All hostile creatures within a 5-ft. radius of the prodigy at the end of their turn takes fire damage equal to the number of links in the sequence and must make a Reflex save or catch on fire, taking 1d6 fire damage per round. This area increases by 5 ft. for every 2 additional links in the prodigy’s current sequence. If a creature is already on fire, each round it remains within this aura, the damage from being on fire increases by 1d6. Affected targets can use a full-round action to attempt to extinguish the flames before taking this additional damage with a successful Reflex save; rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.
The prodigy is shrouded in heavy mist to a 5-ft. radius per link. This mist grants concealment (20% miss chance) from any creature further than 5 ft. away to any creature inside of it. The prodigy is not hindered by the mist.
The prodigy may ignore difficult terrain caused by plantlife (including magical plantlife) and may see unhindered through plantlife up to 30 feet.
The prodigy reduces the ACP of any metal armor she is wearing and of metal shields she has equipped by a number equal to half her level. She also gains an insight bonus to CMD against sunder attempts and saves against effects that target such equipment equal to the length of her sequence.
The prodigy gains a burrow speed of 20 ft. + 5 ft. per 5 class levels.
The prodigy gains a bonus to armor class vs. ranged attacks equal to the length of her sequence.