Sollir Furryfoot
Explorer
The Avatars of Power
An Avatar of Power is one who has studied the outer planes as well as the metaphysiology of the very gods themselves in the hopes of finding a way to become one. Unlike the standard ways of gaining godhood, an Avatar of Power learns a way to siphon off the energies of the Astral Plane in order to fuel his own abilities. This does not come without a hefty price however, as the Avatar of Power's transmutation requires the sacrafice of strong arcane energies in order to continue the process. However, a few still continue to remain on the path to godhood, considering the ability to cast arcane magicks a small price for immortality.
Note that Avatars of Power are not actual deities, although some clerics may wish to follow him either way. For those who do this, the mechanics are applied for following a philosophy, and no actual power is granted to them from the Avatar of Power they worship-the Avatar himself (and thus he can neither deny the granting of their powers either). He simply supplements as a sort-of "role model" (although on a near divine proportion) for the philosophy of the cleric.
HD: d4
Requirements:
Skills-Knowledge (Arcana) 13 ranks, Knowledge (Religion) 13 ranks, Knowledge (The Planes) 13 ranks
Feats-Iron Will, Sanctum Spell*, Skill Focus (Knowledge: Religion), Skill Focus (Knowledge: The Planes), Spell Penetration
Spells-A character wanting to qualify to become an Avatar of Power must have access to 1st level arcane spells at least.
Special-An Avatar of Power must not worship a deity or other divine being for at least 1 year prior to gaining this class.
*From Tome and Blood, if you don't have that book, you may wish to replace it with either Heighten Spell or Empower Spell.
BAB: As wizard
Saves: As monk
Class Skills: Concentration, Craft, Diplomacy, Intimidate, Knowledge (all), Listen, Profession, Sense Motive, Spellcraft, Spot
Skill Points at Each Level: 2 + Int modifier.
The Avatar of Power:
1-Astralfire, Divine Spell Resistance 5, Grace of the Gods, Reverse Spellcasting Progression
2-Divine SR 10, Form Avatar, Limited Alter Reality
3-Luck of the Gods +1, Shroud of Divinity
4-Alternate Form, Divine SR 15
5-Ascension
6-Divine SR 20, Luck of the Gods +2
7-Mastery of Form
8-Divine SR 25, Domain Mastery
9-Alter Reality, Luck of the Gods +3
10-Deific Realm, Divine SR 30, Immortality
Reversed Spellcasting Progression-For each level of the Avatar of Power PrC gained, the character taking the PrC permanently and irrecovably loses 1 arcane caster level for the purposes of casting spells. If the character with the PrC has no more caster levels to sacrafice, he may not gain another level in the PrC until he attains one.
Example: When a 10th level wizard gains his first level of AoP, he's still a Wiz 10/AoP 1 (Not a Wiz 9/AoP 1), he keeps his BAB, hit points, familiar bonuses, saves, class skills, and feats from being a Wizard 10, but the only difference is that he casts spells as a Wizard 9 (although he does not lose any spells scribed in his spell book, he may be unable to cast them). Same thing when he gains his second level, he's a Wiz 10/AoP 2 and casts spells as a Wizard 8, which means he loses access to 5th level spells. At the final level, Wiz 10/AoP 10, he has no spellcasting power what-so-ever, but retains his BAB/Hp/Familiar/Saves/Class skills/Feats from being a Wizard still.
Class Features:
Astralfire (Su)-Starting at level 1 an Avatar of Power learns how to harness powers of the Astral plane. At will, as a standard action, he may make a range touch attack against a target within 30 ft. that deals 1d8+1/AoP level arcane damage (The range of this ability increases to 60 ft. at level 5, and then to 90 ft. at level 10).
Divine Spell Resistance (Ex)-An Avatar of Power gains an SR versus all divine spells as per the chart.
Grace of the Gods (Ex)-At the beginning of his studies, an Avatar of Power already taps into the divine nature of deities, and is allowed to make use of this information. 1/day he can add a divine bonus to any single roll he makes equal to his AoP class level.
Form Avatar (Su)-Starting at level 2, an Avatar of Power may form quasi-duplicates of himself. Forming an avatar requires an hour in which the Avatar of Power must remain uninterrupted. An AoP remains in constant, telepathic contact with a Formed Avatar and can see/hear anything they see as long as he remains on the same plane as them. An AoP may only have 1 Avatar/2 AoP levels at any given time. See below for a Formed Avatar's stats.
Limited Alter Reality (Su)-Starting at level 2, an Avatar of Power gains the ability to cast Limited Wish 1/class level/week as a full-round action as a Wizard equal to his character level. Once used, he cannot use it again for another 10 minutes.
