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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 planes that can be of assistance. They always speak the root language of the caster that summoned it. If these are encountered on their home plane and not summoned by a magic user, they are animalistic in intelligence and initiative.

There are several types of inferentity depending on which reflection planes 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

Dalle 3 Until art can be commissioned

(Small Elemental Air)

Simple description

Hit Dice: 5d8+30
Initiative:
Movement:
Armor Class: 10 (+4 Dex, ) Touch and Flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Abilities:
Special Qualities:
Saves: Ego , Fort , Ref , Will
Attributes: Str 14, Dex 18, Con 14, Int 3, Wis 16, Cha 21
Skills:
Feats:
Environment:
Organization:
Difficulty Level:
Possessions:
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions:


Abilities

Ability Name
Use:
Action:
Target:
Duration:

Ability Descriptions

Spell Casting


Spell Proficiency:
Caster Level:

Spells Known:
Spells Per Day:


Spell Level(DC )

Earth Element Inferentity

Salt Inferentity, Mk I

Dalle 3 produces arts into creative commons

(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 (76 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+9+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 ShieldQGV #gp
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 welded by a medium size 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 (158 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/+17 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 welded by a medium size 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 change 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 oppose shove. The user gains a +8 circumstance bonus to all shove attempts during this round. A creature that fails their oppose shove will be pushed up to the user's remaining movement speed, or until the user changes direction. Any creature that succeeds their oppose 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 (251 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/+27/+22 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 welded by a medium size 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 change 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 oppose shove. The user gains a +8 circumstance bonus to all shove attempts during this round. A creature that fails their oppose shove will be pushed up to the user's remaining movement speed, or until the user changes direction. Any creature that succeeds their oppose 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 (413 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/+31 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 Cricial (Bec de Corbin), Extra Focus, and Weapon Grandmaster (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 welded by a medium size 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 change 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 oppose shove. The user gains a +8 circumstance bonus to all shove attempts during this round. A creature that fails their oppose shove will be pushed up to the user's remaining movement speed, or until the user changes direction. Any creature that succeeds their oppose 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 plane. When summoned, they will follow commands and do what they are told.

Fire Inferentity, Mk. I

Artist@Site

(Small Elemental Fire)

Hit Dice: 5d8+45 (71 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 +9 Whip (1d3+6+1d6 heat x2) or Melee Energy Charge +15 Whip (1d3+6+2d6 heat x2)
Full Attack: +9 Whip or +15 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 Plane
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 hit.

Fire Inferentity, Mk. II

(Medium Elemental Fire)

Hit Dice: 10d8+90 (138 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 Fixation (Whip), and Improved Offensive (Whip)
Environment: Fire Reflection Plane
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 hit.

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 (206 hp)
Initiative: +9
Movement: 30 ft. (4 Squares)
Armor Class: 31 (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/+17/+22 Energy Charge Whip
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge, Improved Ephemeral Weapon, Dancing Stars, Natural Magic (Line of Fire), and Natural 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 Fixation (Whip), Improved Offensive (Whip), Improved Trip, Improve Disarm, and Weapon Defensive (Whip).
Environment: Fire Reflection Plane
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 hit.

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 (313 hp)
Initiative: +13
Movement: 30 ft. (4 Squares)
Armor Class: 40 (Dex +10, Armor +5, Shield +7, Deflection +3, Natural Armor +3, Parry +2) Touch and Flat-footed
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 Natural 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 Fixation (Whip), Improved Offensive (Whip), Improved Trip, Improve Disarm, Weapon Defensive (Whip), Weapon Mastery (Whip), and Battle Prowess.
Environment: Fire Reflection Plane
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 abd 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 hit.

All creatures that attempt to melee attack this caustic inferentity will receive 2d6 heat retaliation damage.

This ability can be exerted to deal 3d6 head 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 Elemental 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

Artist@Site

(Small Force Elemental)

Hit Dice: 5d8+50 (76 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 Melee 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 hit.

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 (158 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 Melee 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 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 hit.

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 (251 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 Melee 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 Fixation (Force Darts), Improved Offensive (Force Darts), Weapon Defensive (Force Darts), and Weapon Master (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 hit.

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 (413 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+20 force damage x3) or Melee Energy Charge +36 Force Dart (6d4+20+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 Fixation (Force Darts), Improved Offensive (Force Darts), Weapon Defensive (Force Darts), Weapon Master (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 hit.

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.

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 plane. 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 (77 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: +7/+9
Attack: Melee +11 Dagger (1d4+6+1d6 acid 19-20 x2) or Melee Energy Charge +15 Dagger (1d4+6+2d6 acid 19-20 x2)
Full Attack: +11 Dagger or +15 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 Plane
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 +4 as its weapon of choice. This weapon has the Acid Aura imbuement.

Energy Charge
Use: 6 per day
Action: Swift action
Target: Self
Duration: 2 rounds

For the duration the Caustic Inferentity's weapon will gain another +1d6 acid damage on a hit, as well as its charisma modifier to hit.


Caustic Inferentity, MK II

(Medium Elemental Water)

Hit Dice: 10d10+90 (149 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 Plane
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 Dirge

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 acid damage on a hit, as well as its Cha bonus to hit.

All creatures that attempt to melee attack this caustic inferentity will receive 2d6 acid retaliation damage.
This ability can be exerted to deal 3d6 acid 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 (212 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 Master (Dagger), Alert
Environment: Water Reflection Plane
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 Dirge, 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 acid damage on a hit, as well as its Cha bonus to hit.

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 (294 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/+23 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 Plane
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 Dirge, 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 acid damage on a hit, as well as its Cha bonus to hit.

All creatures that attempt to melee attack this caustic inferentity will receive 2d6 acid retaliation damage.

This ability can be exerted to deal 3d6 acid 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 the attack will deal 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.