Inferentity
A common creature often summoned by conjurers to do their bidding. They are partially created from the mind of the caster. When summoned by a magic user they are intelligent creatures acting with initiative and intelligence borrowed from the caster. They all contain knowledge of the Reflections that can be of assistance. They always speak the root language of the caster that summoned it. If these are encountered on their home Reflection and not summoned by a magic user, they are animalistic in intelligence and initiative. All of them are summoned with their ephemeral weapon in hand, if they have one.
There are several types of inferentity depending on which Reflections they come from, and mixed variations could exist. The common inferentity are Caustic, Decay, Fire, Frost, Salt, Storm, and Vital. There are exotics only summonable by qilin or elementalists. They include Force and Void.
Air Element Inferentity
Storm Inferentity, Mk I
(Small Elemental Air)
A compact thunderhead given shape, trailing streamers of charged vapor as it moves. A curved arc of lightning forms in its grasp when battle begins.
Hit Dice: 5d8+30 (53 hp)
Initiative: +4
Movement: Fly 60 ft. (Perfect)
Armor Class: 15 (+1 Size, +4 Dex)
Base Attack/Grapple: +3/+4
Attack: Melee +10 Ephemeral Whip (1d3+6 slashing plus 1d6 electricity, x2), or +15 while Energy Charged (1d3+6 slashing plus 2d6
electricity, x2)
Full Attack: Melee +10 Ephemeral Whip, or +15 while Energy Charged
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Ephemeral Weapon and Energy Charge
Special Qualities: Electricity absorbing and earth vulnerable
Saves: Ego +6, Fort +3, Ref +8, Will +7
Attributes: Str 14, Dex 18, Con 14, Int 3, Wis 16, Cha 21
Skills: Acrobatics +12, Balance +12, Escape Artist +12, Listen +11, and Spot +11
Feats: Weapon Fixation (Whip), Weapon Offensive (Whip), and Quick Feet
Environment: Air Reflection
Organization: Solitary
Difficulty Level: 5
Possessions: None; its +2 Ephemeral Whip is part of the inferentity
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Air, and Aerial Ace
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift
Target: Self
Forms a +2 electric-aura whip that lasts until dismissed or dispelled.
Energy Charge
Use: 2/day
Action: Swift
Target: Self
Duration: 2 rounds
Adds another 1d6 electric damage to the whip and adds the inferentity's Charisma modifier to its attacks.
Storm Inferentity, Mk II
(Medium Elemental Air)
A dense storm front gathered into a vaguely humanoid silhouette. Lightning crawls over its vaporous body and collects into a longbow-shaped arc between its hands, though its most dangerous attacks leap directly from cloud to cloud and creature to creature.
Hit Dice: 10d8+90 (135 hp)
Initiative: +5
Movement: Fly 70 ft. (Perfect)
Armor Class: 20 (+5 Dex, +2 Armor, +2 Deflection, +1 Natural)
Base Attack/Grapple: +7/+9
Attack: Ranged +17 Ephemeral Longbow (1d10+7 piercing plus 1d6 electricity, x3), or +24 while Energy Charged (1d10+7 piercing
plus 3d6 electricity, x3)
Full Attack: Ranged +17/+12 Ephemeral Longbow, or +24/+19 while Energy Charged
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Ephemeral Weapon, Energy Charge, and Natural Magic (Electric Energy Chain)
Special Qualities: Electricity absorbing, earth vulnerable, never flat-footed at the start of combat, and Ward +2
Saves: Ego +10, Fort +6, Ref +12, Will +10
Attributes: Str 14, Dex 20, Con 16, Int 3, Wis 16, Cha 24
Skills: Acrobatics +15, Balance +15, Escape Artist +20, Listen +15, and Spot +15
Feats: Weapon Fixation (Longbow), Weapon Offensive (Longbow), Improved Weapon Fixation (Longbow), Quick Feet, Alert, and Careful
Aim
Environment: Air Reflection
Organization: Solitary or Pair
Difficulty Level: 10
Possessions: None; its +3 Ephemeral Longbow and bonded defenses are part of the inferentity
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Air, Aerial Ace, and Ward
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift
Target: Self
Forms a +3 electric-aura longbow that lasts until dismissed or dispelled.
Energy Charge
Use: 3/day
Action: Swift
Target: Self
Duration: 5 rounds
Adds another 2d6 electric damage to the longbow and adds the inferentity's Charisma modifier to its attacks.
Natural Magic: Electric Energy Chain
Use: 7/day, shared between all Natural Magic abilities
Action: Standard
Target: Up to 8 creatures within close range; no two targets more than 25 ft. apart
Saving Throw: DC 22 Reflex half
Discharges a chain of lightning that deals 10d10 electric damage to each selected target. This is a spell-like ability with caster level 10, but the inferentity does not cast spells or possess spell proficiency.
Storm Inferentity, Mk III
(Medium Elemental Air)
A roiling thunderhead whose bright interior outlines a tall, slender figure. Forks of lightning continually search the surrounding air for paths to distant creatures, turning groups of enemies into a single crackling circuit.
Hit Dice: 15d8+135 (203 hp)
Initiative: +7
Movement: Fly 80 ft. (Perfect)
Armor Class: 25 (+7 Dex, +3 Armor, +3 Deflection, +2 Natural)
Base Attack/Grapple: +11/+13
Attack: Ranged +24 Ephemeral Longbow (1d10+10 piercing plus 1d6 electricity, x3), or +33 while Energy Charged (1d10+10 piercing
plus 4d6 electricity, x3)
Full Attack: Ranged +24/+19/+14 Ephemeral Longbow, or +33/+28/+23 while Energy Charged
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Ephemeral Weapon, Energy Charge, Natural Magic (Electric Energy Chain), and Nature Magic (Electric Energy
Line)
Special Qualities: Electricity absorbing, earth vulnerable, SR 25, never flat-footed at the start of combat, and Ward +3
Saves: Ego +14, Fort +8, Ref +16, Will +13
Attributes: Str 14, Dex 24, Con 16, Int 3, Wis 18, Cha 28
Skills: Acrobatics +22, Balance +22, Escape Artist +29, Listen +23, and Spot +23
Feats: Weapon Fixation (Longbow), Weapon Offensive (Longbow), Improved Weapon Fixation (Longbow), Quick Feet, Alert, Careful
Aim, Improved Weapon Offensive (Longbow), Weapon Defensive (Longbow), and Improved Defensive Fighting
Environment: Air Reflection
Organization: Solitary or Pair
Difficulty Level: 15
Possessions: None; its +4 Ephemeral Longbow and bonded defenses are part of the inferentity
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Air, Aerial Ace, Ward, and Magic Resistant
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift
Target: Self
Forms a +4 electric-aura longbow that lasts until dismissed or dispelled.
Energy Charge
Use: 4/day
Action: Swift
Target: Self
Duration: 7 rounds
Adds another 3d6 electric damage to the longbow and adds the inferentity's Charisma modifier to its attacks.
Natural Magic: Electric Energy Chain
Use: 9/day, shared between all Natural Magic abilities
Action: Standard
Target: Up to 10 creatures within close range; no two targets more than 25 ft. apart
Saving Throw: DC 24 Reflex half
Discharges a chain of lightning that deals 15d10 electric damage to each selected target.
Natural Magic: Electric Energy Line
Use: Shared Natural Magic uses
Action: Standard
Target: 60-ft. line
Saving Throw: DC 22 Reflex half
Projects a sustained lightning stroke through the line, dealing 10d6 electric damage. Both Natural Magic effects are spell-like abilities with caster level 15; the inferentity still has no spellcasting progression.
Storm Inferentity, Mk IV
(Medium Elemental Air)
A living supercell packed into a luminous, almost regal shape. Its presence raises the hair and fills the air with ozone; every flash within its body is a calculation of where the next bolt will land.
Hit Dice: 20d8+220 (310 hp)
Initiative: +10
Movement: Fly 100 ft. (Perfect)
Armor Class: 35 (+10 Dex, +5 Armor, +4 Deflection, +3 Natural, +3 Insight)
Base Attack/Grapple: +15/+17
Attack: Ranged +34 Greater Ephemeral Longbow (1d10+14 piercing plus 2d6 electricity, 19-20 x3), or +46 while Energy Charged
(1d10+14 piercing plus 6d6 electricity, 19-20 x3)
Full Attack: Ranged +34/+29/+24 Greater Ephemeral Longbow, or +46/+41/+36 while Energy Charged
Space/Reach: 5 ft. / 5 ft.
Abilities: Greater Ephemeral Weapon, Energy Charge, Natural Magic (Electric Energy Chain), Natural Magic (Electric Energy Line),
and Natural Magic (Flash Storm)
Special Qualities: Electricity absorbing, earth vulnerable, SR 30, never flat-footed at the start of combat, and Ward +5
Saves: Ego +18, Fort +11, Ref +22, Will +17
Attributes: Str 14, Dex 30, Con 20, Int 3, Wis 20, Cha 34
Skills: Acrobatics +30, Balance +30, Escape Artist +40, Listen +32, and Spot +32
Feats: Weapon Fixation (Longbow), Weapon Offensive (Longbow), Improved Weapon Fixation (Longbow), Quick Feet, Alert, Careful
Aim, Improved Weapon Offensive (Longbow), Weapon Defensive (Longbow), Improved Defensive Fighting, Weapon Mastery (Longbow), Deadly
Accuracy (Longbow), and Unbreakable
Environment: Air Reflection
Organization: Solitary
Difficulty Level: 20
Possessions: None; its +6 Greater Ephemeral Longbow and bonded defenses are part of the inferentity
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Air, Aerial Ace, Ward, Magic Resistant, and Unarmored Dervish
Abilities
Greater Ephemeral Weapon
Use: Unlimited
Action: Swift
Target: Self
Forms a +6 electric-aura longbow that lasts until dismissed or dispelled. Three times per day, it can use Pinning Force as a ranged touch attack. On a hit, the target is pinned to a vertical surface and takes 10d6 piercing damage; escaping requires an opposed Strength check against the inferentity with the longbow's +6 enhancement bonus added to its check.
Energy Charge
Use: 5/day
Action: Swift
Target: Self
Duration: 10 rounds
Adds another 4d6 electric damage to the longbow and adds the inferentity's Charisma modifier to its attacks.
Natural Magic: Electric Energy Chain
Use: 12/day, shared between all Natural Magic abilities
Action: Standard
Target: Up to 13 creatures within close range; no two targets more than 25 ft. apart
Saving Throw: DC 27 Reflex half
Discharges a chain of lightning that deals 15d10 electric damage to each selected target.
Natural Magic: Electric Energy Line
Use: Shared Natural Magic uses
Action: Standard
Target: 60-ft. line
Saving Throw: DC 25 Reflex half
Projects a sustained lightning stroke through the line, dealing 10d6 electric damage.
Natural Magic: Flash Storm
Use: Shared Natural Magic uses
Action: Standard
Target: 20-ft.-radius cloud within 300 ft.
Duration: 5 rounds; concentration
Saving Throw: DC 27 Reflex half
Creates a mobile storm cloud. Once per round, the inferentity may direct a lightning strike from it as a free action, dealing 11d6 electric damage to one creature. Moving the cloud is a move action. These Natural Magic effects use caster level 20 solely for their listed scaling; the inferentity does not know or cast spells.
Death Element Inferentity
A black opalescent naga-shaped being with flecks of silver and violet in its scales. A humanoid torso rises from a long serpent-like body, and both hands grip a straight-bladed longsword. These Death Inferentities, also called Decay Inferentities, are the counterparts of the Positive Inferentities of the Life Reflection. Their natural environment is the Death Reflection of Korrenth. When summoned they coil close to their charge, then surge into melee to cut down threats. Their negative energy is most effective against living enemies; creatures healed by negative energy are poor targets for their empowered blades.
Death Inferentity, Mk I
(Medium Death Elemental)
Hit Dice: 5d8+45 (68 hp)
Initiative: +4
Movement: 30 ft.
Armor Class: 22 (Dex +4, Natural Armor +3, Armor +4, Deflection +1) Touch 15 and Flat-footed 18
Base Attack/Grapple: +3/+7
Attack: Melee +10 Longsword (2d6+10 slashing plus 1d6 negative, 19-20 x2), or +16 while Energy Charged (2d6+10 slashing plus 2d6
negative, 19-20 x2)
Full Attack: Melee +10 Longsword, or +16 while Energy Charged
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge and Improved Ephemeral Weapon
Special Qualities: Negative absorbing and positive vulnerable
Saves: Ego +7, Fort +4, Ref +8, Will +6
Attributes: Str 18, Dex 18, Con 16, Int 3, Wis 14, Cha 23
Skills: Acrobatics +12, Escape Artist +12, Listen +2, and Spot +2
Feats: Reckless Abandon, Weapon Fixation (Longsword), Weapon Offensive (Longsword)
Environment: Death Reflection
Organization: Solitary
Difficulty Level: 5
Possessions: Bonded Ring of Charisma +2, Bonded Light Plate, Bonded Ring of Deflection +1, and Bonded Amulet of Natural Armor
+1; its +2 Ephemeral Longsword is part of the inferentity. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Necrotic
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift; full round if dispelled
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Death Inferentity forms a death aura longsword +2, wielded in both hands. The blade deals physical slashing damage and another 1d6 negative energy on each successful hit. Negative energy heals creatures that absorb it, including many undead; the physical damage still applies normally.
