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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, Tempest, and Vital.

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)

Hit Dice: 5d10+45 (77 hp)
Initiative: +6
Movement: 20 ft. (4 Squares)
Armor Class: 24 (Size +1, Dex +6, Armor +3, 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: 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 +1, Bonded Buckler +1, Bonded Ring of Deflection +1, Bonded Amulet of Natural Armor +1, and Bonded Gloves of Dex +2
Spell/Attack Curve:Non-Magical, Medium Attack, Generalist
Definitions: Elemental and Acid

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
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 Cha bonus to hit.


Caustic Inferentity, MK II

(Medium Elemental)

Hit Dice: 10d10+90 (149 hp)
Initiative: +7
Movement: 30 ft. (6 Squares)
Armor Class: 31 (Dex +7, Armor +4, Shield +3, Insight +3, Deflection +2, Natural Armor +2)Touch 22 and Flat-footed 21
Base Attack/Grapple: +7/+9
Attack: Melee +19 Dagger (1d4+9+2d6 acid 19-20 x2 +2d8 acid) or Melee Energy Charge +24 Dagger (1d4+9+4d6 acid 19-20 x2 +2d8 acid)
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: 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 +4, 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:Non-Magical, 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 and the Acid Erupting 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.

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)

Hit Dice: 15d10+135 (212 hp)
Initiative: +12
Movement: 50 ft. (10 Squares)
Armor Class: 40 (Dex +9, Armor +5, Shield +6, 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+2d6 acid 19-20 x2 +2d8 acid) or Melee Energy Charge +33 Dagger (1d4+12+5d6 acid 19-20 x2 +2d8 acid)
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: Fort +14, 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 +5, Bonded Buckler +5, 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:Non-Magical, 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 and the Acid Erupting 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)

Hit Dice: 20d10+180 (294 hp)
Initiative: +15
Movement: 50 ft. (10 Squares)
Armor Class: 51 (Dex +12, Armor +5, Shield +6, Parry +2, Insight +8, Deflection +4, Natural Armor +4) Touch 34 and Flat-footed 29
Base Attack/Grapple: +15/+17
Attack: Melee +36 Dagger (1d4+14+2d6 acid 19-20 x2 +2d8 acid) or Melee Energy Charge +43 Dagger (1d4+14+6d6 acid 19-20 x2 +2d8 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: 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 +4, Bonded Amulet of Natural Armor +4, and Bonded Gloves of Dex +6, Bonded Ring of Wisdom +6, Bonded Cloak of Charisma +6
Spell/Attack Curve:Non-Magical, 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 Erupting Imbuement.

Energy Charge
Use: 9 per day
Action: Swift action
Save: Reflex; 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.



Electric Element Inferentity

Storm Inferentity, MK I

(Small Elemental)

Hit Dice: 5d8+45 (71 hp)
Initiative: +3
Movement: 25 ft. (5 Squares)
Armor Class: 22 (Size +1, Dex +3, Armor +6, Deflection +1, Natural +1) Touch 15 and Flat-footed 19
Base Attack/Grapple: +5/+5
Attack: Melee +12 War hammer (1d12+10+1d6 electric x3)
Full Attack: Melee +12 War Hammer
Space/Reach: 5 ft. / 5 ft.
Abilities: Static Cling, Improved Ephemeral Weapon, and Natural Spell (Flash Bang)
Special Qualities: Electric Absorbing, DR 3/-, SR 15
Saves: Fort +7, Ref +4, Will +3
Attributes: Str 18, Dex 16, Con 16, Int 3, Wis 14, Cha 21
Skills: Escape Artist +11 and Intimidate +13
Feats: Weapon Fixation (War Hammer) and Weapon Offensive (War Hammer)
Environment: Electric Reflection Plane
Organization: Solitary
Difficulty Level: 5
Possessions: Bonded medium plate +1, Bonded Belt of Strength +2, Bonded Ring of Deflection +1, Bonded Amulet of Natural Armor +1
Spell/Attack Curve: High, Non-Magical, Specialist
Definitions: Elemental, Electric, and Magic Resistant


Abilities

Static Cling
Use: 7 per day
Action: Standard
Target: 2 targets no more than 20 ft. apart.
Duration: 3 rounds
Reflex DC: 17; half

The storm inferentity snaps two creatures together with electricity. If these targets move apart they will take 1d6 electricity damage for every 5 ft. the two targets are apart at the beginning of the inferentity's term. A reflex save can be made for half damage.

Improved Ephemeral Weapon
Use: Infinite
Action: Swift
Target: Self
Duration: 24 Hours

The Caustic Inferentity forms an Electric Aura war hammer +2 as its weapon of choice. This weapon has the Electrical Aura imbuement.

Natural Magic (Flash Bang)
Use: 7 (Shared)
Action: Standard action
Range: Close (35 ft.)
Target: 15 ft. radius around target.
Duration: Instantaneous; see text
Fortitude DC: 17; negates

The storm inferentity creates a loud flash of light and bang near a foe. Creatures within 15 ft. of this square must make a fortitude save or be blinded and stuffed for 1 round.


