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The Caller
  Geomancy
Level BAB Fort Ref Will Special Max Stress Suites Gifts
1 +0 +0 +0 +2 Call, Convoke 2 1 2
2 +1 +0 +0 +3 Eikon Power 2 1 3
3 +1 +1 +1 +3   3 1 5
4 +2 +1 +1 +4 Eikon Power 3 2 6
5 +2 +1 +1 +4   4 2 8
6 +3 +2 +2 +5 Eikon Power 4 2 9
7 +3 +2 +2 +5   5 2 11
8 +4 +2 +2 +6 Eikon Power 5 3 12
9 +4 +3 +3 +6   6 3 14
10 +5 +3 +3 +7 Caller Talent 6 3 15
11 +5 +3 +3 +7   7 4 17
12 +6/+1 +4 +4 +8 Caller Talent 7 4 18
13 +6/+1 +4 +4 +8   8 4 20
14 +7/+2 +4 +4 +9 Caller Talent 8 4 21
15 +7/+2 +5 +5 +9   9 5 23
16 +8/+3 +5 +5 +10 Caller Talent 9 5 24
17 +8/+3 +5 +5 +10   10 5 26
18 +9/+4 +6 +6 +11 Caller Talent 10 6 27
19 +9/+4 +6 +6 +11   11 6 29
20 +10/+5 +6 +6 +12 Caller Talent 11 6 30

 

Caller

Rydia, iconic caller, calling Leviathan
"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.

Other Classes: Oftentimes, callers see themselves in direct opposition to priests and 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.

Callers consider shamans and 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.

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 Die: d6.

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).

Skill Points at Each Level: 2 + Int.

Alignment: Any neutral.

Ethos: Green @ d10, and at least three ranks higher than either Black or Blue.

Starting Age: Simple.

Starting Gold: 3d4 x 10gp.

Favored By: None.

Class Features

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.

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.

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.

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.

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.

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.

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 a standard action. 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.

Eikon Damage Potency Codes
Level 1 2 3 4 5 6
1 - 2 1d6+3 1d10+3 2d6+3 3d6+3 2d10+3 3d8+3
3 - 4 1d6+4 1d10+4 2d8+4 3d6+4 3d8+4 3d10+4
5 - 6 1d8+5 2d6+5 2d8+5 3d8+5 3d10+5 4d8+5
7 - 8 1d8+6 2d6+6 3d6+5 3d8+6 4d8+5 4d10+5
9 - 10 1d10+6 2d8+6 3d6+6 3d10+6 4d8+6 4d10+6
11 - 12 1d10+7 2d8+7 3d8+7 3d10+7 4d10+7 4d12+7
13 - 14 2d6+7 3d6+8 3d8+8 4d8+7 4d10+8 4d12+8
15 - 16 2d6+8 3d6+9 4d6+8 4d8+8 4d12+8 5d10+8
17 - 18 2d8+9 3d8+9 4d6+9 4d10+9 5d10+9 5d12+9
19 - 20 2d8+10 3d8+10 4d8+10 4d10+10 5d10+10 5d12+10

 

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.
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.

 

Feats

The following are a selection of feats that are relevant to callers.

 

ELEMENTAL FOCUS [Natural]
Your focus on an element makes the gifts you draw from it harder to resist.
Prerequisites: Access to at least one gift suite.
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.
If a gift appears in multiple suites that you have access to, it uses the best bonus available.

 

ELEMENTAL KNOWLEDGE [Natural]
You delve into studying the nature of the elements, gaining access to more geomantic power.
Prerequisites: Access to at least one gift suite.
Benefit: You gain knowledge of two new gifts of your choice. You can take this feat multiple times.

 

ELEMENTAL POWER [Natural]
Your ability to draw upon a particular element increases.
Prerequisites: Access to at least one gift suite.
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.

 

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.

 

Design Notes

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).

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.

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.

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.

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.

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.