Ikons
Source War of Immortals pg. 43
As an exemplar, you select three ikons at first level. Typically, you will want to ensure at least one of your ikons is a weapon. Body ikons accentuate a physical trait of your body and so can’t be stolen, disarmed, dispelled, or otherwise taken away. Weapon and worn ikons are tied to items of power. When you select one, you gain a non- magical, level-0 item of your choice that matches its usage entry. Providence ensures you come across these items; you might be traveling along a path to find a spear in a tree that only you can dislodge, or you might awaken holding a gleaming sash you saw in your dreams.
Your ikons can be etched with runes, upgraded, or otherwise modified as normal for items of their type. A body or worn ikon can have runes etched on it to apply to your unarmed attacks as though it were handwraps of mighty blows, though only one of your ikons can have these runes and no ikon can have both these and armor or weapon runes.
If you acquire a new item the ikon’s usage could apply to, you can switch your ikon to the new item by spending 1 day of downtime with the new ikon as you saturate the object with your divine energy. You can use this process to make an existing magic item, like a cloak of illusions or a searing blade, into your ikon. If the item wasn’t already a divine item, it becomes one for as long as it is your ikon, removing the arcane, occult, primal, or magical trait from the item and adding the divine trait. Artifacts, intelligent items, and other similarly powerful objects might resist your attempts to exert your divinity over them, with unpredictable results determined by the GM.
Bands Of Imprisonment Worn IkonIkon These weighted bands don’t enhance your power—rather, they keep your strength in check, honing your discipline.
Immanence
The
bands of imprisonment tighten, keeping your mind sharp. You gain a +1 status bonus to Will saving throws and
resistance to
mental damage equal to half your level.
Transcendence — Break Free [two-actions]
Transcendence
You can attempt to
Escape with a +2 status bonus on your check, then
Stride up to twice your Speed in a straight line, and finally make a melee Strike. If you don’t need to Escape or you can’t move or choose not to, you still take the other actions listed.
Ikon This blade subtly rattles in its scabbard, as if it wants to be unsheathed so it can consume violence.
Immanence
The
barrow’s edge deals 1 additional
spirit damage per weapon damage die to a creature it Strikes. If the creature is below half its maximum Hit Points, the weapon deals 3 additional spirit damage per weapon damage dice instead.
Barrow’s edge rattles more strongly when an enemy below half its maximum Hit Points is within the weapon’s reach to let you know a foe is verging closer to death.
Transcendence — Drink of my Foes [one-action]
Healing Transcendence Vitality
Your blade glows as it absorbs your foe’s vitality. You regain Hit Points equal to half the damage dealt.
Ikon These lovely armbands sparkle and gleam, reflecting your own incredible magnetism.
Immanence
Aura Mental Others find it hard to leave your captivating presence. An aura surrounds you in a 10-foot
emanation. An enemy in the aura that attempts to move away from you must succeed at a Will save against your class DC or its
move action is disrupted.
Transcendence — Embrace of Destiny [one-action]
Mental Spirit Transcendence
Choose an enemy within 20 feet of you. It must succeed at a Will save against your class DC or be pulled directly toward you into a square adjacent to you.
Emotion Ikon A fetching beauty spot under an eye or a smile as warm as the sun distracts foes and captures hearts alike.
Immanence
Mental Visual Your beauty becomes supernaturally enhanced, distracting foes and imposing a –1 circumstance penalty to melee attack rolls against you.
Transcendence — Captivating Charm [two-actions]
Concentrate Emotion Mental Transcendence Visual
You focus your attention on a creature within 30 feet, overwhelming its senses. The creature must succeed at a Will save against your class DC or be
fascinated by you until the start of your next turn. The condition ends if you use a
hostile action against the target, but not if you use a hostile action against its allies.
Ikon Your eyes glint with an almost-tangible sharpness, letting you spot the tiniest swallow on the horizon or the swiftest arrow in flight.