Energy Charge
Use: 2 per day
Action: Swift
Target: Self
Duration: 2 rounds
For the duration, the longsword gains another +1d6 negative energy on each hit, and the inferentity adds its Charisma modifier (+6) to attack. The charged attack values above include both bonuses. The negative energy heals creatures that absorb it instead of damaging them.
Death Inferentity, Mk II
(Large Death Elemental)
Hit Dice: 10d8+110 (155 hp)
Initiative: +5
Movement: 30 ft.
Armor Class: 23 (Size -1, Dex +5, Natural Armor +3, Armor +4, Deflection +1, Parry +1) Touch 16 and Flat-footed 18
Base Attack/Grapple: +7/+16
Attack: Melee +16 Longsword (3d6+14 slashing plus 1d6 negative, 19-20 x2), or +23 while Energy Charged (3d6+14 slashing plus 3d6
negative, 19-20 x2)
Full Attack: Melee +16/+11 Longsword, or +23/+18 while Energy Charged
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, Grace, and Twin Talon
Special Qualities: Negative absorbing and positive vulnerable
Saves: Ego +10, Fort +6, Ref +12, Will +9
Attributes: Str 20, Dex 20, Con 16, Int 3, Wis 14, Cha 24
Skills: Acrobatics +18, Escape Artist +18, Listen +2, and Spot +2
Feats: Reckless Abandon, Weapon Fixation (Longsword), Weapon Offensive (Longsword), Improved Weapon Fixation (Longsword),
Improved Weapon Offensive (Longsword), Weapon Defensive (Longsword)
Environment: Death Reflection
Organization: Solitary
Difficulty Level: 10
Possessions: Bonded Ring of Charisma +2, Bonded Light Plate, Bonded Ring of Deflection +1, and Bonded Amulet of Natural Armor +1
and Bonded Gloves of Dex +2; its +3 Ephemeral Longsword is part of the inferentity. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Necrotic
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift; full round if dispelled
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Death Inferentity forms a death aura longsword +3, wielded in both hands. The blade deals physical slashing damage and another 1d6 negative energy on each successful hit. Negative energy heals creatures that absorb it, including many undead; the physical damage still applies normally.
Energy Charge
Use: 3 per day
Action: Swift
Target: Self
Duration: 5 rounds
For the duration, the longsword gains another +2d6 negative energy on each hit, and the inferentity adds its Charisma modifier (+7) to attack. The charged attack values above include both bonuses. The negative energy heals creatures that absorb it instead of damaging them.
Grace
Use: 1 grace point; 6 points shared with all grace abilities, recovered after a full night's rest
Action: Immediate
Target: Self
Duration: Instantaneous
Once per round, spend a grace point to use Acrobatics (+18) instead of AC against one incoming attack, or to re-roll a failed Reflex save. After using Grace against an incoming attack, gain a +2 dodge bonus to AC against subsequent attacks on that turn. Only one grace point can be spent per round. Grace and all abilities that spend grace points cannot be used while flat-footed, held, or otherwise immobilized.
Twin Talon
Use: 1 grace point
Action: Standard
Target: One creature within melee reach
Duration: Instantaneous
The inferentity makes two longsword attacks at +14, or +21 while Energy Charged. If either attack hits and deals damage, the target makes a Fortitude save against its wound DC with a -2 penalty. Failure causes a deep gash; if both attacks hit and deal damage, use the more severe version of the wound. A successful save instead leaves the target stifled for 1 round. Twin Talon can be used as part of a charge, adding +2 to attack and damage and imposing -2 AC until the inferentity's next turn.
Death Inferentity, Mk III
(Large Death Elemental)
Hit Dice: 15d8+135 (203 hp)
Initiative: +7
Movement: 30 ft.
Armor Class: 28 (Size -1, Dex +7, Natural Armor +4, Armor +4, Deflection +2, Parry +2) Touch 20 and Flat-footed 21
Base Attack/Grapple: +11/+22
Attack: Melee +24 Longsword (3d6+20 slashing plus 1d6 negative, 19-20 x2), or +34 while Energy Charged (3d6+20 slashing plus 4d6
negative, 19-20 x2)
Full Attack: Melee +24/+19/+14 Longsword, or +34/+29/+24 while Energy Charged
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, Grace, Twin Talon, and Leaping Assault
Special Qualities: Negative absorbing and positive vulnerable
Saves: Ego +15, Fort +10, Ref +16, Will +11
Attributes: Str 24, Dex 24, Con 16, Int 3, Wis 14, Cha 31
Skills: Acrobatics +25, Escape Artist +25, Listen +2, and Spot +2
Feats: Reckless Abandon, Weapon Fixation (Longsword), Weapon Offensive (Longsword), Improved Weapon Fixation (Longsword),
Improved Weapon Offensive (Longsword), Weapon Defensive (Longsword), Weapon Mastery (Longsword), Unbreakable, Improved Defensive
Fighting
Environment: Death Reflection
Organization: Solitary
Difficulty Level: 15
Possessions: Bonded Ring of Charisma +6, Bonded Bracer of Armor +4, Bonded Ring of Deflection +2, and Bonded Amulet of Natural
Armor +2 and Bonded Gloves of Dex +4; its +4 Ephemeral Longsword is part of the inferentity. QGV
N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Necrotic
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift; full round if dispelled
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Death Inferentity forms a death aura longsword +4, wielded in both hands. The blade deals physical slashing damage and another 1d6 negative energy on each successful hit. Negative energy heals creatures that absorb it, including many undead; the physical damage still applies normally.
Energy Charge
Use: 4 per day
Action: Swift
Target: Self
Duration: 7 rounds
For the duration, the longsword gains another +3d6 negative energy on each hit, and the inferentity adds its Charisma modifier (+10) to attack. The charged attack values above include both bonuses. The negative energy heals creatures that absorb it instead of damaging them.
Grace
Use: 1 grace point; 8 points shared with all grace abilities, recovered after a full night's rest
Action: Immediate
Target: Self
Duration: Instantaneous
Once per round, spend a grace point to use Acrobatics (+25) instead of AC against one incoming attack, or to re-roll a failed Reflex save. After using Grace against an incoming attack, gain a +4 dodge bonus to AC against subsequent attacks on that turn. Only one grace point can be spent per round. Grace and all abilities that spend grace points cannot be used while flat-footed, held, or otherwise immobilized.
Twin Talon
Use: 1 grace point
Action: Standard
Target: One creature within melee reach
Duration: Instantaneous
The inferentity makes two longsword attacks at +22, or +32 while Energy Charged. If either attack hits and deals damage, the target makes a Fortitude save against its wound DC with a -2 penalty. Failure causes a deep gash; if both attacks hit and deal damage, use the more severe version of the wound. A successful save instead leaves the target stifled for 1 round. Twin Talon can be used as part of a charge, adding +2 to attack and damage and imposing -2 AC until the inferentity's next turn.
Leaping Assault
Use: 1 grace point
Action: Full round
Range: 60 ft.
Target: One creature within melee reach after landing
Duration: Instantaneous
The inferentity coils its serpent body and launches itself up to the listed range, reaching at most half that distance in height. This requires no running start and does not provoke attacks of opportunity. On landing, it can make one longsword attack at its highest attack bonus against a creature it threatens. A hit deals an extra 3d6+7 slashing damage.
Death Inferentity, Mk IV
(Large Death Elemental)
Hit Dice: 20d8+220 (310 hp)
Initiative: +13
Movement: 30 ft.
Armor Class: 37 (Size -1, Dex +13, Natural Armor +5, Armor +5, Deflection +3, Parry +2) Touch 27 and Flat-footed 24
Base Attack/Grapple: +15/+29
Attack: Melee +36 Longsword (3d6+27 slashing plus 2d6 negative, 19-20 x2; plus 1d8 negative on a critical hit), or +49 while
Energy Charged (3d6+27 slashing plus 6d6 negative, 19-20 x2; plus 1d8 negative on a critical hit)
Full Attack: Melee +36/+31/+26 Longsword, or +49/+44/+39 while Energy Charged
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, Grace, Twin Talon, Leaping Assault, and Deadly Assault
Special Qualities: Negative absorbing and positive vulnerable
Saves: Ego +19, Fort +13, Ref +25, Will +16
Attributes: Str 30, Dex 36, Con 20, Int 3, Wis 14, Cha 36
Skills: Acrobatics +36, Escape Artist +36, Listen +2, and Spot +2
Feats: Reckless Abandon, Weapon Fixation (Longsword), Weapon Offensive (Longsword), Improved Weapon Fixation (Longsword),
Improved Weapon Offensive (Longsword), Weapon Defensive (Longsword), Weapon Mastery (Longsword), Unbreakable, Improved Defensive
Fighting, Disciplined Mind, Indomitable
Environment: Death Reflection
Organization: Solitary
Difficulty Level: 20
Possessions: Bonded Ring of Charisma +6, Bonded Bracer of Armor +5, Bonded Ring of Deflection +3, and Bonded Amulet of Natural
Armor +3 and Bonded Gloves of Dex +7; its +6 Ephemeral Longsword is part of the inferentity. QGV
N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Necrotic
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift; full round if dispelled
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Death Inferentity forms a death aura longsword +6, wielded in both hands. The blade deals physical slashing damage and another 2d6 negative energy on each successful hit. Negative energy heals creatures that absorb it, including many undead; the physical damage still applies normally.
The weapon also has the death detonating imbuement, adding 1d8 negative energy on a critical hit.
Energy Charge
Use: 5 per day
Action: Swift
Target: Self
Duration: 10 rounds
For the duration, the longsword gains another +4d6 negative energy on each hit, and the inferentity adds its Charisma modifier (+13) to attack. The charged attack values above include both bonuses. The negative energy heals creatures that absorb it instead of damaging them.
The inferentity can exert the remaining charge in a 20 ft. radius around itself, ending the charge and releasing 3d6 negative energy per remaining round. All other creatures in the area are affected; a DC 33 Reflex save halves the effect. Creatures that absorb negative energy are healed instead.
Grace
Use: 1 grace point; 9 points shared with all grace abilities, recovered after a full night's rest
Action: Immediate
Target: Self
Duration: Instantaneous
Once per round, spend a grace point to use Acrobatics (+36) instead of AC against one incoming attack, or to re-roll a failed Reflex save. After using Grace against an incoming attack, gain a +4 dodge bonus to AC against subsequent attacks on that turn. Only one grace point can be spent per round. Grace and all abilities that spend grace points cannot be used while flat-footed, held, or otherwise immobilized.
Twin Talon
Use: 1 grace point
Action: Standard
Target: One creature within melee reach
Duration: Instantaneous
The inferentity makes two longsword attacks at +34, or +47 while Energy Charged. If either attack hits and deals damage, the target makes a Fortitude save against its wound DC with a -2 penalty. Failure causes a deep gash; if both attacks hit and deal damage, use the more severe version of the wound. A successful save instead leaves the target stifled for 1 round. Twin Talon can be used as part of a charge, adding +2 to attack and damage and imposing -2 AC until the inferentity's next turn.
Leaping Assault
Use: 1 grace point
Action: Full round
Range: 75 ft.
Target: One creature within melee reach after landing
Duration: Instantaneous
The inferentity coils its serpent body and launches itself up to the listed range, reaching at most half that distance in height. This requires no running start and does not provoke attacks of opportunity. On landing, it can make one longsword attack at its highest attack bonus against a creature it threatens. A hit deals an extra 3d6+10 slashing damage.
Deadly Assault
Use: 3 per day
Action: Full round
Target: One creature within melee reach
Duration: Instantaneous
The inferentity makes two additional longsword attacks at its highest attack bonus, followed by its normal full attack: +36/+36/+36/+31/+26, or +49/+49/+49/+44/+39 while Energy Charged. This does not stack with haste's extra attack and does not spend a grace point.
Earth Element Inferentity
Salt Inferentity, Mk I
(Medium Elemental Earth)
Beautiful and deadly, these feminine-shaped inferentities appear to be made of crystallized salt. The appearance is misleading though, as they are not delicate, nor are they weak. Often seen with large two-handed pole-hammers salt inferentity are especially good in physical combat.
Hit Dice: 5d8+50 (73 hp)
Initiative: +1
Movement: 20 ft.
Armor Class: 25 (Dex +1, Parry +1, Natural +2, Armor +8, Shield +3) Touch 11 and Flat-footed 23
Base Attack/Grapple: +5/+11
Attack: Melee +13 Bec de Corbin (2d8+11+1d6 Desiccation x4)
Full Attack: Melee +13 Bec de Corbin
Space/Reach: 5 ft. / 5 ft. and 10 ft. (With Bec de Corbin)
Abilities: Improved Ephemeral Weapon and Focus (3 Points)
Special Qualities: Desiccation Absorbing, Sonic Vulnerability, and Damage Reduction 4/-
Saves: Ego +3, Fort +8, Ref +2, Will +3
Attributes: Str 21, Dex 12, Con 18, Int 3, Wis 14, Cha 14
Skills: Acrobatics +6 and Intimidate +10
Feats: Weapon Fixation (Bec de Corbin), Weapon Offensive (Bec de Corbin), and Weapon Defensive (Bec de Corbin)
Environment: Earth Reflection
Organization: Solitary
Difficulty Level: 5
Possessions: Bonded Heavy Plate and Bonded +1 Full Shield
Spell/Attack Curve: High Attack, Null, Generalist
Definitions: Elemental and Earth
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Salt Inferentity forms a Desiccating Aura Bec de Corbin +2 as its weapon of choice.
