User:Aarnott/Lego Bin 16/Ixion



Ixion is an eidolon manifestation of an entity from the Elemental Plane of Air or possibly the Elemental Plane of Water. He often takes the form of a powerful white unicorn with a curved horn. His hooves constantly flicker with electrical charges that spark between him and the ground. Indeed, Ixion is known by many to be the lord of storms and the keeper of lightning. His mane is often braided and interlaced with conductive metals that occasionally show the electrical sparks that flow through Ixion's body.

Ixion's combat ability tends to focus on building an electrical charge as well as physically charging his opponents with his horn. His impale ability works similarly to power attack, except that his ability does not reduce his attack roll in order to increase his damage. After a Thor's hammer, Ixion, if fully charged, can deal up to 448 damage on a charge attack (64 x 7). And that is his big trick: charging up power and then making an impale attack for massive amounts of damage. Yes. He's a one trick pony.

Ixion's esper tends to reflect the summoner's confidence and arrogance. If the summoner thinks of herself as superior to another creature, Ixion makes no effort to hide it. He may even let out racist remarks, much to the horror of the summoner. In combat he will taunt the enemy and boast of his superior strength and skill.

Statistics


 * Magical Beast [ Extraplanar ]
 * Lightning Resist 5
 * Increases to Lightning Resist 10 at 5th level.
 * Increases to Lightning Resist 15 at 10th level.
 * Increases to Lightning Resist 20 at 15th level.
 * Increases to Lightning Resist 30 at 20th level.
 * Takes 25% extra damage from acid sources
 * Large sized (long): Ixion takes up a 10ft. square area and has a 5ft. reach., but he takes a -1 penalty to attack rolls and AC. He is also a quadraped, which increases his carrying capacity and gives a +4 stability bonus against being tripped.
 * Base land speed of 50'
 * Uses your Charisma modifier in place of your Strength modifier for bullrush attempts.

Base Abilities

Aerospark (Ex): Ixion can fire several electrical jolts at an enemy within medium range as a standard action. He makes a ranged attack roll against the target, and if it hits, the attack deals 1d6 lightning damage per 2 character levels (minimum 1d6) + your Charisma modifier. Any creature hit by Aerospark, must make a Fortitude save or else take double damage from impale if Ixion uses it on his next turn. The standard rules that two doublings make a tripling apply (such as aerospark followed by a powerful charge).

At 8th level, Ixion can fire 2 aerosparks as a standard action by spending 3 charge points. The doublings of impale stack (each require a successful save).

At 16th level, Ixion can fire 3 aeroparks as a standard action by spending 6 charge points. The doublings of impale stack (each require a successful save).

Build Energy (Su): Whenever Ixion hits with an attack, he gains 3 charge points. At the start of each of his turns, he loses 1 charge point. He initially comes summoned with 0 charge points. Charge points are used to power some class abilities. Ixion can spend a full round action to gain a number of charge points equal to your Intelligence bonus.

Impale (Ex): Ixion has a gore natural attack that deals 2d6 + your Charisma modifier piercing damage. Ixion can spend a number of charge points equal to 1/2 your character level to deal an extra 4 damage with this attack.

Unlockable Abilities

Ride by Attack (Ex), required level 2: Ixion can move, take an attack action, and continue his movement.

Thunder Hooves (Su), required level 3: As a standard action, Ixion can kick his opponents and channel lightning through his hooves. The attack deals 2d6 bludgeoning damage + your Charisma modifier. It also deals 1d6 lightning damage per character level. Ixion can choose to spend 2 charge points if the attack hits to create a loud crack of thunder. The thunder forces each creature within 10 ft. of Ixion to make a Fortitude save or be deafened for 3 rounds.

Absorb Power (Su), required level 4: Ixion can spend a move action to gain a number of charge points equal to your Charisma bonus. If he does, he takes damage equal to your Intelligence bonus.

Lightning Lance (Su), required level 5: As a standard action that costs 3 charge points, Ixion can transform his horn into a long, sharp blade of lightning. He makes a melee touch attack, but it targets each creature in a 30 ft. line (compare a single attack roll to each creature's AC). If it hits, it deals 1d6 lightning damage per character level. Ixion can spend a number of charge points equal to 1/4 your character level to add an additional 2d6 lightning damage per charge point spent.

Powerful Charge (Ex), required level 6: When making a charge, impale deals double damage.

Full Power (Ex), required level 7: When Ixion is summoned, he comes with 4 charge points.

Draw Charge (Su), required level 8: Whenever Ixion hits when charging, he gains an additional 2 charge points.

Overwhelming Charge (Ex), required level 9: Whenever Ixion charges a creature, he can bullrush the creature as a free action if he hits with his attack.

Lightning Spire (Su), required level 10: As a full-round action that costs 4 charge points, Ixion can call down lightning from the sky. The lightning strikes every creature that is above ground in a 5 ft. square within long range (possibly striking multiple creatures if one of them is flying directly above the other). This attack deals 1d6 lightning damage per character level + your Charisma modifier, Fortitude save for half damage. On a failed save, the creature is dazzled for 3 rounds. This ability does not count as an attack for the purposes of build energy and does not recover charge points.

Improved Powerful Charge (Ex), required level 11 and Powerful Charge: When making a charge, impale deals triple damage instead.

Improved Full Power (Ex), required level 12 and Full Power: When Ixion is summoned, he comes with 7 charge points.

Improved Draw Charge (Su), required level 13 and Draw Charge: Whenever Ixion hits when charging, he gains an additional 4 charge points.

Chain Lightning (Su), required level 14: As a full-round action that costs 5 charge points, Ixion can create an arcing bolt of lightning that bounces between targets. He makes a ranged touch attack against a single creature within medium range, which, if it hits, deals 1d6 lightning damage per character level + your Charisma modifier. Also if it hits, he can make a new ranged touch attack against another creature that is in close range of the creature he hit and that attack deals 1/2 the damage that the first attack dealt (don't roll, round down). He can continue making ranged touch attacks against creatures in close range, halving the damage each time (1/2, 1/4, 1/8, etc.) until he misses an attack or the damage becomes 1 (at which point 1/2 damage would be 0 damage). This ability does not count as an attack for the purposes of build energy and does not recover charge points.

Lightning Speed (Su), required level 15: By spending 2 charge points, Ixion can double his base land speed for 1 round. He can only use this ability once per summoning.

Greater Powerful Charge (Ex), required level 16 and Improved Powerful Charge: When making a charge, impale deals quadruple damage instead.

Greater Full Power (Ex), required level 17 and Improved Full Power: When Ixion is summoned, he comes with 10 charge points.

Greater Draw Charge (Su), required level 18 and Improved Draw Charge: Whenever Ixion hits when charging, he gains an additional 6 charge points.

Greater Lightning Speed (Su), required level 19 and Lightning Speed: Lightning speed only costs 1 charge point and Ixion can use it twice per summoning.

Thor's Hammer (Su), required level 20: As a full-round action that costs 15 charge points, Ixion can unleash the power of the storms. He makes a ranged touch attack against a creature within medium range. If he hits, the creature takes 2d6 lightning damage per character level and must make a Fortitude save or be immobilized for 1 round. Whether or not it makes its save, the damage from impale is quadrupled on Ixion's next turn against the creature (making a greater powerful charge + impale deal 7x damage).