Luck of the Gods (Ex)-Starting at level 3 and increasing every 3rd level after, an Avatar of Power may add a luck bonus according to the chart on all skill checks and saves he makes.
Shroud of Divinity (Su)-Beginning at level 3, an Avatar of Power may add his Charisma modifier to his Armor Class as a Deflection bonus.
Alternate Form (Sp)-At 4th level, an Avatar of Power gains the ability to use Alter Self as a spell-like ability at will as a Wizard equal to his character level.
Ascension (Ex)-At 5th level, an Avatar of Power has increased his power beyond his original mortal capability to a point that he is no longer human. He is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid. Additionally, he gains a damage reduction of 20/+1. As an outsider, an AoP is subject to spells that repel enchanted creatures, such as a protection from law.
Mastery of Form (Ex)-At 7th level, an Avatar of Power's form has transcended to a point where he becomes immune to polymorphing, petrification, or any other attack form that alters his form. Any shape-shifting powers he might possess, however, work normally on himself.
False Domain Mastery (Sp)-At 8th level, an Avatar of Power may choose one Domain as his own. He gains the benefits from this domain, using his AoP level in place of his cleric level where needed, and gains the ability to cast all domain spells of 1st through 7th level each 1/day as spell-like abilities as a Wizard equal to his character level. He gains access to 8th level domain spells at level 9, and finally 9th level domain spells at level 10 of this class.
Alter Reality (Su)-At 9th Level, an Avatar of Power gains the ability to cast Wish or Miracle 1/week as a full-round action as a Wizard equal to his character level.
Deific Realm (Su)-At 10th Level, an Avatar of Power gains the ability to cast Genesis 1/year (although he may only have 1 demiplane at a time) and the ability to Planeshift to his own plane or from his own plane to any other 2/day as a Wizard equal to his character level. While in his own Deific Realm, he may send his Avatars to other planes without losing contact with them.
Also, in his Deific Realm he is granted the ability to mimic some of the abilities normally reserved for deities. He may allow clerics and arcane casters of similar philosophy to use Commune or Contact Other Plane with him, or divert a Contact Other Plane spell within a 100 ft. radius of one of his formed avatars to him instead. If he chooses to do so, he may answer these questions as a free action each round, and the location of the person communing or contacting him becomes known when the communication is established. (Note-for the purposes of a Contact Other Plane spell, he is considered a demigod)
Immortality (Ex)-Upon reaching 10th level, an Avatar of Power gains a tiny spark of divinity. Like deities, he is now considered to be naturally immortal and unable to die from natural causes. He does not age, and does not need to eat, sleep, or breathe. The only way for an Avatar of Power to die is through special circumstances, usually by being slain in magical or physical combat.
Formed Avatar
Small-Size to Large-Sized Construct (AoP's choice)
Hit Dice: Equal to the AoP's Character level (Hitpoints equal to half the AoP's maximum)
Initiative: +2
Speed: Fly 30 ft. (perfect)
AC: 12 (+2 Dexterity)
Attacks: Slam +(AoP's BAB)+2 (May have more than one attack depending on the AoP's BAB)
Damage: Slam 1d6+2
Face/Reach: 5 ft. by 5 or 10 ft./5ft. or 10 ft. (Depending on Size and Shape)
Special Attacks: None
Special Qualities: Construct, Fast Healing 1, Fatelinked, Hardness 10, Subsume Power
Saves: As the AoP (modified for new ability scores)
Skills: As the AoP (modified for new ability scores)
Feats: As the AoP (The Formed Avatar may not qualify for some of the feats)
Abilities: Str 14, Dex 14, Con -, Int As AoP - 4, Wis As AoP -4, Cha As AoP -4
Challenge Rating: 1+1/2 the AoP's class level (round down)
Alignment: The same as the AoP
A Formed Avatar's natural form appears to be whatever the AoP wants it to look like, generally, it is a creature he adopts as his symbol or another replica of himself. It's size and general attack forms are up to the Avatar, but otherwise it has a base slam attack.
Construct-As per the MM
Fatelinked (Su)-If a Formed Avatar is destroyed, the AoP who created him takes damage equal to one half the damage of the killing blow.
Subsume Power (Su)-A Formed Avatar gains all the use of all the abilities the AoP that formed it has except for Form Avatar, Ascension, and Immortality, although all limits and uses of limited abilities (such as the # of uses per day for Limited Alter Reality) comes from the AoP himself and cannot be used if they are already all used up for the week.