Focus
Use: 3 Focus points total; see text
Action: Standard
Target: Targeted Creature
Duration: Instantaneous
Instead of multiple attacks in one round, focus on a single well-placed attack that is more reliable. Gain a +3 circumstance bonus to attack and damage, as well as another damage die equal to the type the weapon uses, per focus point spent. (e.g., a spear wielded by a Medium-sized creature would deal another 1d8 base damage.) This damage is counted in a critical hit.
Special: This ability can be combined with Penetrating Blow and Breaker. Note: No more than 4 focus points can be spent in one round.
Salt Inferentity, Mk II
(Medium Elemental Earth)
Beautiful and deadly, these feminine-shaped inferentities appear to be made of crystallized salt. The appearance is misleading though, as they are not delicate, nor are they weak. Often seen with large two-handed pole-hammers salt inferentity are especially good in physical combat.
Hit Dice: 10d8+110 (155 hp)
Initiative: +1
Movement: 20 ft.
Armor Class: 31 (Dex +1, Deflection +1, Parry +2, Natural +3, Armor +10, Shield +4) Touch 12 and Flat-footed 28
Base Attack/Grapple: +10/+17
Attack: Melee +23 Bec de Corbin (2d8+19+1d6 Desiccation x4)
Full Attack: Melee +23/+18 Bec de Corbin
Space/Reach: 5 ft. / 5 ft. and 10 ft. (With Bec de Corbin)
Abilities: Improved Ephemeral Weapon, Focus (7 points), Penetrating Blow, and Juggernaut
Special Qualities: Desiccation Absorbing, Sonic Vulnerability, and Damage Reduction 7/-
Saves: Ego +5, Fort +12, Ref +4, Will +5
Attributes: Str 24, Dex 12, Con 20, Int 3, Wis 14, Cha 14
Skills: Acrobatics +13 and Intimidate +15
Feats: Weapon Fixation (Bec de Corbin), Weapon Offensive (Bec de Corbin), Weapon Defensive (Bec de Corbin) Improved Weapon
Fixation (Bec de Corbin), Improved Weapon Offensive (Bec de Corbin), Reckless Abandon, and Weapon Mastery (Bec de Corbin)
Environment: Earth Reflection
Organization: Solitary
Difficulty Level: 10
Possessions: Moderate Mitigating Bonded Heavy Plate +2, Bonded +2 Full Shield, +2 Bonded Belt of strength, +2 Bonded Vest,
bonded Ring of Protection +1, and bonded Amulet of Natural Armor +1 of Constitution.
Spell/Attack Curve: High Attack, Null, Generalist
Definitions: Elemental and Earth
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Salt Inferentity forms a Desiccating Aura Bec de Corbin +3 as its weapon of choice.
Focus
Use: 7 Focus points total; see text
Action: Standard
Target: Targeted Creature
Duration: Instantaneous
Instead of multiple attacks in one round, focus on a single well-placed attack that is more reliable. Gain a +3 circumstance bonus to attack and damage, as well as another damage die equal to the type the weapon uses, per focus point spent. (e.g., a spear wielded by a Medium-sized creature would deal another 1d8 base damage.) This damage is counted in a critical hit.
Special: This ability can be combined with Penetrating Blow and Breaker. Note: No more than 4 focus points can be spent in one round.
Penetrating Blow
Use: Uses 1 or 2 Focus points
Action: Standard
Target: Targeted Creature
Duration: Instantaneous
Instead of multiple attacks in one round, attempt a single well-placed attack that is capable of bypassing martial defenses. Using 1 point will allow the user to bypass any amount of damage reduction. Using 2 points will also allow the user to ignore any miss chance created by cover, invisibility, blindness, etc., so long as they are targeting the correct square.
Juggernaut
Use: Uses 4 Focus points
Action: Standard
Target: Self
Duration: 1 Round
Move at double base speed, any enemy creature is automatically forced to roll an opposed shove. The user gains a +8 circumstance bonus to all shove attempts during this round. A creature that fails their opposed shove will be pushed up to the user's remaining movement speed, or until the user changes direction. Any creature that succeeds on their opposed shove is instead knocked prone and trampled.
Salt Inferentity, Mk III
(Medium Elemental Earth)
Beautiful and deadly, these feminine-shaped inferentities appear to be made of crystallized salt. The appearance is misleading though, as they are not delicate, nor are they weak. Often seen with large two-handed pole-hammers salt inferentity are especially good in physical combat.
Hit Dice: 15d8+180 (248 hp)
Initiative: +1
Movement: 20 ft.
Armor Class: 36 (Dex +1, Deflection +2, Parry +2, Natural +4, Armor +11, Shield +6) Touch 13 and Flat-footed 33
Base Attack/Grapple: +15/+24
Attack: Melee +31 Bec de Corbin (2d8+23+1d6 Desiccation 19-20 x4 +3d10)
Full Attack: Melee +31/+26/+21 Bec de Corbin
Space/Reach: 5 ft. / 5 ft. and 10 ft. (With Bec de Corbin)
Abilities: Improved Ephemeral Weapon, Focus (10 points), Penetrating Blow, Juggernaut, and Breaker
Special Qualities: Desiccation Absorbing, Sonic Vulnerability, and Damage Reduction 7/-
Saves: Ego +7, Fort +15, Ref +6, Will +7
Attributes: Str 29, Dex 12, Con 22, Int 3, Wis 14, Cha 14
Skills: Acrobatics +20 and Intimidate +20
Feats: Weapon Fixation (Bec de Corbin), Weapon Offensive (Bec de Corbin), Weapon Defensive (Bec de Corbin) Improved Weapon
Fixation (Bec de Corbin), Improved Weapon Offensive (Bec de Corbin), Reckless Abandon, Weapon Mastery (Bec de Corbin), Improved
Shove, Deadly Accuracy (Bec de Corbin), and Rending Critical (Bec de Corbin)
Environment: Earth Reflection
Organization: Solitary
Difficulty Level: 15
Possessions: Moderate Mitigating Bonded Heavy Plate +3, Bonded +4 Full Shield, +6 Bonded Belt of strength, +4 Bonded Vest,
bonded Ring of Protection +2, and bonded Amulet of Natural Armor +2 of Constitution.
Spell/Attack Curve: High Attack, Null, Generalist
Definitions: Elemental and Earth
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Salt Inferentity forms a Desiccating Aura Bec de Corbin +4 as its weapon of choice.
Focus
Use: 10 Focus points total; see text
Action: Standard
Target: Targeted Creature
Duration: Instantaneous
Instead of multiple attacks in one round, focus on a single well-placed attack that is more reliable. Gain a +3 circumstance bonus to attack and damage, as well as another damage die equal to the type the weapon uses, per focus point spent. (e.g., a spear wielded by a Medium-sized creature would deal another 1d8 base damage.) This damage is counted in a critical hit.
Special: This ability can be combined with Penetrating Blow and Breaker. Note: No more than 4 focus points can be spent in one round.
Penetrating Blow
Use: Uses 1 or 2 Focus points
Action: Standard
Target: Targeted Creature
Duration: Instantaneous
Instead of multiple attacks in one round, attempt a single well-placed attack that is capable of bypassing martial defenses. Using 1 point will allow the user to bypass any amount of damage reduction. Using 2 points will also allow the user to ignore any miss chance created by cover, invisibility, blindness, etc., so long as they are targeting the correct square.
Juggernaut
Use: Uses 4 Focus points
Action: Standard
Target: Self
Duration: 1 Round
Move at double base speed, any enemy creature is automatically forced to roll an opposed shove. The user gains a +8 circumstance bonus to all shove attempts during this round. A creature that fails their opposed shove will be pushed up to the user's remaining movement speed, or until the user changes direction. Any creature that succeeds on their opposed shove is instead knocked prone and trampled.
Breaker
Use: Uses 1 or 2 Focus points
Action: Standard
Target: Targeted Creature
Duration: Instantaneous
Instead of multiple attacks in one round, make on a single well-placed attack that has more impact on the battle. Spend 1 Focus Point to force a wound check on the target for a standard wound with a -6 circumstance penalty to the fortitude save. Spend 2 Focus Points to force a wound check on the target for a severe wound with a -10 circumstance penalty to the fortitude save. This is separate from, but can be combined with, Focus.
Salt Inferentity, Mk IV
(Large Elemental Earth)
Beautiful and deadly, these feminine-shaped inferentities appear to be made of crystallized salt. The appearance is misleading though, as they are not delicate, nor are they weak. Often seen with large two-handed pole-hammers salt inferentity are especially good in physical combat.
Hit Dice: 20d8+320 (410 hp)
Initiative: +1
Movement: 20 ft.
Armor Class: 40 (Size -1, Dex +1, Deflection +3, Parry +2, Natural +5, Armor +13, Shield +7) Touch 13 and Flat-footed 38
Base Attack/Grapple: +20/+33
Attack: Melee +41 Bec de Corbin (3d8+30+1d6 Desiccation 19-20 x4 +3d10)
Full Attack: Melee +41/+36/+31/+26 Bec de Corbin
Space/Reach: 10 ft. / 5 ft. and 15 ft. (With Bec de Corbin)
Abilities: Improved Ephemeral Weapon, Focus (13 points), Penetrating Blow, Juggernaut, Breaker, and Greater Breath Weapon
Special Qualities: Desiccation Absorbing, Sonic Vulnerability, and Damage Reduction 11/-
Saves: Ego +10, Fort +22, Ref +7, Will +8
Attributes: Str 34, Dex 12, Con 30, Int 3, Wis 14, Cha 18
Skills: Acrobatics +28 and Intimidate +27
Feats: Weapon Fixation (Bec de Corbin), Weapon Offensive (Bec de Corbin), Weapon Defensive (Bec de Corbin) Improved Weapon
Fixation (Bec de Corbin), Improved Weapon Offensive (Bec de Corbin), Reckless Abandon, Weapon Mastery (Bec de Corbin), Improved
Shove, Deadly Accuracy (Bec de Corbin), Rending Critical (Bec de Corbin), Extra Focus, and Weapon Grand Master (Bec de Corbin)
Environment: Earth Reflection
Organization: Solitary
Difficulty Level: 30
Possessions: Greater Mitigating Bonded Heavy Plate +5, Bonded +5 Full Shield, +6 Bonded Belt of strength, +6 Bonded Vest, bonded
Ring of Protection +3, and bonded Amulet of Natural Armor +3 of Constitution.
Spell/Attack Curve: High Attack, Null, Generalist
Definitions: Elemental and Earth
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Salt Inferentity forms an Extended Desiccating Aura Bec de Corbin +6 as its weapon of choice.
Focus
Use: 13 Focus points total; see text
Action: Standard
Target: Targeted Creature
Duration: Instantaneous
Instead of multiple attacks in one round, focus on a single well-placed attack that is more reliable. Gain a +3 circumstance bonus to attack and damage, as well as another damage die equal to the type the weapon uses, per focus point spent. (e.g., a spear wielded by a Medium-sized creature would deal another 1d8 base damage.) This damage is counted in a critical hit.
Special: This ability can be combined with Penetrating Blow and Breaker. Note: No more than 4 focus points can be spent in one round.
Penetrating Blow
Use: Uses 1 or 2 Focus points
Action: Standard
Target: Targeted Creature
Duration: Instantaneous
Instead of multiple attacks in one round, attempt a single well-placed attack that is capable of bypassing martial defenses. Using 1 point will allow the user to bypass any amount of damage reduction. Using 2 points will also allow the user to ignore any miss chance created by cover, invisibility, blindness, etc., so long as they are targeting the correct square.
Juggernaut
Use: Uses 4 Focus points
Action: Standard
Target: Self
Duration: 1 Round
Move at double base speed, any enemy creature is automatically forced to roll an opposed shove. The user gains a +8 circumstance bonus to all shove attempts during this round. A creature that fails their opposed shove will be pushed up to the user's remaining movement speed, or until the user changes direction. Any creature that succeeds on their opposed shove is instead knocked prone and trampled.
Breaker
Use: Uses 1 or 2 Focus points
Action: Standard
Target: Targeted Creature
Duration: Instantaneous
Instead of multiple attacks in one round, make on a single well-placed attack that has more impact on the battle. Spend 1 Focus Point to force a wound check on the target for a standard wound with a -6 circumstance penalty to the fortitude save. Spend 2 Focus Points to force a wound check on the target for a severe wound with a -10 circumstance penalty to the fortitude save. This is separate from, but can be combined with, Focus.
Greater Breath Weapon
Use: 4 per day; every 1d4 rounds
Action: Standard
Target: 90 ft. 90° Cone
Duration: Instantaneous
Save: Reflex for half DC: 30
The Salt Inferentity will release a large cone of salt, that desiccates all creatures in the area. This cone deals 24d10 desiccation damage. Half damage on a successful reflex save.
