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The Demented One
2008-03-19, 10:50 PM
Avatar

Psions draw their psychic power from focus and clarity of mind, while Wilders tap their raw emotions to access their psionic talents. Avatars are manifesters who draw their power from a different source: the collective unconscious of all living things. Avatars are capable of embodying archetypes, roles and images universal throughout the collective unconscious, and drawing on power by attuning themselves to these archetypes. Though they are limited in their choice of powers, each archetype offers a powerful suite of abilities, allowing Avatars to draw on whichever archetype is most needed, making them highly versatile. An Avatar can sling blasts of energy, heal wounded allies, render himself unseen, wield blades of psionic power, teleport through the aether–just not all at once.

Abilities
Wisdom and Charisma are essential to an Avatar. Wisdom allows an Avatar to attune himself to the archetypes, and determines his bonus power points. Charisma allows an Avatar to bring the power of the archetypes into reality, and determines the DC of his powers. Constitution is also important, especially if you plan on going into melee. If you plan on using more combat-oriented archetypes, such as the Father or the Warrior, then a high Strength score would be a good investment.

Races
The collective unconscious is shared among all mortal creatures, and thus Avatars can, and do, come from any race. Humans, ever adaptable and versatile, seem able to easily slip into the roles of multiple archetypes. Dromites have a difficult time channeling archetypes, but their high Charisma makes their powers even harder to resist. Half-giants also often become Avatars, favoring the more martial archetypes, such as the Savage or the Warrior.

Alignment
Avatars run the gamut of alignments–each archetype is completely alignment-neutral, meaning it is not very important for them.

Notes
The Avatar class is heavily dependant on three outside sources: Complete Psionic, Hyperconscious, and Untapped Potential. Most archetypes have a power list that includes at least one power from one of these sources, making playing an Avatar difficult if you lack all three. If you don’t have access to these sources, then the best recourse would probably be just to substitute a core power for all those from outside sources, or to homebrew up a new power (turning a pre-existing spell into a psionic power would be easiest).

Secondily, the Avatar is indebted in terms of flavor and inspiration to the Avatar system from Unknown Armies, an excellent role-playing game and definitely the best modern-setting game on the market. If the idea of channeling power from archetypes in the collective unconscious (or gaining telekinesis through alcoholism, or pornomancy in general...) then you ought to give it a look.

HD
d8

Class Skills
The Avatar's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (Psionics) (Int), Profession (Wis), and Psicraft (Int). In addition, you gain one additional class skill for every Archetype you have, described below.

Skills per Level
2 + Intelligence modifier (x4 at 1st level)

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|PP/Day|Powers Known|Max Power Level

1st|
+0|
+0|
+0|
+2|
Channel Archetype (2)|
2|
2|
1st

2nd|
+1|
+0|
+0|
+3|
–|
5|
4|
1st

3rd|
+2|
+1|
+1|
+3|
–|
10|
5|
2nd

4th|
+3|
+1|
+1|
+4|
Channel Archetype (3)|
15|
7|
2nd

5th|
+3|
+1|
+1|
+4|
Channel Least Aspect|
25|
8|
3rd

6th|
+4|
+2|
+2|
+5|
–|
32|
10|
3rd

7th|
+5|
+2|
+2|
+5|
–|
42|
11|
4th

8th|
+6/+1|
+2|
+2|
+6|
Rapid Channel|
52|
13|
4th

9th|
+6/+1|
+3|
+3|
+6|
Channel Archetype (4)|
65|
14|
5th

10th|
+7/+2|
+3|
+3|
+7|
Channel Minor Aspect|
80|
16|
5th

11th|
+8/+3|
+3|
+3|
+7|
–|
95|
17|
6th

12th|
+9/+4|
+4|
+4|
+8|
–|
115|
19|
6th

13th|
+9/+4|
+4|
+4|
+8|
–|
130|
20|
7th

14th|
+10/+5|
+4|
+4|
+9|
Channel Archetype (5)|
155|
21|
7th

15th|
+11/+6/+1|
+5|
+5|
+9|
Channel Major Aspect|
175|
22|
8th

16th|
+12/+7/+2|
+5|
+5|
+10|
–|
200|
23|
8th

17th|
+12/+7/+2|
+5|
+5|
+10|
–|
225|
24|
9th

18th|
+13/+8/+3|
+6|
+6|
+11|
–|
250|
25|
9th

19th|
+14/+9/+4|
+6|
+6|
+11|
Channel Archetype (6)|
280|
26|
9th

20th|
+15/+10/+5|
+6|
+6|
+12|
Hero With A Thousand Faces|
310|
27|
9th
[/table]

Class Features
All the following are class features of the Avatar.

Weapon and Armor Proficiency
Avatars are proficient with all simple weapons, but not with any shields or armor.

Manifesting
Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given in the table above. In addition, you receive bonus power points per day if you have a high Wisdom score. The number of times you can manifest powers in a day is limited only by your daily power points.