An Avatar of Power is one who has studied the outer planes as well as the metaphysiology of the very gods themselves in the hopes of finding a way to become one. Unlike the standard ways of gaining godhood, an Avatar of Power learns a way to siphon off the energies of the Astral Plane in order to fuel his own abilities. This does not come without a hefty price however, as the Avatar of Power's transmutation requires the sacrafice of strong arcane energies in order to continue the process. However, a few still continue to remain on the path to godhood, considering the ability to cast arcane magicks a small price for immortality.
Note that Avatars of Power are not actual deities, although some clerics may wish to follow him either way. For those who do this, the mechanics are applied for following a philosophy, and no actual power is granted to them from the Avatar of Power they worship-the Avatar himself (and thus he can neither deny the granting of their powers either). He simply supplements as a sort-of "role model" (although on a near divine proportion) for the philosophy of the cleric.
HD: d4
Requirements:
Skills-Knowledge (Arcana) 13 ranks, Knowledge (Religion) 13 ranks, Knowledge (The Planes) 13 ranks
Feats-Iron Will, Sanctum Spell*, Skill Focus (Knowledge: Religion), Skill Focus (Knowledge: The Planes), Spell Penetration
Spells-A character wanting to qualify to become an Avatar of Power must have access to 1st level arcane spells at least.
Special-An Avatar of Power must not worship a deity or other divine being for at least 1 year prior to gaining this class.
*From Tome and Blood, if you don't have that book, you may wish to replace it with either Heighten Spell or Empower Spell.
BAB: As wizard
Saves: As monk
Class Skills: Concentration, Craft, Diplomacy, Intimidate, Knowledge (all), Listen, Profession, Sense Motive, Spellcraft, Spot
Skill Points at Each Level: 2 + Int modifier.
The Avatar of Power:
1-Astralfire, Divine Spell Resistance 5, Grace of the Gods, Reverse Spellcasting Progression
2-Divine SR 10, Form Avatar, Limited Alter Reality
3-Luck of the Gods +1, Shroud of Divinity
4-Alternate Form, Divine SR 15
5-Ascension
6-Divine SR 20, Luck of the Gods +2
7-Mastery of Form
8-Divine SR 25, Domain Mastery
9-Alter Reality, Luck of the Gods +3
10-Deific Realm, Divine SR 30, Immortality
Reversed Spellcasting Progression-For each level of the Avatar of Power PrC gained, the character taking the PrC permanently and irrecovably loses 1 arcane caster level for the purposes of casting spells. If the character with the PrC has no more caster levels to sacrafice, he may not gain another level in the PrC until he attains one.
Example: When a 10th level wizard gains his first level of AoP, he's still a Wiz 10/AoP 1 (Not a Wiz 9/AoP 1), he keeps his BAB, hit points, familiar bonuses, saves, class skills, and feats from being a Wizard 10, but the only difference is that he casts spells as a Wizard 9 (although he does not lose any spells scribed in his spell book, he may be unable to cast them). Same thing when he gains his second level, he's a Wiz 10/AoP 2 and casts spells as a Wizard 8, which means he loses access to 5th level spells. At the final level, Wiz 10/AoP 10, he has no spellcasting power what-so-ever, but retains his BAB/Hp/Familiar/Saves/Class skills/Feats from being a Wizard still.
Class Features:
Astralfire (Su)-Starting at level 1 an Avatar of Power learns how to harness powers of the Astral plane. At will, as a standard action, he may make a range touch attack against a target within 30 ft. that deals 1d8+1/AoP level arcane damage (The range of this ability increases to 60 ft. at level 5, and then to 90 ft. at level 10).
Divine Spell Resistance (Ex)-An Avatar of Power gains an SR versus all divine spells as per the chart.
Grace of the Gods (Ex)-At the beginning of his studies, an Avatar of Power already taps into the divine nature of deities, and is allowed to make use of this information. 1/day he can add a divine bonus to any single roll he makes equal to his AoP class level.
Form Avatar (Su)-Starting at level 2, an Avatar of Power may form quasi-duplicates of himself. Forming an avatar requires an hour in which the Avatar of Power must remain uninterrupted. An AoP remains in constant, telepathic contact with a Formed Avatar and can see/hear anything they see as long as he remains on the same plane as them. An AoP may only have 1 Avatar/2 AoP levels at any given time. See below for a Formed Avatar's stats.
Limited Alter Reality (Su)-Starting at level 2, an Avatar of Power gains the ability to cast Limited Wish 1/class level/week as a full-round action as a Wizard equal to his character level. Once used, he cannot use it again for another 10 minutes.