Fire Element Inferentity
Appearing like a dancing whorl of fire that occasionally takes a humanoid shape. It will often take a feminine appearance while it moves and does what it does. In their natural environment they act like an animal, hunting and consuming animals within the fire reflection. When summoned, they will follow commands and do what they are told.
Fire Inferentity, Mk I
(Small Elemental Fire)
Hit Dice: 5d8+45 (68 hp)
Initiative: +7
Movement: 20 ft. (4 Squares)
Armor Class: 24 (Size +1, Dex +4, Armor +4, Shield +3, Deflection +1, Natural Armor +1) Touch 16 and Flat-footed 20
Base Attack/Grapple: +3/+1
Attack: Melee +10 Whip (1d3+6+1d6 heat x2) or Melee Energy Charge +16 Whip (1d3+6+2d6 heat x2)
Full Attack: +10 Whip or +16 Energy Charge Whip
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge and Improved Ephemeral Weapon
Special Qualities: Heat absorbing and corrosive vulnerable
Saves: Ego +7, Fort +4, Ref +8, Will +5
Attributes: Str 14, Dex 18, Con 16, Int 3, Wis 12, Cha 23
Skills: Acrobatics +10, Escape Artist +14, Listen +4, Spot +4, and Swim +4
Feats: Alert, Weapon Fixation (Whip), and Weapon Offensive (Whip)
Environment: Fire Reflection
Organization: Solitary
Difficulty Level: 5
Possessions: Bonded Ring of Charisma +2, Bonded Light Plate, Bonded Full Shield +1, Bonded Ring of Deflection +1, Bonded Amulet
of Natural Armor +1 QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Fire
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Fire Inferentity forms a Fire Aura whip +2 as its weapon of choice. This weapon has the Fire Aura imbuement.
Energy Charge
Use: 2 per day
Action: Swift action
Target: Self
Duration: 2 rounds
For the duration the Fire Inferentity's weapon will gain another +1d6 heat damage on a hit, as well as its Charisma modifier to attack.
Fire Inferentity, Mk II
(Medium Elemental Fire)
Hit Dice: 10d8+90 (135 hp)
Initiative: +8
Movement: 30 ft. (4 Squares)
Armor Class: 27 (Dex +5, Armor +5, Shield +5, Deflection +1, Natural Armor +1) Touch 16 and Flat-footed 22
Base Attack/Grapple: +7/+9
Attack: Melee +17 Whip (1d4+9+1d6 heat x2) or Melee Energy Charge +24 Whip (1d4+9+3d6 heat x2)
Full Attack: +17/+12 Whip or +24/+19 Energy Charge Whip
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, Dancing Stars, and Natural Magic (Line of Fire)
Special Qualities: Heat absorbing and corrosive vulnerable
Saves: Ego +10, Fort +6, Ref +12, Will +8
Attributes: Str 14, Dex 20, Con 16, Int 3, Wis 12, Cha 24
Skills: Acrobatics +15, Escape Artist +20, Listen +4, Spot +4 and Swim +4
Feats: Alert, Weapon Fixation (Whip), Weapon Offensive (Whip), Improved Defensive Fighting, Improved Weapon Fixation (Whip), and
Improved Weapon Offensive (Whip)
Environment: Fire Reflection
Organization: Solitary
Difficulty Level: 10
Possessions: Bonded Ring of Charisma +2, Bonded Light Chain +2, Bonded Full Shield +3, Bonded Ring of Deflection +1, Bonded
Gloves of Dex +2, Bonded Amulet of Natural Armor +1 QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Fire
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Fire Inferentity forms a Fire Aura whip +3 as its weapon of choice. This weapon has the Fire Aura imbuement.
Energy Charge
Use: 3 per day
Action: Swift action
Target: Self
Duration: 5 rounds
For the duration the Fire Inferentity's weapon will gain another +2d6 heat damage on a hit, as well as its Charisma modifier to attack.
All creatures that attempt to melee attack this caustic inferentity will receive 2d6 heat retaliation damage.
Dancing Stars
Use: 3 per day
Action: Standard Initial; swift secondary
Target: Targeted Creature
Duration: Up to 10 minutes
The Fire Inferentity creates 4 motes of fire. These motes can be thrown as a swift action, all at once or one by one at targets. The target will take 3d6 heat damage per mote and can make a reflex save DC 22 for half damage.
Alternatively the mote can create a shield as a swift action that grants a target 3d6 warding per mote to a selected target.
Line of Fire
Use: 7 per day
Action: Standard
Target: 60 ft. Line
Duration: Instantaneous
The Fire Inferentity creates a 60 ft. line of fire that deals 10d6 heat damage. Subjects in the area can make a DC 20 reflex save for half damage.
Fire Inferentity, Mk III
(Medium Elemental Fire)
Hit Dice: 15d8+135 (203 hp)
Initiative: +9
Movement: 30 ft. (4 Squares)
Armor Class: 32 (Dex +6, Armor +6, Shield +5, Deflection +2, Natural Armor +2, Parry +1) Touch 18 and Flat-footed 24
Base Attack/Grapple: +11/+13
Attack: Melee +23 Whip (1d4+10+1d6 heat x2) or Melee Energy Charge +32 Whip (1d4+10+4d6 heat x2)
Full Attack: +23/+18/+13 Whip or +32/+27/+22 Energy Charge Whip
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, Dancing Stars, Natural Magic (Line of Fire), and Nature Magic (Wall of
Fire)
Special Qualities: Heat absorbing and corrosive vulnerable
Saves: Ego +14, Fort +8, Ref +15, Will +10
Attributes: Str 14, Dex 23, Con 16, Int 3, Wis 12, Cha 28
Skills: Acrobatics +20, Escape Artist +26, Listen +4, Spot +4 and Swim +4
Feats: Alert, Weapon Fixation (Whip), Weapon Offensive (Whip), Improved Defensive Fighting, Improved Weapon Fixation (Whip),
Improved Weapon Offensive (Whip), Improved Trip, Improved Disarm, and Weapon Defensive (Whip).
Environment: Fire Reflection
Organization: Solitary
Difficulty Level: 15
Possessions: Bonded Ring of Charisma +6, Bonded Gambeson +4, Bonded Full Shield +3, Bonded Ring of Deflection +2, Bonded Gloves
of Dex +4, Bonded Amulet of Natural Armor +2 QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Fire
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Fire Inferentity forms a Fire Aura whip +4 as its weapon of choice. This weapon has the Fire Aura imbuement.
Energy Charge
Use: 4 per day
Action: Swift action
Target: Self
Duration: 7 rounds
For the duration the Fire Inferentity's weapon will gain another +3d6 heat damage on a hit, as well as its Charisma modifier to attack.
All creatures that attempt to melee attack this caustic inferentity will receive 2d6 heat retaliation damage.
Dancing Stars
Use: 4 per day
Action: Standard Initial; swift secondary
Target: Targeted Creature
Duration: Up to 15 minutes
The Fire Inferentity creates 4 motes of fire. These motes can be thrown as a swift action, all at once or one by one at targets. The target will take 5d6 heat damage per mote and can make a reflex save DC 26 for half damage.
Alternatively the mote can create a shield as a swift action that grants a target 5d6 warding per mote to a selected target.
Line of Fire
Use: 9 per day
Action: Standard
Target: 60 ft. Line
Duration: Instantaneous
The Fire Inferentity creates a 60 ft. line of fire that deals 10d6 heat damage. Subjects in the area can make a DC 22 reflex save for half damage.
Wall of Fire
Use: 9 per day
Action: Standard
Target: 30 ft. x 5 ft. Wall
Duration: Up to 15 rounds
The Fire Inferentity creates a 60 ft. line of fire that deals 15d8 heat damage. Subjects in the area can make a DC 24 reflex save for half damage. On the hot side of the wall creatures within 15 ft. of the wall will take 4d8 heat damage. Any creature passing through the wall will take 15d8 heat damage with no save.
Fire Inferentity, Mk IV
(Medium Elemental Fire)
Hit Dice: 20d8+220 (310 hp)
Initiative: +13
Movement: 30 ft. (4 Squares)
Armor Class: 40 (Dex +10, Armor +5, Shield +7, Deflection +3, Natural Armor +3, Parry +2)
Base Attack/Grapple: +15/+17
Attack: Melee +34 Whip (1d4+14+2d6 heat and +1d8 heat on crit x2) or Melee Energy Charge +46 Whip (1d4+14+6d6 heat and +1d8 heat
on crit x2)
Full Attack: +34/+29/+24 Whip or +46/+41/+36 Energy Charge Whip
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, Dancing Stars, Natural Magic (Line of Fire), and Nature Magic (Wall of
Fire)
Special Qualities: Heat absorbing and corrosive vulnerable
Saves: Ego +18, Fort +11, Ref +22, Will +13
Attributes: Str 14, Dex 30, Con 20, Int 3, Wis 12, Cha 34
Skills: Acrobatics +25, Escape Artist +35, Listen +4, Spot +4 and Swim +4
Feats: Alert, Weapon Fixation (Whip), Weapon Offensive (Whip), Improved Defensive Fighting, Improved Weapon Fixation (Whip),
Improved Weapon Offensive (Whip), Improved Trip, Improved Disarm, Weapon Defensive (Whip), Weapon Mastery (Whip), and Battle
Prowess.
Environment: Fire Reflection
Organization: Solitary
Difficulty Level: 20
Possessions: Bonded Ring of Charisma +6, Bracers of Armor +5, Bonded Full Shield +5, Bonded Ring of Deflection +3, Bonded Gloves
of Dex +7, Bonded Amulet of Natural Armor +3 QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Fire
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Fire Inferentity forms a Fire Aura whip +6 as its weapon of choice. This weapon has the Fire Aura imbuement and the fire detonating imbuement.
Energy Charge
Use: 5 per day
Action: Swift action
Target: Self
Duration: 10 rounds
For the duration the Fire Inferentity's weapon will gain another +4d6 heat damage on a hit, as well as its Charisma modifier to attack.
All creatures that attempt to melee attack this caustic inferentity will receive 2d6 heat retaliation damage.
This ability can be exerted to deal 3d6 heat damage for every round remaining of the energy charge. Reflex Save for half damage.
Dancing Stars
Use: 6 per day
Action: Standard Initial; swift secondary
Target: Targeted Creature
Duration: Up to 10 minutes
The Fire Inferentity creates 6 motes of fire. These motes can be thrown as a swift action, all at once or one by one at targets. The target will take 6d6 heat damage per mote and can make a reflex save DC 32 for half damage.
Alternatively the mote can create a shield as a swift action that grants a target 6d6 warding per mote to a selected target.
Line of Fire
Use: 12 per day
Action: Standard
Target: 60 ft. Line
Duration: Instantaneous
The Fire Inferentity creates a 60 ft. line of fire that deals 10d6 heat damage. Subjects in the area can make a DC 25 reflex save for half damage.
Wall of Fire
Use: 12 per day
Action: Standard
Target: 30 ft. x 5 ft. Wall
Duration: Up to 20 rounds
The Fire Inferentity creates a 60 ft. line of fire that deals 20d8 heat damage. Subjects in the area can make a DC 27 reflex save for half damage. On the hot side of the wall creatures within 15 ft. of the wall will take 4d8 heat damage. Any creature passing through the wall will take 20d8 heat damage with no save.
Force Element Inferentity
Graceful and agile looking, the force inferentity is a very rare site on Korrenth. They are observant, quick, and a bit nervous in disposition. Its form is masculine and lacks a face. Its natural environment is unknown, and the general behaviors of force inferentity are unknown. When summoned they tend to stick to their summoner and keep them safe.
Force Inferentity, Mk I
(Small Force Elemental)
Hit Dice: 5d8+50 (73 hp)
Initiative: +6
Movement: 30 ft. (6 Squares)
Armor Class: 21 (Size +1, Dex +3, Armor +5, Deflection +1, Natural Armor +1) Touch 15 and Flat-footed 18
Base Attack/Grapple: +3/+3
Attack: Ranged +12 Force Dart (3d4+8 force damage x3) or Ranged Energy Charge +12 Force Dart (3d4+8+1d6 force damage x3)
Full Attack: +12 Force Darts
Space/Reach: 5 ft. / 5 ft.
Abilities: Force Darts, Energy Charge, and Ally Shielding
Special Qualities: Force Absorbing and entropic vulnerable
Saves: Ego +2, Fort +8, Ref +4, Will +10
Attributes: Str 14, Dex 16, Con 18, Int 3, Wis 23, Cha 12
Skills: Listen +17 and Spot +17
Feats: Weapon Fixation (Force Darts), Weapon Offensive (Force Darts), and Alert
Environment: Unknown
Organization: Solitary
Difficulty Level: 5
Possessions: Bonded Amulet of Wisdom +2, Bonded Breastplate, Bonded Ring of Deflection +1, Bonded Amulet of Natural Armor
+1. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Force
Abilities
Force Darts
Use: Infinite
Action: Attack Action
Target: Targeted Creature
Duration: Instantaneous
A unique weapon/ability to the Force Inferentity. Instead of using Dexterity Mod for attack and Strength for damage these darts Use Wisdom to attack and Constitution for damage. The darts are considered to be +2 enhancement.