Immanence
Your vision sharpens and allows you to sense an enemy’s attack almost as soon as it begins, granting you a +1 status bonus to
Perception checks and a +2 status bonus to your AC against ranged attacks.
Transcendence — A Moment Unending [one-action]
Concentrate Prediction Transcendence
You take in every movement around you, affording you unparalleled accuracy. Your next successful
Strike against an enemy before the end of your next turn deals an additional 1d6 precision damage. This damage increases to 2d6 at 10th level and 3d6 at 18th level.
Ikon This blade glitters with such sharpness it seems to cut the very air in front of it.
Immanence
Strikes with the
gleaming blade deal 2 additional
spirit damage per weapon damage die.
Transcendence — Flowing Spirit Strike [two-actions]
Spirit Transcendence
Make two Strikes with the gleaming blade, each against the same target and using your current multiple attack penalty. If the gleaming blade doesn’t have the
agile trait, the second Strike takes a –2 penalty. If both attacks hit, you combine their damage, which is all dealt as spirit damage. You add any precision damage only once. Combine the damage from both Strikes and apply
resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
Ikon Tattooed fists, savage claws, or even powerful gauntlets—you swing each with the fury of an animal from the woods.
Immanence
Strikes with your hands of the wildling deal an additional 1
spirit splash damage per weapon damage die. You are
immune to this splash damage.
Transcendence — Feral Swing [two-actions]
Spirit Transcendence
You lash out with both arms, rending all before you. Each creature in a 15-foot
cone must succeed at a
basic Reflex save against your class DC or take spirit damage equal to your normal Strike damage with your hands of the wildling. You can choose to swing with abandon, which imposes a –2 circumstance bonus to enemies’ saving throws, but causes you to become
off-guard until the start of your next turn.
Extradimensional Ikon Whether a bag, gourd, wallet, cornucopia, or similar food receptacle, this ikon recalls the harvest and hearth. The receptacle can store up to 1 Bulk of potions and elixirs, but no other items. The receptacle can’t be opened except by the ikon’s immanence and transcendence abilities.
Each day during your
daily preparations, the ikon produces one temporary
elixir of life. You can choose to have it make a different
elixir or
potion you know the formula for. The level of any elixir or potion created by the horn must be your level or lower. The number of elixirs the horn creates increases to two at 8th level and three at 16th level, and you can choose each item individually. These temporary items vanish the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary elixir or potion has no value.
Immanence
The
horn of plenty shimmers, allowing access to the stored consumables inside. You can
Interact to draw a consumable and drink it in a single action while your divine spark rests within the horn. Other creatures can’t access the contents unless you allow them to.
Transcendence — Feed the Masses [one-action]
Transcendence
The
horn of plenty allows you to transfer the effects of potions and elixirs to your allies. You Interact to draw a consumable from the horn and then Interact to drink it. Rather than nourishing yourself, the item’s effects are transferred to a willing ally within 60 feet, as if they had consumed it themself. If the consumable restores Hit Points, you can choose to divide the amount it restores between you and the ally freely (after rolling dice to determine the amount).
Ikon This shield is polished so brightly it can reflect even
spiritual and
ethereal attacks.
Immanence
Aura The
mirrored aegis emits an aura in a 15-foot
emanation that protects you and all allies in the aura from harm, granting a +1 status bonus to AC. If the
mirrored aegis houses your divine spark for 10 uninterrupted minutes, it is restored to full Hit Points.
Transcendence — Raise the Walls [one-action]
Force Transcendence
You
Raise the
mirrored aegis, which summons ethereal shields that surround you and one ally of your choice within 15 feet in a tortoise shield formation. You and the ally gain a +1 status bonus to AC, Reflex saves, and any save against a force,
spirit,
vitality, or
void effect for 1 minute.
Ikon This weapon, once used for felling trees or crops, now harvests lives instead.
Immanence
The mortal harvest deals 1
persistent spirit damage per weapon damage die to creatures it
Strikes.
Transcendence — Reap the Field [one-action]
Transcendence
Time seems to lag as you blur across the battlefield, deciding the fate of many in a moment.