Luck of the Gods (Ex)-Starting at level 3 and increasing every 3rd level after, an Avatar of Power may add a luck bonus according to the chart on all skill checks and saves he makes.
Shroud of Divinity (Su)-Beginning at level 3, an Avatar of Power may add his Charisma modifier to his Armor Class as a Deflection bonus.
Alternate Form (Sp)-At 4th level, an Avatar of Power gains the ability to use Alter Self as a spell-like ability at will as a Wizard equal to his character level.
Ascension (Ex)-At 5th level, an Avatar of Power has increased his power beyond his original mortal capability to a point that he is no longer human. He is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid. Additionally, he gains a damage reduction of 20/+1. As an outsider, an AoP is subject to spells that repel enchanted creatures, such as a protection from law.
Mastery of Form (Ex)-At 7th level, an Avatar of Power's form has transcended to a point where he becomes immune to polymorphing, petrification, or any other attack form that alters his form. Any shape-shifting powers he might possess, however, work normally on himself.
False Domain Mastery (Sp)-At 8th level, an Avatar of Power may choose one Domain as his own. He gains the benefits from this domain, using his AoP level in place of his cleric level where needed, and gains the ability to cast all domain spells of 1st through 7th level each 1/day as spell-like abilities as a Wizard equal to his character level. He gains access to 8th level domain spells at level 9, and finally 9th level domain spells at level 10 of this class.
Alter Reality (Su)-At 9th Level, an Avatar of Power gains the ability to cast Wish or Miracle 1/week as a full-round action as a Wizard equal to his character level.
Deific Realm (Su)-At 10th Level, an Avatar of Power gains the ability to cast Genesis 1/year (although he may only have 1 demiplane at a time) and the ability to Planeshift to his own plane or from his own plane to any other 2/day as a Wizard equal to his character level. While in his own Deific Realm, he may send his Avatars to other planes without losing contact with them.
Also, in his Deific Realm he is granted the ability to mimic some of the abilities normally reserved for deities. He may allow clerics and arcane casters of similar philosophy to use Commune or Contact Other Plane with him, or divert a Contact Other Plane spell within a 100 ft. radius of one of his formed avatars to him instead. If he chooses to do so, he may answer these questions as a free action each round, and the location of the person communing or contacting him becomes known when the communication is established. (Note-for the purposes of a Contact Other Plane spell, he is considered a demigod)
Immortality (Ex)-Upon reaching 10th level, an Avatar of Power gains a tiny spark of divinity. Like deities, he is now considered to be naturally immortal and unable to die from natural causes. He does not age, and does not need to eat, sleep, or breathe. The only way for an Avatar of Power to die is through special circumstances, usually by being slain in magical or physical combat.
Formed Avatar
Small-Size to Large-Sized Construct (AoP's choice)
Hit Dice: Equal to the AoP's Character level (Hitpoints equal to half the AoP's maximum)
Initiative: +2
Speed: Fly 30 ft. (perfect)
AC: 12 (+2 Dexterity)
Attacks: Slam +(AoP's BAB)+2 (May have more than one attack depending on the AoP's BAB)
Damage: Slam 1d6+2
Face/Reach: 5 ft. by 5 or 10 ft./5ft. or 10 ft. (Depending on Size and Shape)
Special Attacks: None
Special Qualities: Construct, Fast Healing 1, Fatelinked, Hardness 10, Subsume Power
Saves: As the AoP (modified for new ability scores)
Skills: As the AoP (modified for new ability scores)
Feats: As the AoP (The Formed Avatar may not qualify for some of the feats)
Abilities: Str 14, Dex 14, Con -, Int As AoP - 4, Wis As AoP -4, Cha As AoP -4
Challenge Rating: 1+1/2 the AoP's class level (round down)
Alignment: The same as the AoP
A Formed Avatar's natural form appears to be whatever the AoP wants it to look like, generally, it is a creature he adopts as his symbol or another replica of himself. It's size and general attack forms are up to the Avatar, but otherwise it has a base slam attack.
Construct-As per the MM
Fatelinked (Su)-If a Formed Avatar is destroyed, the AoP who created him takes damage equal to one half the damage of the killing blow.
Subsume Power (Su)-A Formed Avatar gains all the use of all the abilities the AoP that formed it has except for Form Avatar, Ascension, and Immortality, although all limits and uses of limited abilities (such as the # of uses per day for Limited Alter Reality) comes from the AoP himself and cannot be used if they are already all used up for the week.
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