Energy Charge
Use: 2 per day
Action: Swift action
Target: Self
Duration: 2 rounds
For the duration the Force Inferentity's weapon will gain another +1d6 force damage on a hit. The force inferentity already uses its wisdom modifier to attack.
Ally Shielding
Use: 1 per day
Action: Standard action
Target: 30 ft. radius centered on caster
Duration: 10 rounds
The Force Inferentity will create a regenerating ward with HP shared among all allies within the area. The ward has 30 hp, and regenerates every round.
Force Inferentity, Mk II
(Medium Force Elemental)
Hit Dice: 10d8+110 (155 hp)
Initiative: +6
Movement: 40 ft. (8 Squares)
Armor Class: 25 (Dex +3, Armor +7, Shield +3, Deflection +1, Natural Armor +1) Touch 14 and Flat-footed 22
Base Attack/Grapple: +7/+9
Attack: Ranged +19 Force Dart (4d4+10 force damage x3) or Ranged Energy Charge +19 Force Dart (4d4+10+2d6 force damage x3)
Full Attack: +19/+14 Force Darts
Space/Reach: 5 ft. / 5 ft.
Abilities: Force Darts, Energy Charge, Ally Shielding, Natural Magic (Force Chain), and Natural Magic (Mystic Weave)
Special Qualities: Force Absorbing and entropic vulnerable
Saves: Ego +4, Fort +12, Ref +6, Will +14
Attributes: Str 14, Dex 16, Con 20, Int 3, Wis 24, Cha 12
Skills: Listen +23 and Spot +23
Feats: Weapon Fixation (Force Darts), Weapon Offensive (Force Darts), Alert, Crack Shot, Careful Aim and Improved Weapon
Fixation (Force Darts)
Environment: Unknown
Organization: Solitary
Difficulty Level: 10
Possessions: Bonded Amulet of Wisdom +2, Bonded Breastplate +2, Bonded Buckler +2 Bonded Ring of Deflection +1, Bonded Amulet of
Natural Armor +1, and Bonded Vest of Constitution +2. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Force
Abilities
Force Darts
Use: Infinite
Action: Attack Action
Target: Targeted Creature
Duration: Instantaneous
A unique weapon/ability to the Force Inferentity. Instead of using Dexterity Mod for attack and Strength for damage these darts Use Wisdom to attack and Constitution for damage. The darts are considered to be +3 enhancement.
Energy Charge
Use: 3 per day
Action: Swift action
Target: Self
Duration: 5 rounds
For the duration the Force Inferentity's weapon will gain another +2d6 force damage on a hit. The force inferentity already uses its wisdom modifier to attack.
All creatures that attempt to melee attack this force inferentity will receive 2d6 force retaliation damage.
Ally Shielding
Use: 2 per day
Action: Standard action
Target: 30 ft. radius centered on caster
Duration: 10 rounds
The Force Inferentity will create a regenerating ward with HP shared among all allies within the area. The ward has 70 hp, and regenerates every round.
Force Chain
Use: 7 per day
Action: Standard
Target: Up to 8 targets with no two targets more than 25 ft. apart
Duration: Instantaneous
The force inferentity bounces a chain of force between targets and deals 10d10 force damage. A reflex save DC 22 can be made for half damage.
Mystic Weave
Use: 7 per day
Action: Standard
Target: Creature touched
Duration: 10 minutes
The force inferentity creates a force veil around the target and grants them 100 entropic resistance.
Force Inferentity, Mk III
(Medium Force Elemental)
Hit Dice: 15d8+180 (248 hp)
Initiative: +6
Movement: 40 ft. (8 Squares)
Armor Class: 33 (Dex +3, Armor +9, Shield +5, Deflection +2, Natural Armor +2, Parry +2) Touch 15 and Flat-footed 28
Base Attack/Grapple: +11/+13
Attack: Ranged +27 Force Dart (5d4+16 force damage x3) or Ranged Energy Charge +27 Force Dart (5d4+16+3d6 force damage x3)
Full Attack: +27/+22/+17 Force Darts
Space/Reach: 5 ft. / 5 ft.
Abilities: Force Darts, Energy Charge, Ally Shielding, Natural Magic (Force Chain), and Natural Magic (Mystic Weave), Natural
Magic (Keened Edge), Natural Magic (Bulwark of Force)
Special Qualities: Force Absorbing and entropic vulnerable
Saves: Ego +6, Fort +15, Ref +8, Will +18
Attributes: Str 14, Dex 16, Con 22, Int 3, Wis 29, Cha 12
Skills: Listen +30 and Spot +30
Feats: Weapon Fixation (Force Darts), Weapon Offensive (Force Darts), Alert, Crack Shot, Careful Aim, Improved Weapon Fixation
(Force Darts), Improved Weapon Offensive (Force Darts), Weapon Defensive (Force Darts), and Weapon Mastery (Force Darts)
Environment: Unknown
Organization: Solitary
Difficulty Level: 15
Possessions: Bonded Amulet of Wisdom +6, Bonded Breastplate +4, Bonded Buckler +4, Bonded Ring of Deflection +2, Bonded Amulet
of Natural Armor +2, and Bonded Vest of Constitution +4. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Force
Abilities
Force Darts
Use: Infinite
Action: Attack Action
Target: Targeted Creature
Duration: Instantaneous
A unique weapon/ability to the Force Inferentity. Instead of using Dexterity Mod for attack and Strength for damage these darts Use Wisdom to attack and Constitution for damage. The darts are considered to be +4 enhancement.
Energy Charge
Use: 4 per day
Action: Swift action
Target: Self
Duration: 7 rounds
For the duration the Force Inferentity's weapon will gain another +3d6 force damage on a hit. The force inferentity already uses its wisdom modifier to attack.
All creatures that attempt to melee attack this force inferentity will receive 2d6 force retaliation damage.
Ally Shielding
Use: 2 per day
Action: Standard action
Target: 30 ft. radius centered on caster
Duration: 15 rounds
The Force Inferentity will create a regenerating ward with HP shared among all allies within the area. The ward has 135 hp, and regenerates every round.
Force Chain
Use: 9 per day
Action: Standard
Target: Up to 8 targets with no two targets more than 25 ft. apart
Duration: Instantaneous
The force inferentity bounces a chain of force between targets and deals 15d10 force damage. A reflex save DC 24 can be made for half damage.
Mystic Weave
Use: 9 per day
Action: Standard
Target: Creature touched
Duration: 10 minutes
The force inferentity creates a force veil around the target and grants them 100 entropic resistance.
Keened Edge
Use: 9 per day
Action: Standard
Target: Creature touched
Duration: 10 hours
The touched weapon has its critical threat range expanded by 1. This does not stack with the keened imbuement.
Bulwark of Force
Use: 9 per day
Action: Standard
Target: 50 ft. of Wall
Duration: 10 minutes
The force inferentity creates a wall that is up to 50 ft. wide and 8 ft. tall. Each segment will have 50 hp. Any entropic damage will instantly destroy all affected segments. This wall blocks line of effect but not line of sight.
Force Inferentity, Mk IV
(Medium Force Elemental)
Hit Dice: 20d8+320 (410 hp)
Initiative: +6
Movement: 40 ft. (8 Squares)
Armor Class: 39 (Dex +3, Armor +10, Shield +8, Deflection +3, Natural Armor +3, Parry +2) Touch 16 and Flat-footed 34
Base Attack/Grapple: +15/+19
Attack: Ranged +36 Force Dart (6d4+22 force damage x3) or Ranged Energy Charge +36 Force Dart (6d4+22+4d6 force damage x3)
Full Attack: +36/+31/+26 Force Darts
Space/Reach: 5 ft. / 5 ft.
Abilities: Force Darts, Energy Charge, Ally Shielding, Natural Magic (Force Chain), and Natural Magic (Mystic Weave), Natural
Magic (Keened Edge), Natural Magic (Bulwark of Force)
Special Qualities: Force Absorbing and entropic vulnerable
Saves: Ego +7, Fort +22, Ref +9, Will +24
Attributes: Str 18, Dex 16, Con 30, Int 3, Wis 34, Cha 12
Skills: Listen +35 and Spot +35
Feats: Weapon Fixation (Force Darts), Weapon Offensive (Force Darts), Alert, Crack Shot, Careful Aim, Improved Weapon Fixation
(Force Darts), Improved Weapon Offensive (Force Darts), Weapon Defensive (Force Darts), Weapon Mastery (Force Darts) Shield Focus
(Buckler), and Improved Shield Focus (Buckler)
Environment: Unknown
Organization: Solitary
Difficulty Level: 20
Possessions: Bonded Amulet of Wisdom +6, Bonded Breastplate +5, Bonded Buckler +5 Bonded Ring of Deflection +3, Bonded Amulet of
Natural Armor +3, and Bonded Vest of Constitution +7. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Force
Abilities
Force Darts
Use: Infinite
Action: Attack Action
Target: Targeted Creature
Duration: Instantaneous
A unique weapon/ability to the Force Inferentity. Instead of using Dexterity Mod for attack and Strength for damage these darts Use Wisdom to attack and Constitution for damage. The darts are considered to be +6 enhancement.
Energy Charge
Use: 5 per day
Action: Swift action
Save: Reflex for half DC: 32
Target: Self
Duration: 10 rounds
For the duration the Force Inferentity's weapon will gain another +4d6 force damage on a hit. The force inferentity already uses its wisdom modifier to attack.
All creatures that attempt to melee attack this force inferentity will receive 2d6 force retaliation damage.
This ability can be exerted to deal 3d6 force damage for every round remaining of the energy charge. Reflex Save for half damage.
Ally Shielding
Use: 3 per day
Action: Standard action
Target: 30 ft. radius centered on caster
Duration: 20 rounds
The Force Inferentity will create a regenerating ward with HP shared among all allies within the area. The ward has 240 hp, and regenerates every round.
Force Chain
Use: 12 per day
Action: Standard
Target: Up to 8 targets with no two targets more than 25 ft. apart
Duration: Instantaneous
The force inferentity bounces a chain of force between targets and deals 15d10 force damage. A reflex save DC 27 can be made for half damage.
Mystic Weave
Use: 12 per day
Action: Standard
Target: Creature touched
Duration: 20 minutes
The force inferentity creates a force veil around the target and grants them 100 entropic resistance.
Keened Edge
Use: 12 per day
Action: Standard
Target: Creature touched
Duration: 20 hours
The touched weapon has its critical threat range expanded by 1. This does not stack with the keened imbuement.
Bulwark of Force
Use: 12 per day
Action: Standard
Target: 100 ft. of Wall
Duration: 20 minutes
The force inferentity creates a wall that is up to 100 ft. wide and 8 ft. tall. Each segment will have 100 hp. Any entropic damage will instantly destroy all affected segments. This wall blocks line of effect but not line of sight.
Ice Element Inferentity
Frost Inferentities resemble slender dancers sculpted from translucent blue-white ice, with silver eyes and veils of drifting snow. They move with light, precise steps, tracing crystalline patterns in the air with one hand while holding an ice jian in the other. In the Ice Reflection they stalk prey through frozen hollows. When summoned, they favor distance and clear lines of attack, raising ice barriers to divide foes and turning gathered enemies into targets for bursts of cold.
Frost Inferentity, Mk I
(Small Ice Elemental)
A small, delicate figure with a crown of branching frost. It pivots on pointed feet and draws narrow streams of cold through the air.
Hit Dice: 5d8+30 (53 hp)
Initiative: +5
Movement: 30 ft.
Armor Class: 20 (Size +1, Dex +5, Armor +2, Deflection +1, Natural Armor +1, Parry +0)
Base Attack/Grapple: +3/+1
Attack: Melee +12 Ephemeral Jian (1d6+6 slashing or piercing plus 1d6 cold, 19-20 x2), or +17 while Energy Charged (1d6+6
slashing or piercing plus 2d6 cold, 19-20 x2)
Full Attack: Melee +12 Ephemeral Jian, or +17 while Energy Charged
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Ephemeral Weapon, Energy Charge, Grace, Natural Magic (Line of Frost)
Special Qualities: Cold absorbing, heat vulnerable, and no damage on a successful Reflex save against effects that normally
allow half damage
Saves: Ego +6, Fort +3, Ref +9, Will +7
Attributes: Str 14, Dex 20, Con 14, Int 3, Wis 16, Cha 21
Skills: Acrobatics +14, Balance +14, Escape Artist +13, Listen +3, and Spot +3
Feats: Weapon Fixation (Jian), Weapon Offensive (Jian), Quick Feet
Environment: Ice Reflection
Organization: Solitary or Pair
Difficulty Level: 5
Possessions: Bonded Bracers of Armor +2, Bonded Ring of Deflection +1; its +2 Ephemeral Jian is part of the
inferentity. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Glacial, and Nimble
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift; full round if dispelled
Target: Self
Duration: 24 hours or until dismissed; special see notes
Forms a +2 cold-aura jian, adding 1d6 cold damage to every successful hit.
Energy Charge
Use: 2/day
Action: Swift
Target: Self
Duration: 2 rounds
Adds another 1d6 cold damage to the jian and the inferentity's Charisma modifier (+5) to its weapon attacks. These bonuses are included in the Energy Charged attack values above.