A 1st-level Avatar knows two psionic powers from the Avatar class list, shown below. Each time you gain a new level, you gain access to new powers. You can manifest any power whose power point cost is less than or equal to your manifester level. In addition to your normal powers known, you gain access to other powers when channeling an archetype, described below.

Your powers known are ingrained in his mind. You do not need to prepare them in the same way spellcasters prepare spells, though you must get a good night’s sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against Avatar powers is 10 + the power’s level + the Avatar’s Charisma modifier.

To learn or manifest a power, an Avatar must have a Wisdom score of at least 10 + the power’s level.

Channel Archetype (Su)
As a standard action, you can channel one of the archetypes available to Avatars, listed below. Channeling an archetype allows you to access all of the powers from that archetype’s power list. You treat all of the powers on its list whose level is equal to or less than the maximum level of power you can manifest as being among your powers known. You start off with access to two different archetypes, and can choose another one to gain access to at 4th, 9th, 14th, and 19th levels. You can change between archetypes as a standard action.

In addition, each Archetype has three favored skills. You treat the favored skills of the Archetypes choose at 1st level as class skills, even when you are not channeling those Archetypes. However, you do not treat class skills of Archetypes gained at subsequent levels as class skills.

Channel Least Aspect (Su)
At 5th level, you gain the ability to take on traits of the archetypes you channel. Whenever you channel an archetype, you gain access to the ability listed as its least aspect. Each archetype has a unique least aspect, listed in it description below.

Rapid Channel (Su)
At 8th level, you can access and switch between archetypes with great ease. You can channel or switch between archetypes as a swift action.

Channel Minor Aspect (Su)
At 10th level, when you channel an archetype, you gain access to its minor aspect.

Channel Major Aspect (Su)
At 15th level, when you channel an archetype, you gain access to its major aspect.

Hero With A Thousand Faces (Su)
At 20th level, you can draw power from multiple archetypes. Doing so is known as channeling the Avatar archetype, though this is a slight misnomer–the Avatar is not a unique archetype, but rather a composite of multiple archetypes. Channeling the Avatar archetype or switching to it from another archetype is a full-round action. When you enter the Avatar archetype, you may choose its power list, choosing the powers from the power list of any other archetype you have access to. Likewise, you may choose its aspects, drawing them from any aspects of the archetypes available to you. While in the Avatar archetype, you may re-choose your power list and aspects as a full-round action, or you may exchange a single power or aspect for another one as a swift action. There is no limit to the amount of time you may spend channeling the Avatar archetype.

The Demented One
2008-03-19, 10:53 PM
The following is the Avatar's class list of psionic powers. Note that powers marked with a P are from Complete Psionic; powers marked with an H are from Hyperconscious; and powers marked with a U are from Untapped Potential.

1st level

AvauntH: You gain a +2 bonus to your Intimidate check.
AverH: You gain a +2 bonus to your Bluff check.
Blinding FlashU: Sudden burst of light dazzles opponent.
BoundH: You gain a +2 bonus to your Jump check.
BrokerH: You gain a +2 bonus to your Diplomacy check.
Catfall: Instantly save yourself from a fall.
ChrysalisH: You gain damage reduction 1/–.
ClotH: You resist bleeding.
Conceal Thoughts: You conceal your motives.
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire.
Crystal Shard: Ranged touch attack for 1d6 points of piercing damage.
Deflection FieldP: Manipulate a field of energy to protect you from attacks.
Psionic Daze: Humanoid creature of 4 HD or less loses next action.
Deceleration: Target’s speed is halved.
Defensive Precognition: Gain +1 insight bonus to AC and saving throws.
Déjà Vu: Your target repeats his last action.
Demoralize: Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
Disable: Subjects incorrectly believe they are disabled.
Dissipating Touch: Touch deals 1d6 damage.
Distract: Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
Eidetic LockP: Memorize an image or passage completely.
Empathy: You know the subject’s surface emotions.
Empty Mind: You gain +2 on Will saves until your next action.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Far Hand: Move small objects at a limited distance.
Force Screen: Invisible disc provides +4 shield bonus to AC.
Hammer: Melee touch attack deals 1d8/round.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
JiggerH: You gain a +2 bonus to your Open Lock check.
JudgeH: You gain a +2 bonus to your Sense Motive check.
Know Direction and Location: You discover where you are and what direction you face.
Missive: Send a one-way telepathic message to subject.
My Light: Your eyes emit 20-ft. cone of light.
Offensive Precognition: Gain +1 insight bonus on your attack rolls.
Offensive Prescience: Gain +2 insight bonus on your damage rolls.
Psionic Endure ElementsP: Exist comfortably in hot or cold environments.
Psionic Grease: Makes 10-ft. square or one object slippery.
Sense Link: You sense what the subject senses (single sense).
Skate: Subject slides skillfully along the ground.
Slow LightH: Languid movement of light grants the target a 10% miss chance.
SynchronicityP: Ready an action and use it when you choose.
Synesthete: You receive one kind of sense when another sense is stimulated.
Telempathic Projection: Alter the subject’s mood.
Unearthly TerrorU: Terrify an enemy with sustained images.
Vigor: Gain 5 temporary hit points.