Stride up to half your Speed and make another melee Strike with the mortal harvest against a different creature. This Strike uses the same multiple attack penalty as your previous Strike, but counts toward your multiple attack penalty as normal.
Ikon This humble stick-like weapon has an elegant simplicity to it, affording you reliable strikes over flashy maneuvers.
Immanence
The
noble branch deals 2 additional
spirit damage per weapon damage die to creatures it Strikes.
Transcendence — Strike, Breathe, Rend [one-action]
Spirit Transcendence
You channel a rending pulse of energy down your weapon in the moment of contact. The target of the Strike takes spirit damage equal to the
noble branch’s weapon damage dice. This includes any extra dice from
striking runes, but not from special abilities,
property runes, or the like.
Ikon This animal hide, whether worn about the shoulders or waist, is all you need to survive even the harshest elements. When you make your
daily preparations, choose
cold,
electricity,
fire,
poison, or
sonic damage. The pelt attunes to that damage type.
Immanence
You gain
resistance equal to half your level to the damage type the pelt is attuned to. You also treat
environmental cold and heat effects as one step less severe.
Transcendence — Survive the Wilds [one-action]
Aura Manipulate Transcendence
You wrap the pelt around yourself. You can choose to change the damage type the pelt is attuned to. The pelt shines gold, drawing the offending energies into itself. Until the start of your next turn, this shine creates an aura in a 15-foot
emanation. You and all allies in the emanation gain a +2 circumstance bonus to AC and saving throws against effects with that trait.
Ikon A scar on your body commemorates a time someone tried to end your story and failed—a testament to your resilience and fortitude.
Immanence
Divine energy spreads outward from your scar, reinforcing your flesh. You gain the benefits of the
Diehard feat and a +1 status bonus to Fortitude saving throws.
Transcendence — No Scar but This [one-action]
Concentrate Healing Transcendence Vitality
Your wounds knit shut with hardly a scratch. You regain 1d8 Hit Points. At 3rd level and every 2 levels thereafter, the healing increases by 1d8.
Extradimensional Ikon With an infinite array of
darts,
throwing knives, or similar weapons, you never need worry about being unarmed. You can spend 1 minute to load a weapon meeting the
shadow sheath’s usage requirements into the sheath, which is hidden somewhere on your person. As long as the
shadow sheath is on your person, you can
Interact to draw an exact copy of the weapon from thin air. These copies retain the runes and abilities of the hidden weapon, though if you use any limited-use abilities (such as
talismans or Activations with a frequency limit), they count against the weapon’s normal usages. A copy disappears shortly after leaving your hand (or being used for a thrown
Strike).
Immanence
You can Interact to draw a weapon from the shadow sheath as a free action. Your Strikes with a weapon produced from the shadow sheath deal 2 additional
spirit damage per weapon damage die, which increases to 3 per die if the target is
off-guard.
Transcendence — Liar’s Hidden Blade [one-action]
Spirit Transcendence
The shadow weapon you threw fades, the distraction covering your true intention all along—a second strike in hidden in the blind spot of the first! Interact to draw another weapon from the shadow sheath, then Strike with it at the same multiple attack penalty as the unsuccessful attack. The opponent is
off-guard to this attack. This Strike counts toward your multiple attack penalty as normal. After the Strike resolves, you can Interact to draw another weapon from the
shadow sheath.
Ikon Tempered in your spirit, your very skin is as a suit of armor, though a single location on your body remains unprotected, a curse and a challenge within your legend. During your
daily preparations, you can strike your skin lightly with an object that deals bludgeoning, slashing or piecing damage to habituate your skin against this type of injury, attuning the ikon to that damage type.
Immanence
When your skin houses your divine spark, you gain
resistance to the attuned damage type equal to half your level. This resistance doesn’t apply against critical hits, which successfully find your unprotected spot.
