: Howling Moon
Speed: 40 ft. 3rd: Moonlit Charge
Armor Class: 15 + 1/level 6th: Crescent Fang
Touch: 13 + 1/ level
9th: Lunar Roar
Flatfooted: 11 + 1/2 levels
12th: Ecliptic Growl
Basic Attack: +2 + 2/level 15th: Ecliptic Howl
Damage Potency: 3
18th: Moon's Favor
Special Attack: +4 + 2/level Avatar: Eclipse Bite
Space/Reach: 10 ft. / 10 ft. Avatar: Lunar Bay
Fortitude: +0 + 1/level Avatar: Heavensward Howl
Reflex: +2 + 1/level Ultimate: Lunar Cry
Will: +2 + 1/2 levels  
Ability Scores: ...stuff