2nd level

Bestow Power: Subject receives 2 power points.
Body Equilibrium: You can walk on nonsolid surfaces.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Control Sound: Create very specific sounds.
Damp PowerP: Variable numeric effects of enemy powers are minimized against you.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Disrupting LashU: Quickly disrupt another’s concentration.
Dull the EdgeU: Delay opponent’s reactions, leaving him open to attack.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Empathic Condition ReliefH: You relieve a target’s condition.
EverymanU: You appear more average, blending into crowds.
Forced Sense Link: Sense what subject senses.
Induce PleasureU: Trigger target’s pleasure centers, distracting and weakening it.
Inflict Pain: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Mass Missive: You send a one-way telepathic message to an area.
Mental Disruption: Daze creatures within 10 feet for 1 round.
Psionic Knock: Opens locked or psionically sealed door.
Psionic Levitate: Subject moves up and down at your direction.
Psionic Lock: Secure a door, chest, or portal.
Psionic See InvisibilityP: Reveals invisible creatures or objects.
Psionic Tongues: You can communicate with intelligent creatures.
Psychic BodyguardH: You make a target’s Will saving throws for it.
Psychoportive ShelterP: Create an extradimensional shelter.
Recall Agony: Foe takes 2d6 damage.
SerenityP: Pacify a creature and stop it from fighting.
Share Pain: Willing subject takes some of your damage.
Specified Energy Adaptation: Gain resistance 10 against one energy type.
Thought Shield: Gain PR 13 against mind-affecting powers.


3rd level

Brain Lock: Subject cannot move or take any mental actions.
Dimension TwisterP: Teleports foes short distance and deals 5d6 damage.
Dispel Psionics: Cancels psionic powers and effects.
Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Eradicate Invisibility: Negate invisibility in 50-ft. burst.
Forced Share Pain: Unwilling subject takes some of your damage.
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Mindful AuraH: Onlookers are shaken with your apparent power and majesty.
Psionic Darkvision: See 60 ft. in total darkness.
Psionic Glyph of WardingP: Set a psionic trap to protect a chosen area or opening.
Read Thoughts: Detect surface thoughts of creatures in range.
Telekinetic Force: Move an object with the sustained force of your mind.
Telekinetic Thrust: Hurl objects with the force of your mind.
Time Hop: Subject hops forward in time 1 round/level.
Ubiquitous Vision: You have all-around vision.


4th level

Correspond: Hold mental conversation with another creature at any distance.
Detect Remote Viewing: You know when others spy on you remotely.
Double DimensionH: You make a space bigger on the inside than on the outside.
Energy Adaptation: Your body converts energy to harmless light.
Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Psionic Dimension Door: Teleports you short distance.
Psionic Divination: Provides useful advice for specific proposed action.
Sensorineural CascadeH: You overwhelm sensory systems of targets for 1 round/level.
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.
Trace Teleport: Learn destination of subject’s teleport.
Wall of Ectoplasm: You create a protective barrier.


5th level

BlissU: Overload target’s pleasure sensors, rendering it unconscious and weakened.
Catapsi: Psychic static inhibits power manifestation.
Cranial DelugeP: Massive physical damage can cause your opponent’s head to explode.
Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.
Incarnate: Make some powers permanent.
Leech Field: Leech power points each time you make a saving throw.
Persistent CorrespondH: You engage in ongoing mental conversation with subject.
Power Resistance: Grant PR equal to 12 + level.
Psychic Crush: Brutally crush subject’s mental essence, reducing subject to -1 hit points.
Telekinetic BufferP: Use telekinesis to force creatures away from you.
Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.


6th level

Co-opt Concentration: Take control of foe’s concentration power.
Defer FatalityH: You avoid death through suspended animation.
Dimensional ObstructionH: You bar extradimensional movement in an area.
Ethereal AbductionP: Force another creature onto the Ethereal Plane.
Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.
Psionic Contingency: Sets trigger condition for another power.
Psionic Disintegrate: Turn one creature or object to dust.
Psionic Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
Retrieve: Teleport to your hand an item you can see.


7th level

Decerebrate: Remove portion of subject’s brain stem.
Dispelling Buffer: Subject is buffered from one dispel psionics effect.
Divert Teleport: Choose destination for another’s teleport.
Energy Conversion: Offensively channel energy you’ve absorbed.
Null Psionics Field: Create a field where psionic power does not function.
Ultrablast: Deal 13d6 damage in 15-ft. radius.