Transcendence — Crash against Me [one-action]
Transcendence
Your skin becomes virtually unbreakable. Until the start of your next turn, you have resistance equal to your level to the chosen damage type. During this time, if a creature attacking you using a weapon dealing the same damage type as your resistance misses you or hits you but deals no damage due to your resistance, the weapon clangs wildly off your skin. This painful reverberation makes the attacking enemy
off-guard and gives it a –2 circumstance penalty to attacks with that weapon until the start of the enemy’s next turn.
Ikon This girdle wraps around your waist, magnifying your strength to the point you feel you could carry the sky itself.
Immanence
Strength flows forth. You can attempt to
Disarm,
Grapple,
Shove, or
Trip creatures up to two sizes larger than you, and you gain a +1 circumstance bonus to checks for these actions and to your saving throws to resist these actions.
Transcendence — Bear Allies’ Burdens [two-actions]
Transcendence
You move with a speed belying your strength, carrying your allies as easily as straw dolls. You
Stride. At any point you are adjacent to a willing ally during the Stride, you can pick that ally up, and you can deposit them into a space adjacent to you at any other point during your movement. You ignore the ally’s Bulk while carrying them during your Stride. You can
Climb,
Fly, or
Swim instead of Striding if you have the corresponding movement type.
Ikon You might be the only one capable of stringing this bow or pulling this trigger; either way, the ikon’s shots are packed with explosive power, striking like falling stars.
Immanence
Strikes with the
starshot deal an additional 1
spirit splash damage per weapon damage die.
Transcendence — Giant-Felling Comet [two-actions]
Spirit Transcendence
You shoot the
starshot, causing a detonation in a 5-foot
burst within 60 feet. Each creature in the area must succeed at a
basic Reflex save against your class DC or take spirit damage equal to your normal Strike damage with the starshot. Creatures larger than you take a –2 circumstance penalty to their saving throws. This shot requires any ammunition that would normally be required for the weapon.
Ikon Threadbare but trustworthy, your sandals have carried you this far, and they’ll carry you much further still.
Immanence
Your sandals ease your travels on the path ahead, granting you a +10-foot status bonus to your
Speed.
Transcendence — Marathon Dash [one-action]
Transcendence
Your feet carry you so quickly they leave a slipstream that speeds your allies on. You
Stride. Each ally within 10 feet of you at the start of your movement can Stride as a reaction.
Ikon You wield a weapon whose blows shatter mountains with ease.
Immanence
The
titan’s breaker deals 2 additional
spirit damage per weapon damage die to creatures it Strikes.
Constructs and
objects are not immune to this spirit damage, and this spirit damage automatically bypasses an amount of their Hardness equal to your level.
Transcendence — Fracture Mountains [two-actions]
Spirit Transcendence
Your spirit is so dense it takes on tangible force. Make a melee Strike with the
titan’s breaker. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your additional spirit damage from the ikon’s immanence increases to 4 plus an extra die of weapon damage. If you’re at least 10th level, it’s increased to 6 spirit damage and two extra dice, and if you’re at least 18th level, it’s increased to 8 spirit damage and three extra dice.
Ikon The shots fired by this weapon seem guided by divine accuracy, finding the swiftest targets.
Immanence
The
unfailing bow deals 1 additional
spirit damage per weapon damage die to creatures it
Strikes, or 1d4 additional spirit damage per weapon die on a critical hit.
Transcendence — Arrow Splits Arrow [one-action]
Transcendence
You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.
Ikon This symbol of victory—whether a laurel worn around the head or a medal that hangs from your neck—reminds you and your allies that victory is the only acceptable outcome.
Immanence
Aura Emotion Mental You inspire your allies to greater glory. You and all your allies in a 15-foot
emanation gain a +1 status bonus to attack rolls.
Transcendence — One Moment till Glory [one-action]
Concentrate Emotion Mental Transcendence
You rally your allies, carrying them from the brink of disaster to the verge of victory. Each ally in your aura can immediately attempt a new saving throw with a +2 status bonus against one ongoing negative effect or condition currently affecting them, even if that effect would not normally allow a new saving throw.