Grace
Use: 1 grace point; 4 points recovered after a full night's rest
Action: Immediate
Target: Self
Duration: Instantaneous
Once per round, spend a grace point to use Acrobatics (+14) instead of AC against one incoming attack, or to re-roll a failed Reflex save. Only one grace point can be spent per round. This ability cannot be used while flat-footed, held, or otherwise immobilized.
Natural Magic: Line of Frost
Use: 5/day, shared between all Natural Magic abilities
Action: Standard
Target: All creatures in a 60 ft. line
Duration: Instantaneous
Saving Throw: DC 18 Reflex half
Spell Resistance: Yes
Sweeps one hand through the air, releasing a narrow stream of freezing mist that deals 5d6 cold damage. This uses Energy line with cold selected as its energy type.
Frost Inferentity, Mk II
(Medium Ice Elemental)
A slender figure the height of a human, trailing a mantle of snow crystals. Broad gestures raise barriers of ice or scatter freezing bursts among approaching foes.
Hit Dice: 10d8+90 (135 hp)
Initiative: +9
Movement: 30 ft.
Armor Class: 25 (Size +0, Dex +6, Armor +3, Deflection +2, Natural Armor +3, Parry +1)
Base Attack/Grapple: +7/+9
Attack: Melee +18 Ephemeral Jian (1d8+7 slashing or piercing plus 1d6 cold, 19-20 x2), or +25 while Energy Charged (1d8+7
slashing or piercing plus 3d6 cold, 19-20 x2)
Full Attack: Melee +18/+13 Ephemeral Jian, or +25/+20 while Energy Charged
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Ephemeral Weapon, Energy Charge, Grace, Natural Magic (Line of Frost), Natural Magic (Frost Burst), Natural
Magic (Frost Wall)
Special Qualities: Cold absorbing, heat vulnerable, and no damage on a successful Reflex save against effects that normally
allow half damage
Saves: Ego +10, Fort +6, Ref +13, Will +10
Attributes: Str 14, Dex 22, Con 16, Int 3, Wis 16, Cha 24
Skills: Acrobatics +21, Balance +21, Escape Artist +19, Listen +6, and Spot +6
Feats: Weapon Fixation (Jian), Weapon Offensive (Jian), Quick Feet, Improved Weapon Fixation (Jian), Weapon Defensive (Jian),
Alert
Environment: Ice Reflection
Organization: Solitary or Pair
Difficulty Level: 10
Possessions: Bonded Bracers of Armor +3, Bonded Ring of Deflection +2; its +3 Ephemeral Jian is part of the
inferentity. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Glacial, and Nimble
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift; full round if dispelled
Target: Self
Duration: 24 hours or until dismissed; special see notes
Forms a +3 cold-aura jian, adding 1d6 cold damage to every successful hit.
Energy Charge
Use: 3/day
Action: Swift
Target: Self
Duration: 5 rounds
Adds another 2d6 cold damage to the jian and the inferentity's Charisma modifier (+7) to its weapon attacks. These bonuses are included in the Energy Charged attack values above.
Grace
Use: 1 grace point; 6 points recovered after a full night's rest
Action: Immediate
Target: Self
Duration: Instantaneous
Once per round, spend a grace point to use Acrobatics (+21) instead of AC against one incoming attack, or to re-roll a failed Reflex save. Only one grace point can be spent per round. This ability cannot be used while flat-footed, held, or otherwise immobilized.
After using Grace against an incoming attack, gain a +3 dodge bonus to AC against subsequent attacks on that turn, including the benefit from Nimble.
Natural Magic: Line of Frost
Use: 7/day, shared between all Natural Magic abilities
Action: Standard
Target: All creatures in a 60 ft. line
Duration: Instantaneous
Saving Throw: DC 20 Reflex half
Spell Resistance: Yes
Sweeps one hand through the air, releasing a narrow stream of freezing mist that deals 10d6 cold damage. This uses Energy line with cold selected as its energy type.
Natural Magic: Frost Burst
Use: Shared Natural Magic uses
Action: Standard
Range: 50 ft.
Target: All creatures in a 20 ft. radius
Duration: Instantaneous
Saving Throw: DC 20 Reflex half
Spell Resistance: Yes
A flower of frost opens at the chosen point, dealing 10d6 cold damage throughout the area. This uses Energy Burst with cold selected as its energy type. Allies in the area are also affected.
Natural Magic: Frost Wall
Use: Shared Natural Magic uses
Action: Standard
Range: 200 ft.
Effect: A continuous wall up to 50 ft. long, 3 ft. thick, and 10 ft. tall
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No
Raises a Frost Wall that blocks line of sight and line of effect. Its height is limited by the ceiling. Each 5 ft. segment has 30 HP, no shatter resistance, cold absorption, and heat vulnerability. The inferentity favors placing the wall to split enemy groups or cover a retreat.
Frost Inferentity, Mk III
(Medium Ice Elemental)
Faceted ice plates drift around its limbs like the folds of a dancer’s costume. Its steps and sword movements guide streams of cold from one enemy to the next.
Hit Dice: 15d8+135 (203 hp)
Initiative: +11
Movement: 40 ft.
Armor Class: 31 (Size +0, Dex +8, Armor +4, Deflection +3, Natural Armor +4, Parry +2)
Base Attack/Grapple: +11/+13
Attack: Melee +26 Ephemeral Jian (1d8+12 slashing or piercing plus 1d6 cold, 19-20 x2), or +35 while Energy Charged (1d8+12
slashing or piercing plus 4d6 cold, 19-20 x2)
Full Attack: Melee +26/+21/+16 Ephemeral Jian, or +35/+30/+25 while Energy Charged
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Ephemeral Weapon, Energy Charge, Grace, Natural Magic (Line of Frost), Natural Magic (Frost Burst), Natural
Magic (Frost Wall), Natural Magic (Cold Energy Chain)
Special Qualities: Cold absorbing, heat vulnerable, and no damage on a successful Reflex save against effects that normally
allow half damage
Saves: Ego +14, Fort +8, Ref +17, Will +13
Attributes: Str 14, Dex 26, Con 16, Int 3, Wis 18, Cha 28
Skills: Acrobatics +29, Balance +29, Escape Artist +26, Listen +7, and Spot +7
Feats: Weapon Fixation (Jian), Weapon Offensive (Jian), Quick Feet, Improved Weapon Fixation (Jian), Weapon Defensive (Jian),
Alert, Improved Weapon Offensive (Jian), Weapon Mastery (Jian), Disciplined Mind
Environment: Ice Reflection
Organization: Solitary or Pair
Difficulty Level: 15
Possessions: Bonded Bracers of Armor +4, Bonded Ring of Deflection +3; its +4 Ephemeral Jian is part of the
inferentity. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Glacial, and Nimble
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift; full round if dispelled
Target: Self
Duration: 24 hours or until dismissed; special see notes
Forms a +4 cold-aura jian, adding 1d6 cold damage to every successful hit.
Energy Charge
Use: 4/day
Action: Swift
Target: Self
Duration: 7 rounds
Adds another 3d6 cold damage to the jian and the inferentity's Charisma modifier (+9) to its weapon attacks. These bonuses are included in the Energy Charged attack values above.
Grace
Use: 1 grace point; 8 points recovered after a full night's rest
Action: Immediate
Target: Self
Duration: Instantaneous
Once per round, spend a grace point to use Acrobatics (+29) instead of AC against one incoming attack, or to re-roll a failed Reflex save. Only one grace point can be spent per round. This ability cannot be used while flat-footed, held, or otherwise immobilized.
After using Grace against an incoming attack, gain a +3 dodge bonus to AC against subsequent attacks on that turn, including the benefit from Nimble.
Natural Magic: Line of Frost
Use: 9/day, shared between all Natural Magic abilities
Action: Standard
Target: All creatures in a 60 ft. line
Duration: Instantaneous
Saving Throw: DC 22 Reflex half
Spell Resistance: Yes
Sweeps one hand through the air, releasing a narrow stream of freezing mist that deals 10d6 cold damage. This uses Energy line with cold selected as its energy type.
Natural Magic: Frost Burst
Use: Shared Natural Magic uses
Action: Standard
Range: 60 ft.
Target: All creatures in a 20 ft. radius
Duration: Instantaneous
Saving Throw: DC 22 Reflex half
Spell Resistance: Yes
A flower of frost opens at the chosen point, dealing 10d6 cold damage throughout the area. This uses Energy Burst with cold selected as its energy type. Allies in the area are also affected.
Natural Magic: Frost Wall
Use: Shared Natural Magic uses
Action: Standard
Range: 250 ft.
Effect: A continuous wall up to 75 ft. long, 3 ft. thick, and 10 ft. tall
Duration: 15 minutes
Saving Throw: None
Spell Resistance: No
Raises a Frost Wall that blocks line of sight and line of effect. Its height is limited by the ceiling. Each 5 ft. segment has 45 HP, no shatter resistance, cold absorption, and heat vulnerability. The inferentity favors placing the wall to split enemy groups or cover a retreat.
Natural Magic: Cold Energy Chain
Use: Shared Natural Magic uses
Action: Standard
Range: 60 ft.
Target: Up to 10 creatures within range; no two targets more than 25 ft. apart
Duration: Instantaneous
Saving Throw: DC 24 Reflex half
Spell Resistance: Yes
Threads a stream of cold between selected creatures, dealing 15d10 cold damage to each. This uses Energy Chain with cold selected as its energy type.
Frost Inferentity, Mk IV
(Medium Ice Elemental)
A poised figure of clear blue ice with six brilliant snowflake motes circling its shoulders. It conducts the battlefield with measured gestures, preserving open paths for itself while closing them to its enemies.
Hit Dice: 20d8+220 (310 hp)
Initiative: +14
Movement: 40 ft.
Armor Class: 38 (Size +0, Dex +11, Armor +5, Deflection +4, Natural Armor +6, Parry +2)
Base Attack/Grapple: +15/+17
Attack: Melee +35 Ephemeral Jian (1d8+14 slashing or piercing plus 2d6 cold, 19-20 x2; plus 1d8 cold on a critical hit), or +47
while Energy Charged (1d8+14 slashing or piercing plus 6d6 cold, 19-20 x2; plus 1d8 cold on a critical hit)
Full Attack: Melee +35/+30/+25 Ephemeral Jian, or +47/+42/+37 while Energy Charged
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Ephemeral Weapon, Energy Charge, Grace, Natural Magic (Line of Frost), Natural Magic (Frost Burst), Natural
Magic (Frost Wall), Natural Magic (Cold Energy Chain), Dancing Stars (Frost)
Special Qualities: Cold absorbing, heat vulnerable, and no damage on a successful Reflex save against effects that normally
allow half damage
Saves: Ego +18, Fort +13, Ref +23, Will +19
Attributes: Str 14, Dex 32, Con 20, Int 3, Wis 20, Cha 34
Skills: Acrobatics +39, Balance +39, Escape Artist +34, Listen +8, and Spot +8
Feats: Weapon Fixation (Jian), Weapon Offensive (Jian), Quick Feet, Improved Weapon Fixation (Jian), Weapon Defensive (Jian),
Alert, Improved Weapon Offensive (Jian), Weapon Mastery (Jian), Disciplined Mind, Unbreakable, Indomitable
Environment: Ice Reflection
Organization: Solitary or Pair
Difficulty Level: 20
Possessions: Bonded Bracers of Armor +5, Bonded Ring of Deflection +4; its +6 Ephemeral Jian is part of the
inferentity. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Glacial, and Nimble
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift; full round if dispelled
Target: Self
Duration: 24 hours or until dismissed; special see notes
Forms a +6 cold-aura jian, adding 1d6 cold damage to every successful hit. The weapon also has the cold detonating imbuement, bringing its total bonus to 2d6 cold per hit and adding another 1d8 cold on a critical hit.
Energy Charge
Use: 5/day
Action: Swift
Target: Self
Duration: 10 rounds
Adds another 4d6 cold damage to the jian and the inferentity's Charisma modifier (+12) to its weapon attacks. These bonuses are included in the Energy Charged attack values above.
The remaining charge can be exerted in a 20 ft. radius around the inferentity, ending the charge and dealing 3d6 cold damage per remaining round to all other creatures in the area. A DC 32 Reflex save halves the damage.
Grace
Use: 1 grace point; 9 points recovered after a full night's rest
Action: Immediate
Target: Self
Duration: Instantaneous
Once per round, spend a grace point to use Acrobatics (+39) instead of AC against one incoming attack, or to re-roll a failed Reflex save. Only one grace point can be spent per round. This ability cannot be used while flat-footed, held, or otherwise immobilized.
After using Grace against an incoming attack, gain a +3 dodge bonus to AC against subsequent attacks on that turn, including the benefit from Nimble.
Natural Magic: Line of Frost
Use: 12/day, shared between all Natural Magic abilities
Action: Standard
Target: All creatures in a 60 ft. line
Duration: Instantaneous
Saving Throw: DC 25 Reflex half
Spell Resistance: Yes
Sweeps one hand through the air, releasing a narrow stream of freezing mist that deals 10d6 cold damage. This uses Energy line with cold selected as its energy type.
Natural Magic: Frost Burst
Use: Shared Natural Magic uses
Action: Standard
Range: 75 ft.