8th level

Matter Manipulation: Increase or decrease an object’s base hardness by 5.
Psionic Mind Blank: Subject immune to mental/emotional effects, scrying, and remote viewing.
Recall Death: Subject dies or takes 5d6 damage.
Reddopsi: Powers targeting you rebound on manifester.


9th level

Affinity Field: Effects that affect you also affect others.
Apopsi: You delete target’s psionic powers.
Intellect BombP: Causes your target’s head to explode.
Reality Revision: As bend reality, but fewer limits.

The Demented One
2008-03-19, 10:55 PM
The Archer

Closely linked to the Warrior, the Archer represents those who favor cunning and tactics over brute strength, a steady hand and a sharp eye over force of arms. The Archer is subtle while the Warrior is blunt; the Warrior is impulsive while the Archer is calculating. Avatars wishing to take up the bow can channel the Archer to improve their skills.

Favored Skills: Listen, Spot, Martial Lore

Least Aspect: You gain proficiency with all martial ranged weapons, and gain Point Blank Shot as a bonus feat.

Minor Aspect: You gain Psionic Shot as a bonus feat.

Major Aspect: You gain Greater Psionic Shot as a bonus feat.

Powers
1. Trick ShotU: Small moving object performs one stunt.
2. Ephemeral BoltU: Create phasing projectiles with delayed-damage effect.
3. The Arrow Knows The WayU: Ranged attack follows imaginary path to target.
4. Mirror ShotU: Reflect alternate realities, partially duplicating a projectile in midair.
5. Zealous FuryU: Subsequent attacks are as accurate as previous ones.
6. BarrageU: Execute a flurry of swift attacks against nearby targets.
7. Third Eye’s Aim*: Ranged attack kills opponent.
8. Energy Arrow*: Fire a projectile of energy that deals 15d6 damage, other effects.
9. Void Arrow*: Arrow unleashes burst of disintegrating energy.

Energy Arrow

Psychokinesis [See Text]
Level: Archer 8, Kineticist 8
Display: Auditory
Manifesting Time: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Power Resistance: Yes
PP: 15

Upon manifesting the energy arrow power, you choose cold, electricity, fire, or sonic. You create an arrow of the chosen energy type and launch it at the target, requiring a ranged touch attack to hit. If the arrow hits, it deals 15d6 damage of the chosen energy type, and the target must save or suffer an effect, depending on the energy type chosen.

Cold
A cold arrow deals +1 damage per die. A creature hit by a cold arrow must make a Fortitude save or be blinded for 1 round.

Electricity
Manifesting an electricity arrow provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. A creature hit by an electricity arrow must make a Fortitude save or be entangled for 1 round.

Fire
A fire arrow deals +1 damage per die. A creature hit by a fire arrow must make a Fortitude save or be dazed for 1 round.

Sonic
A sonic arrow deals -1 damage per die and ignores an object’s hardness. A creature hit by a fire arrow must make a Fortitude save or be deafened for 1 round.

Augment
For every additional power point you spend, this power’s damage increases by 1d6. For each extra two dice of damage, this power’s save DC increases by 1.


Third Eye’s Aim

Clairsentience
Level: Archer 7
Display: Material and Visual
Manifesting Time: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: No
PP: 13

The third eye’s aim power allows you to use clairvoyant senses to guide an arrow, insuring it strikes a foe dead on in the head. As you manifest this power, you make a single attack with a ranged weapon. If the attack is successful, the creature struck must make a Fortitude save or be shot through the head, dying instantly unless being beheaded is not fatal to it. Even if it succeeds on the save, the attack deals +13d4 additional damage.

Augment
For every additional power point you spend, this power’s damage increases by 1d4. For each extra two dice of damage, this power’s save DC increases by 1.


Void Arrow

Psychoportation
Level: Archer 9
Display: Auditory, Material, and Visible
Manifesting Time: 1 standard action
Range: Ranged attack
Area: 20-ft. radius burst, centered on creature hit
Duration: Instantaneous
Saving Throw: See text
Power Resistance: Yes
PP: 17

Void arrow imbues a single projectile with psychoportative energy that explodes in a burst of power on impact, disintegrating all creatures caught in the blast. As you manifest this power, you make a single attack with a ranged weapon. If the attack is successful, the creature struck takes an additional 34d6 damage, which is halved by a successful Fortitude save. All creatures adjacent to the struck creature are caught in the blast, taking 17d6 damage, which a successful Fortitude save reduces to 5d6. Finally, all other creatures in the area of the blast take 8d6 damage, which a successful Fortitude save negates.

Augment
For every two additional power points spent, the damage dealt to the struck creatures increases by 4d6, the damage to adjacent creatures increases by 2d6, and the damage to all other creatures increases by 1d6.



The Craftsman

The Craftsman represents the man of cunning and ingenuity, the engineer, the artificer, or the artisan. The devising and creation of devices and machines of great power or potential is the Craftsman’s bailiwick, and Avatars wishing to gain skill with devices and machines either magical, psionic, or mundane, have only to channel the Craftsman.