Storm Inferentity, MK II

(Medium Elemental)

Hit Dice: 10d8+60 (71 hp)
Initiative: +3
Movement: 25 ft. (5 Squares)
Armor Class: 25 (Dex +3, Armor +8, Deflection +2, Natural +2) Touch 15 and Flat-footed 19
Base Attack/Grapple: +10/+14
Attack: Melee +18 War hammer (1d12+12+1d6 electric x3 +3d8 Electric on critical)
Full Attack: Melee +18 War Hammer
Space/Reach: 5 ft. / 5 ft.
Abilities: Static Cling, Greater Ephemeral Weapon, Natural Spell (Flash Bang), Natural Spell (Energy Line), Natural Spell (Haste), Crusher Strike
Special Qualities: Electric Absorbing, DR 3/-, SR 15
Saves: Fort +10, Ref +10, Will +5
Attributes: Str 18, Dex 16, Con 16, Int 3, Wis 14, Cha 24
Skills: Escape Artist +16 and Intimidate +20
Feats: Weapon Fixation (War Hammer), Weapon Offensive (War Hammer), Improved Weapon Fixation (War Hammer), and Improved Weapon Offensive (War Hammer)
Environment: Electric Reflection Plane
Organization: Solitary
Difficulty Level: 10
Possessions: Bonded medium plate +3, Bonded Belt of Strength +2, Bonded Ring of Deflection +2, Bonded Amulet of Natural Armor +2, and Bonded Cloak of Charisma +2
Spell/Attack Curve: High, Non-Magical, Specialist
Definitions: Elemental, Electric, Magic Resistant, and Resistive Focus (Reflex)


Abilities

Static Cling
Use: 7 per day
Action: Standard
Target: 2 targets no more than 20 ft. apart.
Duration: 3 rounds
Reflex DC: 22; half

The storm inferentity snaps two creatures together with electricity. If these targets move apart they will take 1d6 electricity damage for every 5 ft. the two targets are apart at the beginning of the inferentity's term. A reflex save can be made for half damage.

Greater Ephemeral Weapon
Use: Infinite and 3/day
Action: Swift
Target: Self
Duration: 24 Hours

The Caustic Inferentity forms an Electric Aura war hammer +2 as its weapon of choice. This weapon has the Electric Detonating imbuement. On top of this, the Storm Inferentity can use the Thunderous Yawp ability wherein it deals 10d4 sonic damage to those around it with no save. If a DC 23 Fortitude save is failed, subjects will be deafened for 5 rounds.

Natural Magic (Flash Bang)
Use: 7 (Shared)
Action: Standard action
Range: Close (50 ft.)
Target: 15 ft. radius around target.
Duration: Instantaneous; see text
Fortitude DC: 22; negates Spell Resistance: Yes

The storm inferentity creates a loud flash of light and bang near a foe. Creatures within 15 ft. of this square must make a fortitude save or be blinded and stuffed for 1 round.

Natural Magic (Lightning Bolt)
Use: 7 (Shared)
Action: Standard action
Range: Originates from caster
Target: 60 ft. line in front of caster
Duration: Instantaneous; see text
Reflex DC: 22; half Spell Resistance: Yes

The Storm inferentity directs a bolt of lightning at their for 10d6 electric damage.

Natural Magic (Haste)
Use: 7 (Shared)
Action: Standard action
Range: 50 ft.
Target: Burst, up to 6 creatures, no two targets of which can be more than 20 ft. apart.
Duration: 10 rounds
Will DC: 22; Harmless Spell Resistance: Yes

Creatures affected gains 30 ft. of movement, +1 haste bonus to attack, AC, and reflex saves; as well as one extra melee/ranged attack at their highest attack bonus per round. This spell is instantly dispelled when Slow is cast on an affected creature.

Crusher Strike
Use: 2 per day
Action: Standard action
Target: Single creature
Duration: Instantaneous
Fortitude DC: 19

The Storm Inferentity will make a touch attack with their war hammer, if this attack hits it is considered critical threat. When rolling the critical confirmation the attack is not considered a touch attack. If this attack critically hits the subject must make a fortitude save or receive a broken bone wound.

Salt Inferentity, Mk 1

Artist@Site

(Medium Elemental Earth)

Simple description

Hit Dice: 5d8+50 (76 hp)
Initiative: +1
Movement: 20 ft.
Armor Class: 25 (+1 Dex, +1 Parry, +2 Natural, +8 Armor, +3 Shield) Touch and Flat-footed
Base Attack/Grapple: +5/+11
Attack:
Full Attack:
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Ephemeral Weapon and Focus
Special Qualities: Damage Reduction 4/-
Saves: Fort +4 , Ref +1, Will +1
Attributes: Str 21, Dex 12, Con 18, Int 3, Wis 14, Cha 14
Skills: Acrobatics +13 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: QGV #gp
Spell/Attack Curve: High Attack, Non-magical, Generalist
Definitions: Elemental, Earth and


Abilities

Ability Name
Use:
Action:
Target:
Duration:

Ability Descriptions

Spell Casting


Spell Proficiency:
Caster Level:

Spells Known:
Spells Per Day:


Spell Level(DC )