Target: All creatures in a 20 ft. radius
Duration: Instantaneous
Saving Throw: DC 25 Reflex half
Spell Resistance: Yes
A flower of frost opens at the chosen point, dealing 10d6 cold damage throughout the area. This uses Energy Burst with cold selected as its energy type. Allies in the area are also affected.
Natural Magic: Frost Wall
Use: Shared Natural Magic uses
Action: Standard
Range: 300 ft.
Effect: A continuous wall up to 100 ft. long, 3 ft. thick, and 10 ft. tall
Duration: 20 minutes
Saving Throw: None
Spell Resistance: No
Raises a Frost Wall that blocks line of sight and line of effect. Its height is limited by the ceiling. Each 5 ft. segment has 60 HP, no shatter resistance, cold absorption, and heat vulnerability. The inferentity favors placing the wall to split enemy groups or cover a retreat.
Natural Magic: Cold Energy Chain
Use: Shared Natural Magic uses
Action: Standard
Range: 75 ft.
Target: Up to 13 creatures within range; no two targets more than 25 ft. apart
Duration: Instantaneous
Saving Throw: DC 27 Reflex half
Spell Resistance: Yes
Threads a stream of cold between selected creatures, dealing 15d10 cold damage to each. This uses Energy Chain with cold selected as its energy type.
Dancing Stars (Frost)
Use: 3/day
Action: Standard to create; swift to activate any number of motes
Range: 75 ft.
Target: Selected creatures
Duration: Up to 20 minutes; warding lasts 3 rounds or until depleted
Saving Throw: DC 32 Reflex half damage; none for warding
Spell Resistance: Yes
Creates six luminous snowflake motes, a cold version of Dancing Stars innate to this inferentity. Each mote remains within 20 ft. of the inferentity until activated and sheds 30 ft. of bright light and another 30 ft. of shadowy light. As a swift action, the inferentity can expend one or more motes, assigning each to a creature within range. Each mote either deals 6d6 cold damage or grants 6d6 warding.
Life Element Inferentity
A white opalescent naga-shaped being with flecks of gold and green in its scales. These inferentity are protective of their charges. Their natural environment is the life reflection of Korrenth. When summoned they keep themselves in range to heal their charge and away from hostile creatures. Positive Inferentities will instinctively patch up wounds as they can. While not very effective at fighting living targets, these Inferentity can deal with undead very efficiently.
Positive Inferentity, Mk I
(Medium Life Elemental)
Hit Dice: 5d8+45 (68 hp)
Initiative: +4
Movement: 30 ft.
Armor Class: 22 (Dex +4, Natural Armor +3, Armor +4, Deflection +1) Touch 15 and Flat-footed 18
Base Attack/Grapple: +3/+9
Attack: Ranged +10 long bow (1d10+6+1d6 positive x3) or Ranged Energy Charge +16 long bow (1d10+6+2d6 positive x3)
Full Attack: +10 long bow or +16 energy charge long bow
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge and Improved Ephemeral Weapon
Special Qualities: Positive absorbing and negative vulnerable
Saves: Ego +7, Fort +4, Ref +8, Will +6
Attributes: Str 14, Dex 18, Con 16, Int 3, Wis 14, Cha 23
Skills: Escape Artist +12, Heal +10, Listen +2, and Spot +2
Feats: Careful Aim, Weapon Fixation (Long bow), and Weapon Offensive (Long bow)
Environment: Life reflection
Organization: Solitary
Difficulty Level: 5
Possessions: Bonded Ring of Charisma +2, Bonded Light Plate, Bonded Ring of Deflection +1, and Bonded Amulet of Natural Armor
+1 QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Life
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift Action
Target: Self
Duration: 24 hours or until dismissed; special -- see notes
The Positive Inferentity forms a life aura long bow +2 as its weapon of choice. This weapon has a life aura imbuement. This means on every successful hit it will heal 1d6 health. This does not mean it only heals, the arrow still does piercing damage. Undead creatures, or creatures that take damage from positive energy, this will instead deal damage.
Energy Charge
Use: 2 Per day
Action: Swift action
Target: Self
Duration: 2 rounds
For the duration of the positive inferentity's weapons will gain another +1d6 positive energy heal (or damage on undead) on hit, as well as its Charisma modifier to attack.
Positive Inferentity, Mk II
(Large Life Elemental)
Hit Dice: 10d8+110 (155 hp)
Initiative: +5
Movement: 30 ft.
Armor Class: 22 (Size -1, Dex +5, Natural Armor +3, Armor +4, Deflection +1) Touch 15 and Flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Ranged +17 long bow (2d8+9+1d6 positive 19-20 x3) or Ranged Energy Charge +24 long bow (2d8+9+3d6 positive 19-20 x3)
Full Attack: +17/+12 long bow or +24/+19 energy charge long bow
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, Lay on Hands, and Natural Magic (Healing Ray)
Special Qualities: Positive absorbing and negative vulnerable
Saves: Ego +10, Fort +6, Ref +12, Will +9
Attributes: Str 14, Dex 20, Con 16, Int 3, Wis 14, Cha 24
Skills: Escape Artist +18, Heal +15, Listen +2, and Spot +2
Feats: Careful Aim, Weapon Fixation (Long bow), Weapon Offensive (Long bow), Crack Shot, Improved Weapon Fixation (long bow),
Improved Weapon Offensive (Long bow), and Deadly Accuracy (long bow).
Environment: Life reflection
Organization: Solitary
Difficulty Level: 10
Possessions: Bonded Ring of Charisma +2, Bonded Gloves of Dex +2, Bonded Light Plate, Bonded Ring of Deflection +1, and Bonded
Amulet of Natural Armor +1. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Life
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift Action
Target: Self
Duration: 24 hours or until dismissed; special -- see notes
The Positive Inferentity forms a life aura long bow +3 as its weapon of choice. This weapon has a life aura imbuement. This means on every successful hit it will heal 1d6 health. This does not mean it only heals, the arrow still does piercing damage. Undead creatures, or creatures that take damage from positive energy, this will instead deal damage.
Energy Charge
Use: 3 Per day
Action: Swift action
Target: Self
Duration: 5 rounds
For the duration of the positive inferentity's weapons will gain another +2d6 positive energy heal (or damage on undead) on hit, as well as its Charisma modifier to attack.
Lay on Hands (Su)
Use: 140 points of Healing
Action: Standard
Target: Target Touched
Duration: Instantaneous
The positive inferentity will place its hand on a subject and bestow healing on them as needed. Instead of healing, the positive inferentity can expend potential healing points for several effects:
-
25 spent will close a wound.
-
100 spent will heal an injury, disease, or poison.
-
200 spent will remove of a curse.
Any unwilling subject gets a will save DC 23 for half healing or to negate the effect.
Healing Ray
Use: 7 per day
Action: Standard
Target: Single Creature
Duration: Instantaneous
Range: 200 ft.
Fire a ray at a creature and make a magical touch attack against their AC. If the creature is willing the AC is reduced to 10. The creature will heal for 11d8. An unwilling creature can make a will save DC 20 for half healing.
Positive Inferentity, Mk III
(Large Life Elemental)
Hit Dice: 15d8+135 (203 hp)
Initiative: +7
Movement: 30 ft.
Armor Class: 26 (Size -1, Dex +7, Natural Armor +4, Armor +4, Deflection +2) Touch 18 and Flat-footed 19
Base Attack/Grapple: +11/+21
Attack: Ranged +25 long bow (1d10+12+1d6 positive 19-20 x3) or Ranged Energy Charge +35 long bow (1d10+12+4d6 positive 19-20
x3)
Full Attack: +25/+20/+15 long bow or +35/+30/+25 energy charge long bow
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, Lay on Hands, Natural Magic (Healing Ray), and Natural Magic (Positive
Thaumic Chain)
Special Qualities: Positive absorbing and negative vulnerable
Saves: Ego +15, Fort +10, Ref +16, Will +11
Attributes: Str 14, Dex 24, Con 16, Int 3, Wis 14, Cha 31
Skills: Escape Artist +25, Heal +20, Listen +2, and Spot +2
Feats: Careful Aim, Weapon Fixation (Long bow), Weapon Offensive (Long bow), Crack Shot, Improved Weapon Fixation (long bow),
Improved Weapon Offensive (Long bow), Deadly Accuracy (Longbow), Swift Supernatural Ability, Unbreakable, and Weapon Mastery (Long
bow).
Environment: Life reflection
Organization: Solitary
Difficulty Level: 15
Possessions: Bonded Ring of Charisma +6, Bonded Gloves of Dex +4, Bonded Bracer of Armor +4, Bonded Ring of Deflection +2, and
Bonded Amulet of Natural Armor +2. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Life
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift Action
Target: Self
Duration: 24 hours or until dismissed; special -- see notes
The Positive Inferentity forms a life aura long bow +4 as its weapon of choice. This weapon has a life aura imbuement. This means on every successful hit it will heal 1d6 health. This does not mean it only heals, the arrow still does piercing damage. Undead creatures, or creatures that take damage from positive energy, this will instead deal damage.
Energy Charge
Use: 4 Per day
Action: Swift action
Target: Self
Duration: 7 rounds
For the duration of the positive inferentity's weapons will gain another +3d6 positive energy heal (or damage on undead) on hit, as well as its Charisma modifier to attack.
The positive inferentity does not activate its positive energy retaliation damage while this is active.
Lay on Hands (Su)
Use: 300 points of Healing
Action: Standard
Target: Target Touched
Duration: Instantaneous
The positive inferentity will place its hand on a subject and bestow healing on them as needed. Instead of healing, the positive inferentity can expend potential healing points for several effects:
-
25 spent will close a wound.
-
100 spent will heal an injury, disease, or poison.
-
200 spent will remove of a curse.
Any unwilling subject gets a will save DC 27 for half healing or to negate the effect.
Healing Ray
Use: 10 per day
Action: Standard
Target: Single Creature
Duration: Instantaneous
Range: 250 ft.
Fire a ray at a creature and make a magical touch attack against their AC. If the creature is willing the AC is reduced to 10. The creature will heal for 12d8. An unwilling creature can make a will save DC 23 for half healing.
Positive Thaumic Chain
Use: 10 per day
Action: Standard
Target: Up to 11 targets. No two creatures can be more than 25 ft. apart.
Duration: Instantaneous
Range: 60 ft.
This bounces a positive energy bolt between, up to, 11 targets. All creatures heal 15d10 health with a 5% chance of obtaining a disease. Any unwilling creature can make a will save DC 25 for half effect.
Positive Inferentity, Mk IV
(Large Life Elemental)
Hit Dice: 20d8+220 (310 hp)
Initiative: +13
Movement: 30 ft.
Armor Class: 35 (Size -1, Dex +13, Natural Armor +5, Armor +5, Deflection +3) Touch 25 and Flat-footed 22
Base Attack/Grapple: +15/+30
Attack: Ranged +37 long bow (1d10+14+2d6 positive 19-20 x3+2d8 positive) or Ranged Energy Charge +50 long bow (1d10+14+6d6
positive 19-20 x3+2d8 positive)
Full Attack: +37/+32/+27 long bow or +50/+45/+40 energy charge long bow
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, Lay on Hands, Natural Magic (Healing Ray), Natural Magic (Positive Thaumic
Chain), and Greater Aura
Special Qualities: Positive absorbing and negative vulnerable
Saves: Ego +19, Fort +13, Ref +25, Will +16
Attributes: Str 14, Dex 36, Con 20, Int 3, Wis 14, Cha 36
Skills: Escape Artist +36, Heal +25, Listen +2, and Spot +2
Feats: Careful Aim, Weapon Fixation (Long bow), Weapon Offensive (Long bow), Crack Shot, Improved Weapon Fixation (long bow),
Improved Weapon Offensive (Long bow), Deadly Accuracy (Longbow), Swift Supernatural Ability, Unbreakable, Weapon Mastery (Long bow),
Disciplined Mind, and Indomitable.
Environment: Life reflection
Organization: Solitary
Difficulty Level: 20
Possessions: Bonded Ring of Charisma +6, Bonded Gloves of Dex +7, Bonded Bracer of Armor +5, Bonded Ring of Deflection +3, and
Bonded Amulet of Natural Armor +3. QGV N/A
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Life
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift Action
Target: Self
Duration: 24 hours or until dismissed; special -- see notes
The Positive Inferentity forms a life aura long bow +6 as its weapon of choice. This weapon has a life aura imbuement and life detonating. This means on every successful hit it will heal 2d6 health. On a critical hit, this bow will heal an extra 2d8. This does not mean it only heals, the arrow still does piercing damage. Undead creatures, or creatures that take damage from positive energy, this will instead deal damage.
Energy Charge
Use: 5 Per day
Action: Swift action
Target: Self
Duration: 10 rounds
For the duration of the positive inferentity's weapons will gain another +4d6 positive energy heal (or damage on undead) on hit, as well as its Charisma modifier to attack.
The positive inferentity does not activate its positive energy retaliation damage while this is active.
This ability can be exerted to heal 3d6 for every round remaining of the energy charge. Reflex Save for half damage.