Favored Skills: Appraise, Use Magic Device, Use Psionic Device

Least Aspect: You can make Use Magic Device and Use Psionic Device checks untrained.

Minor Aspect: You gain an insight bonus on Appraise, Use Magic Device and Use Psionic Device checks equal to your class level.

Major Aspect: You can take 10 on Appraise, Use Magic Device and Use Psionic Device checks, even when under pressure.

Powers
1. Astral Construct: Creates astral construct to fight for you.
2. Psionic Repair Damage: Repairs construct of 3d8 hit points +1 hp/level.
3. Throw EctoformH: You create weak ectoplasmic duplicates of yourself.
4. Psionic Fabricate: Transforms raw goods to finished items.
5. Psionic Major Creation: As psionic minor creation, plus stone and metal.
6. Greater Psionic Fabricate: Transforms a lot of raw goods to finished items.
7. Dream of the RealH: You manifest a tangible dream-self from which you can manifest powers.
8. Stabilize ConstructH: Astral construct remains to serve you.
9. True Creation: As psionic major creation, except items are completely real.


The Dreamer

The Dreamer archetype is the embodiment of hope and idealism, all that is best and highest in the human mind. Artists, visionaries, and philosophers all fall under its domain. And yet, so too do madmen, ideogogues, and false prophets, for the Dreamer also embodies nightmare and depravity, the worst and most horrible of the human mind. Avatars who wish power over dreams and nightmares need only invite the Dreamer within themselves.

Favored Skills: Knowledge (The Planes), Lucid Dreaming, Perform

Least Aspect: You gain immunity to sleep and charm effects.

Minor Aspect: While psionically focused, you are swathed in a veil of dreamstuff that grants you an insight bonus to AC and on Will saves equal to one-quarter your manifester level, rounded down.

Major Aspect: While psionically focused, you gain the dreamborn subtype, granting you a 20% miss chance.

Powers
1. Psionic SleepH: You put 4 HD of creatures to sleep.
2. Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
3. Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
4. Psionic DreamH: You send a message to a dreaming target.
5. Psionic NightmareH: You send a vision that deals 1d10 damage and causes fatigue.
6. Temporal Acceleration: Your time frame accelerates for 1 round.
7. Dream Travel: Travel to other places through dreams.
8. Bend Reality: Alters reality within power limits.
9. Id CascadeH: You instantly kill an intelligent creature.


The Father

A primal symbol of strength and vigor, the Father is the ancient counterpart of the Mother. While the Mother offers healing and nourishment, the Father offers strength and bolstered might. Avatars who channel the Father find themselves with great strength and the ability to deal bone-crushing blows. Only male Avatars may channel the Father.

Favored Skills: Climb, Jump, Swim

Least Aspect: You gain Improved Unarmed Strike as a bonus feat, and your unarmed strike deals damage as that of a Monk of your class level.

Minor Aspect: You gain Psionic Fist as a bonus feat.

Major Aspect: You gain Greater Psionic Fist as a bonus feat.

Powers
1. Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.
2. Animal Affinity: Gain +4 enhancement to one ability.
3. Mental Barrier: Gain +4 deflection bonus to AC until your next action.
4. Empathic Feedback: When you are hit in melee, your attacker takes damage.
5. Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
6. Mind Over EnergyP: Gain brief immunity to the chosen energy type.
7. Oak Body: Your body becomes as hard as oak.
8. Spirit of WarP: Confer +4 on attack and damage rolls, +10 to one save, and confirm one critical hit.
9. Greater Metamorphosis: Assume shape of any nonunique creature or object each round.


The Fool

The Fool is the man blessed by Fate, the one whose luck never runs out. While the Fool may be careless or stupid, it matters not, for no harm can ever befall one as lucky as he is. And what’s more, those who stand against the Fool are sure to find themselves hindered by their own terrible luck. Avatars can gain some of this supernatural luck by channeling the Fool.

Favored Skills: Balance, Escape Artist, Tumble

Least Aspect: You may apply a +1 luck bonus to a single d20 roll each round, after you have seen the result of the roll.

Minor Aspect: Whenever you roll a natural 1 on a manifester level check, you may reroll it and use the results of the reroll.

Major Aspect: You may make a single reroll of an attack roll, damage roll, ability check, manifester level check, or skill check, or saving throw each round, after seeing the results of the original roll. You use whichever result was higher. Once you have made a reroll, you must wait 5 rounds before you can do so again.

Powers
1. Precognition: Gain +2 insight bonus to one roll.
2. Ego Whip: Deal 1d4 Cha damage and daze for 1 round.
3. Fate Link: You link the fates of two targets.
4. Empathic Feedback: When you are hit in melee, your attacker takes damage.
5. Second Chance: Gain a reroll.
6. Greater Precognition: Gain +4 insight bonus to one roll.
7. Fate of One: Reroll any roll you just failed.
8. Chaos FissureP: Wild surge and wild magic apply to psionic powers and spells.
9. Time Regression: Relive the last round.


The Lurker

The Lurker archetype embodies those who lurk in the shadows. Assassins, thieves, murderers, and scoundrels all fall within its scope. By attuning themselves to the Lurker archetype, Avatars gain power to conceal themselves and to strike their foes at their most vulnerable.

Favored Skills: Hide, Move Silently, Sleight of Hand

Least Aspect: You gain sneak attack +1d6 for every three class levels you have as long as you maintain psionic focus.

Minor Aspect: You gain an insight bonus on Hide, Move Silently, and Sleight of Hand checks equal to your class level.

Major Aspect: The sneak attack ability of the Lurker’s minor aspect works against creatures normally immune to sneak attacks, such as constructs and undead.

Powers
1. Circumstance ShieldH: You gain a +2 insight bonus on Reflex saves.
2. Cloud Mind: You erase knowledge of your presence from target’s mind.
3. Danger Sense: You gain +4 bonus against traps.
4. Psionic Freedom of Movement: You cannot be held or otherwise rendered immobile.
5. Psionic Shadow WalkP: Step into shadow to travel rapidly.
6. Mass Cloud Mind: Erase knowledge of your presence from the minds of one creature/level.
7. Evade Burst: You take no damage from a burst on a successful Reflex save.
8. Shadow Body: You become a living shadow.
9. Urge ExterminationP: Kill one creature with 90 or fewer hp.


The Magician

The Magician is a bizarre archetype, representing the role of mages as seen by society and folklore, not as they truly are. The Magician is the man of great power and forbidden knowledge, and could just as easily represent a psion or a cleric as a wizard. That said, not all wizards would fall under the domain of the Magician–only those who powers are sufficiently dramatic to gain a hold in the popular vision of the Magician do. Avatars who channel the Magician gain the ability to unleash great and destructive forces of energy.

Favored Skills: Knowledge (Arcana), Spellcraft, Use Magic Device

Least Aspect: You gain Empower Power as a bonus feat.

Minor Aspect: Whenever one of your powers deals energy damage to a creature with energy resistance, you may subtract your manifester level from the amount of that creature’s resistance.

Major Aspect: Whenever one of your powers deals energy damage to a creature with immunity to that type, only half of the damage is negated.

Powers
1. Energy Ray: Deal 1d6 energy damage.
2. Energy Missile: Deal 3d6 energy damage to up to five subjects.
3. Energy Wall: Create wall of your chosen energy type.
4. Energy Ball: Deal 7d6 energy damage in 20-ft. radius.
5. Energy Current: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
6. Energy BarrageP: Decimate foes with a barrage of energy explosions.
7. Energy Wave: Deal 13d4 energy damage in 120-ft. cone.
8. Energy ClawP: Create claw of energy that grapples and damages opponent.
9. Energy MaelstromU: Storm of energy deals 15d6 energy damage, then 5d6/round.


The Mother

One of the two primal archetypes, the Mother is a figure of nourishment, healing, and protection. She is the counterpart of the Father, who gives strength, while she gives life. Avatars who channel the Mother can heal themselves and their allies. Only female Avatars can channel the Mother.

Favored Skills: Diplomacy, Heal, Sense Motive

Least Aspect: You gain immunity to diseases and poison.

Minor Aspect: Whenever you manifest a power with a range of personal, you may augment it by spending 5 additional power points. If you do, its range changes to touch, and its target changes to willing creature touched.

Major Aspect: You gain fast healing 1 for every 4 class levels you have. This fast healing is only active if you are at half or less of your maximum hp.

Powers
1. Touch of LifeP: Channel positive energy to cure damage or deal damage to undead.
2. Sustenance: Go without food and water for one day.
3. Body Adjustment: You heal 1d12 damage.
4. Stygian WardP: Grant immunity to death effects and negative energy.
5. Restore Extremity: Return a lost digit, limb, or other appendage to subject.
6. Psionic Restoration: Restores level and ability score drains.
7. Mend WoundsP: Cure 55 damage, or deal 55 damage to undead.
8. True Metabolism: You regenerate 10 hit points/round.
9. Astral Seed: You plant the seed of your rebirth from the Astral Plane.


The Sage

The embodiment of wisdom, the Sage is the archetype of those who devote their lives to the pursuit of knowledge. The bookish scholar, the wise mentor, the delver into forbidden lore, all fall under the Sage’s domain. Avatars who channel the Sage gain access to his boundless knowledge.

Favored Skills: Decipher Script and any two Knowledge skills, chosen by the Avatar when they first gain access to the Sage archetype.

Least Aspect: Whenever you manifest a power of the clairsentience discipline, you gain an insight bonus equal to the power’s level on initiative checks and on the first saving throw you make. The bonus lasts for 24 hours or until you make a saving throw. Multiple bonuses from this ability do not stack.