Lay on Hands (Su)
Use: 520 points of Healing
Action: Standard
Target: Target Touched
Duration: Instantaneous
The positive inferentity will place its hand on a subject and bestow healing on them as needed. Instead of healing, the positive inferentity can expend potential healing points for several effects:
-
25 spent will close a wound.
-
100 spent will heal an injury, disease, or poison.
-
200 spent will remove of a curse.
Any unwilling subject gets a will save DC 33 for half healing or to negate the effect.
Healing Ray
Use: 13 per day
Action: Standard
Target: Single Creature
Duration: Instantaneous
Range: 250 ft.
Fire a ray at a creature and make a magical touch attack against their AC. If the creature is willing the AC is reduced to 10. The creature will heal for 12d8. An unwilling creature can make a will save DC 26 for half healing.
Positive Thaumic Chain
Use: 13 per day
Action: Standard
Target: Single Creature
Duration: Instantaneous
Range: 75 ft. No two creatures can be more than 25 ft. apart.
This bounces a positive energy bolt between, up to, 13 targets. All creatures heal 15d10 health with a 5% chance of obtaining a disease. Any unwilling creature can make a will save DC 28 for half effect.
Greater Aura
Use: 5 per day
Action: Swift
Target: 30 ft. radius around the inferentity
Duration: 20 hours
Aura creates an area of effect that grants a bonus to allies within the radius. The inferentity has a preference for Regeneration, but will grant whichever bonus it is told to.
-
Resistance: Gain 60 resistance to any one of the following energy types: Heat, Cold, Electric, Corrosive, Sonic, or Force.
-
Regeneration: All allies within the aura heal 25 HP per round, this will stabilize any dying allies
-
Poise: Allies within the aura gain a +3 luck bonus to initiative and +8 luck bonus to Spot and Listen.
-
Damage Reduction: Allies gain 12/- Damage Reduction. Note this does not stack with any other form of damage reduction, unless otherwise stated.
-
Saver: Gain a +5 morale bonus to any one of the following; Ego, Will, Fortitude, or Reflex.
Water Element Inferentity
Appearing like a flowing mass of water that occasionally takes a humanoid shape. It will often take a feminine appearance while it moves and does what it does. In their natural environment they act like an animal, hunting and consuming animals within the water reflection. When summoned they will follow commands and do what they are told for their temporary master.
Caustic Inferentity, Mk I
(Small Elemental Water)
Hit Dice: 5d10+45 (73 hp)
Initiative: +6
Movement: 20 ft. (4 Squares)
Armor Class: 23 (Size +1, Dex +6, Armor +2, Shield +2, Deflection +1, Natural Armor +1) Touch 18 and Flat-Footed 17
Base Attack/Grapple: +3/+1
Attack: Melee +12 Dagger (1d4+6+1d6 acid 19-20 x2) or Melee Energy Charge +16 Dagger (1d4+6+2d6 acid 19-20 x2)
Full Attack: +12 Dagger or +16 Energy Charge Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge and Improved Ephemeral Weapon
Special Qualities: Acid absorbing and desiccation vulnerability
Saves: Ego +5, Fort +7, Ref +12, Will +3
Attributes: Str 14, Dex 23, Con 16, Int 3, Wis 14, Cha 18
Skills: Acrobatics +12, Balance +14, Escape Artist +8, and Swim +4
Feats: Weapon Fixation (Dagger), Weapon Offensive (Dagger), and Untouchable
Environment: Water Reflection
Organization: Solitary
Difficulty Level: 5
Possessions: Bonded Gambeson, Bonded Buckler +1, Bonded Ring of Deflection +1, Bonded Amulet of Natural Armor +1, and Bonded
Gloves of Dex +2
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental and Water
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Caustic Inferentity forms an Acid Aura Dagger +2 as its weapon of choice. This weapon has the Acid Aura imbuement.
Energy Charge (Su)
Use: 6 per day
Action: Swift action
Target: Self
Duration: 2 rounds
For the duration the Caustic Inferentity's weapon will gain another +1d6 corrosive damage on a hit, as well as its charisma modifier to attack.
Caustic Inferentity, Mk II
(Medium Elemental Water)
Hit Dice: 10d10+90 (145 hp)
Initiative: +7
Movement: 30 ft. (6 Squares)
Armor Class: 30 (Dex +7, Armor +3, Shield +3, Insight +3, Deflection +2, Natural Armor +2)Touch 22 and Flat-footed 20
Base Attack/Grapple: +7/+9
Attack: Melee +19 Dagger (1d4+9+1d6 acid 19-20 x2) or Melee Energy Charge +24 Dagger (1d4+9+3d6 acid 19-20 x2)
Full Attack: +19/+14 Dagger or +24/+19 Energy Charge Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, and Improved Opportunist (5d6)
Special Qualities: Acid absorbing and desiccation vulnerability
Saves: Ego +8, Fort +10, Ref +16, Will +6
Attributes: Str 14, Dex 24, Con 16, Int 3, Wis 16, Cha 20
Skills: Acrobatics +17, Balance +20, Escape Artist +9, and Swim +4
Feats: Weapon Fixation (Dagger), Weapon Offensive (Dagger), Untouchable, Improved Weapon Fixation (Dagger), Improved Weapon
Offensive (Dagger), and Quick Feet
Environment: Water Reflection
Organization: Solitary
Difficulty Level: 10
Possessions: Bonded Bracelet of Armor +3, Bonded Buckler +2, Bonded Ring of Deflection +2, Bonded Amulet of Natural Armor +2,
and Bonded Gloves of Dex +2, Bonded Ring of Wisdom +2, Bonded Cloak of Charisma +2
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Acid, and Unarmored Dervish
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Caustic Inferentity forms an Acid Aura Dagger +3 as its weapon of choice. This weapon has the Acid Aura imbuement.
Energy Charge
Use: 7 per day
Action: Swift action
Target: Self
Duration: 5 rounds
For the duration the Caustic Inferentity's weapon will gain another +2d6 corrosive damage on a hit, as well as its charisma modifier to attack.
All creatures that attempt to melee attack this caustic inferentity will receive 2d6 acid retaliation damage.
This ability can be exerted to deal 3d6 corrosive damage for every round remaining of the energy charge. Reflex Save for half damage.
Improved Opportunist
Use: Infinite
Action: Attack action
Target: a disadvantaged foe
Duration: Instantaneous
On any attack where the foe is sufficiently disadvantaged, such as being flanked, flat-footed, pinned, and so on. Any Successful melee attack will deal an extra 5d6 damage of the root damage type. So if it is done with a dagger the opportunist damage will be piercing damage.
Caustic Inferentity, Mk III
(Medium Elemental Water)
Hit Dice: 15d10+135 (218 hp)
Initiative: +12
Movement: 50 ft. (10 Squares)
Armor Class: 37 (Dex +9, Armor +4, Shield +4, Parry +2, Insight +4, Deflection +2, Natural Armor +2) Touch 25 and Flat-footed
25
Base Attack/Grapple: +11/+13
Attack: Melee +27 Dagger (1d4+12+1d6 acid 19-20 x2) or Melee Energy Charge +33 Dagger (1d4+12+4d6 acid 19-20 x2)
Full Attack: +27/+22/+17 Dagger or +33/+28/+23 Energy Charge Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, and Greater Opportunist (7d6)
Special Qualities: Acid absorbing and desiccation vulnerability
Saves: Ego +8, Fort +12, Ref +20, Will +9
Attributes: Str 14, Dex 29, Con 16, Int 3, Wis 18, Cha 22
Skills: Acrobatics +22, Balance +27, Escape Artist +11, Listen +7, Spot +7, and Swim +4
Feats: Weapon Fixation (Dagger), Weapon Offensive (Dagger), Untouchable, Improved Weapon Fixation (Dagger), Improved Weapon
Offensive (Dagger), Quick Feet, Weapon Defensive (Dagger), Weapon Mastery (Dagger), Alert
Environment: Water Reflection
Organization: Solitary
Difficulty Level: 15
Possessions: Bonded Bracelet of Armor +4, Bonded Buckler +3, Bonded Ring of Deflection +2, Bonded Amulet of Natural Armor +2,
and Bonded Gloves of Dex +6, Bonded Ring of Wisdom +4, Bonded Cloak of Charisma +4
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Acid, Unarmored Dervish, and Speedy
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Caustic Inferentity forms an Acid Aura Dagger +4 as its weapon of choice. This weapon has the Acid Aura imbuement.
Energy Charge
Use: 8 per day
Action: Swift action
Target: Self
Duration: 7 rounds
For the duration the Caustic Inferentity's weapon will gain another +3d6 corrosive damage on a hit, as well as its Charisma modifier to attack.
All creatures that attempt to melee attack this caustic inferentity will receive 2d6 acid retaliation damage.
Greater Opportunist
Use: Infinite
Action: Attack action
Target: a disadvantaged foe
Duration: Instantaneous
On any attack where the foe is sufficiently disadvantaged, such as being flanked, flat-footed, pinned, and so on. Any successful melee attack will deal an extra 7d6 damage of the root damage type. So if it is done with a dagger the opportunist damage will be piercing damage.
Caustic Inferentity, Mk IV
(Medium Elemental Water)
Hit Dice: 20d10+180 (290 hp)
Initiative: +15
Movement: 50 ft. (10 Squares)
Armor Class: 49 (Dex +12, Armor +5, Shield +6, Parry +2, Insight +8, Deflection +3, Natural Armor +3) Touch 34 and Flat-footed
29
Base Attack/Grapple: +15/+17
Attack: Melee +36 Dagger (1d4+14+2d6 acid 19-20 x2 +2d6 acid) or Melee Energy Charge +43 Dagger (1d4+14+6d6 acid 19-20 x2 +2d6
acid)
Full Attack: +36/+31/+26 Dagger or +43/+38/+33 Energy Charge Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, and Greater Opportunist (10d6), Grace, Leaping Assault, Riposte
Special Qualities: Acid absorbing and desiccation vulnerability
Saves: Ego +13, Fort +15, Ref +26, Will +14
Attributes: Str 14, Dex 34, Con 16, Int 3, Wis 27, Cha 24
Skills: Acrobatics +28, Balance +35, Escape Artist +12, Listen +9, Spot +9, and Swim +4
Feats: Weapon Fixation (Dagger), Weapon Offensive (Dagger), Untouchable, Improved Weapon Fixation (Dagger), Improved Weapon
Offensive (Dagger), Quick Feet, Weapon Defensive (Dagger), Weapon Mastery (Dagger), Alert, Improved Defensive Fighting, and Improved
Disarm
Environment: Water Reflection
Organization: Solitary
Difficulty Level: 20
Possessions: Bonded Bracelet of Armor +5, Bonded Buckler +5, Bonded Ring of Deflection +3, Bonded Amulet of Natural Armor +3,
and Bonded Gloves of Dex +6, Bonded Ring of Wisdom +6, Bonded Cloak of Charisma +6
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Elemental, Acid, Unarmored Dervish, Speedy, and Nimble
Abilities
Improved Ephemeral Weapon
Use: Unlimited
Action: Swift action
Target: Self
Duration: 24 hours or until dismissed; special see notes
The Caustic Inferentity forms an Acid Aura Dagger +6 as its weapon of choice. This weapon has the Acid Aura imbuement and the Acid Detonating Imbuement.
Energy Charge
Use: 9 per day
Action: Swift action
Save: Reflex for half DC: 27
Target: Self
Duration: 10 rounds
For the duration the Caustic Inferentity's weapon will gain another +4d6 corrosive damage on a hit, as well as its Charisma modifier to attack.
All creatures that attempt to melee attack this caustic inferentity will receive 2d6 acid retaliation damage.
This ability can be exerted to deal 3d6 corrosive damage for every round remaining of the energy charge. Reflex Save for half damage.
Greater Opportunist
Use: Infinite
Action: Attack action
Target: a disadvantaged foe
Duration: Instantaneous
On any attack where the foe is sufficiently disadvantaged, such as being flanked, flat-footed, pinned, and so on. Any Successful melee attack will deal an extra 10d6 damage of the root damage type. So if it is done with a dagger the opportunist damage will be piercing damage.
Grace
Use: Cost 1 Grace point | 9 grace points per day
Action: Immediate action
Target: Self
Duration: Instantaneous and 1 round
Once per round, the caustic inferentity can spend a grace point to use an acrobatics roll instead of their AC when determining if a single incoming attack hits. It can also be used once per round to re-roll any failed reflex saves.
After using Grace the caustic inferentity is considered to be using improved defensive fighting at a +4 bonus.
Leaping Assault
Use: Cost 1 grace point
Action: Full round
Range: 75 ft.
Target: Single target
Duration: Instantaneous
The acid inferentity flies through their air like an arc of water and lands in another square. In a round a leaping inferentity can jump as far as its maximum range and half as high at the zenith of the jump. This action does not require a running start nor does it provoke an attack of opportunity. This action can also be used offensively. When it lands, if there is an enemy in a threatened square, a single attack can be rolled against one of them. If this attack hits, it deals an extra 3d6+2.
Riposte
Use: Cost 1 grace point
Action: Immediate action
Target: 1 Enemy
Duration: Instantaneous
When a melee attack has missed the inferentity it can spend a grace point to make an immediate attack at its full attack bonus. The defender is considered flat-footed for this attack.