Minor Aspect: You gain an insight bonus on all Decipher Script and Knowledge checks equal to your class level, and may make these checks untrained.

Major Aspect: You can see ethereal and invisible objects and creatures with perfect clarity, just as if they were normal objects or creatures.

Powers
1. Call to Mind: Gain additional Knowledge check with +4 competence bonus.
2. Psionic Identify: Learn the properties of a psionic item.
3. Realized PotentialP: Target gains +1 on attacks and saves and +2 on trained skill checks.
4. Psionic Discern LiesP: Reveals deliberate falsehoods.
5. Thieving Mindlink: Borrow knowledge of a subject’s power.
6. Psionic Analyze DweomerP: Reveals magical or psionic aspects of subject.
7. Personal Mind Blank: You are immune to scrying and mental effects.
8. Hypercognition: You can deduce almost anything.
9. Metafaculty: You learn details about any one creature.


The Savage

The Savage represents the man freed from civilization, utterly at home within nature. All that is primal, instinctive, impulsive, or passionate is represented by the Savage. Avatars who channel the Savage gain animal-like senses and strength, becoming more like a beast than a man.

Favored Skills: Climb, Handle Animal, Survival

Least Aspect: You gain the scent special ability.

Minor Aspect: You gain blindsense out to 30 ft.

Major Aspect: You gain blindsight out to 30 ft.

Powers
1. Claws of the Beast: Your hands become deadly claws.
2. Biofeedback: Gain damage reduction 2/-.
3. Claws of the Vampire: Heal half of your claw’s base damage.
4. Truevenom: Your natural weapons are covered in horrible poison.
5. Unleash IdbeastH: You gain the idbeast template for 1 round/level.
6. Perfect RiposteP: Make an attack of opportunity against a creature that just missed you.
7. Brutalize WoundsH: Your target takes more damage than normal from wounds.
8. Psionic Iron Body: Your body becomes living iron.
9. Form of Doom: You transform into a frightening tentacled beast.


The Seeker

Any who search for something fall within the domain of the Seeker. From an investigator tracing a trail of clues to a huntsman tracking his prey, the Seeker’s symbolic search represents them all. Avatars who channel the Seeker gain extensive powers to seek what is missing and see what is unseen.

Favored Skills: Listen, Search, Spot

Least Aspect: You may manifest detect psionics at will as a psi-like ability.

Minor Aspect: You gain an insight bonus on Listen, Search, and Spot checks equal to your class level.

Major Aspect: Effects such as nondetection or mind blank no longer negate clairsentience powers you manifest.

Powers
1. Sensitivity to Psychic Impressions: You can find out about an area’s past.
2. Object Reading: Learn details about an object’s previous owner.
3. Psionic Speak with DeadP: Speak or mindlink with a corpse to ask it questions.
4. Remote Viewing: See, hear, and potentially interact with subjects at a distance.
5. Psionic True Seeing: See all things as they really are.
6. Ethereal AgentP: Create a psionic sensor that watches the Material Plane from the Ethereal Plane.
7. PsychometryP: Read psychic impressions from a given location.
8. Psionic Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9. Metafaculty: You learn details about any one creature.


The Voice

The Voice archetype is the embodiment of all who rely on their charisma and eloquence. Diplomats and demagogues, hucksters and lawyers, leaders and subversives, all are included within the domain of the Voice. By attuning themselves to the Voice archetype, Avatars gain the power to influence the minds of others.

Favored Skills: Bluff, Diplomacy, Sense Motive

Least Aspect: You can speak and understand all languages.

Minor Aspect: You gain an insight bonus on Bluff, Diplomacy, Gather Information, and Sense Motive checks equal to your class manifester level.

Major Aspect: You gain telepathy out to 100 ft.

Powers
1. Psionic Charm: Makes one person your friend.
2. Psionic Suggestion: Compels subject to follow stated course of action.
3. Psionic Dominate: Control target telepathically.
4. Psionic Modify Memory: Changes 5 minutes of subject’s memories.
5. Shatter Mind Blank: Cancels target’s mind blank effect.
6. Aura Alteration: Repairs psyche or makes subject seem to be something it is not.
7. Insanity: Subject is permanently confused.
8. Mind Seed: Subject slowly becomes you.
9. Microcosm: Creature or creature lives forevermore in world of his own imagination.


The Wanderer

An archetype as old as the road, all who make a journey fall under the Wanderer’s domain. Whether they are pilgrims, couriers, or men on the run, their journeys are symbolically represented by the archetypical odyssey of the Wanderer. Avatars who channel the Wanderer gain the power to move rapidly and to traverse the planes.

Favored Skills: Climb, Jump, Tumble

Least Aspect: You gain Speed of Thought as a bonus feat.

Minor Aspect: Whenever you could make an attack of opportunity, you may instead make a 5 ft. step. Doing so still counts as an attack of opportunity.

Major Aspect: As a move action, you may teleport up to 60 ft. Once you have used the major channel of the Wanderer, you must wait 5 rounds before you can use it again.

Powers
1. Burst: Gain +10 ft. to speed this round.
2. Psionic Levitate: Subject moves up and down at your direction.
3. Astral Caravan: You lead astral traveler-enabled group to a planar destination.
4. Psionic Fly: You fly at a speed of 60 ft.
5. Psionic Teleport: Instantly transports you as far as 100 miles/level.
6. Psionic Plane Shift: Travel to other planes.
7. Psionic Ethereal Jaunt: Become ethereal for 1 round/level.
8. Psionic Greater Teleport: As psionic teleport, but no range limit and no off-target arrival.
9. Psionic Etherealness: Become ethereal for 1 min./level.


The Warrior

Among the oldest archetypes, the Warrior is simple: any who fight, whether with wooden clubs, iron swords, or the most advanced engines of war fall under its domain. By channeling the Warrior, Avatars gain access to brute strength and skill at arms.

Favored Skills: Climb, Intimidate, Jump

Least Aspect: You gain proficiency with all martial weapons and with all armors and shields, except tower shields.

Minor Aspect: You gain Psionic Weapon as a bonus feat.

Major Aspect: Your base attack bonus from your Avatar levels becomes equal to your class level, as the Fighter’s base attack bonus.

Powers
1. Metaphysical Weapon: Weapon gains +1 bonus.
2. Physical AccelerationU: You move faster, gain +1 on attacks, AC, Reflex saves.
3. Psionic Keen Edge: Double normal weapon’s threat range.
4. Weapon of Energy: Weapon deals additional energy damage.
5. Graft Weapon: Your hand is replaced seamlessly by your weapon.
6. Inertial Barrier: Gain DR 5/-.
7. Dueling GroundU: Draw yourself and your enemy into a psychoplanar arena.
8. Blackstone HammerP: Target weapon petrifies those it strikes.
9. Timeless Body: Ignore all harmful, and helpful, effects for 1 round.

The Demented One
2008-03-19, 10:56 PM
Archetype Focus [Psionic]
You have mastered your favored archetype’s psionic gifts.
Requirement: Favored Archetype
Benefit: While channeling one of your favored archetypes, the DC of any power you manifest from its archetype power list is increased by one.

Attuning Meditation [Psionic]
You enter a special state of focus whenever you channel an archetype.
Requirements: Channel Archetype class feature, Concentration 8 ranks
Benefit: Whenever you begin channeling an archetype, you may make a Concentration check to gain psionic focus as part of the same action.
Special: Attuning Meditation can be used in place of the Psionic Meditation feat to qualify for a feat, prestige class, or other special ability.

Favored Archetype [Psionic]
You have a special link to a certain archetype, and are capable of using its powers to greater effect.
Requirements: Channel Archetype class feature
Benefit: Choose an archetype you have access to. Whenever you channel that archetype, your manifester level is treated as being one higher whenever you manifest a power from its archetype power list.
Special: You can take this feat multiple times. Each time, you may choose another archetype to serve as a favored archetype.
Note: If you have the Hero With A Thousand Faces class feature, then the Avatar archetype is treated as a favored archetype if, and only if, all the archetypes you chose its aspects and powers from are you favored archetypes.

Fizban
2008-03-19, 11:27 PM
Niiice. THe archetypes in particular are quite good. It's nice to see a kind of "genre-savvy" class, that draws it's powers from knowing all the cliches, and psionics is just the system for it.

sonofzeal
2008-03-19, 11:51 PM
Seems... excessively powerful. Way more powers known AND better HP than the Wilder, at the cost of a handful of pp. The class abilities look decidedly stronger too. I know the Wilder isn't the paragon of power, but I think this thing would compare favorably to most Psions. They lag somewhat in powers known, but not substantially, and the extra BAB and hp push it over the top IMO, let alone the abilities.

The Demented One
2008-03-20, 12:17 AM
Seems... excessively powerful. Way more powers known AND better HP than the Wilder, at the cost of a handful of pp. The class abilities look decidedly stronger too. I know the Wilder isn't the paragon of power, but I think this thing would compare favorably to most Psions. They lag somewhat in powers known, but not substantially, and the extra BAB and hp push it over the top IMO, let alone the abilities.
Less powers known and less pp can be pretty detrimental, not to mention the fact that they have far less access in there powers known. Just about archetype has at least one of the standard, universally useful abilities - teleportation, area of effect damage, healing, and so forth - and there's no way you can get them all. I think it balances with the Psion, roughly.

sonofzeal
2008-03-20, 12:56 AM
Less powers known and less pp can be pretty detrimental, not to mention the fact that they have far less access in there powers known. Just about archetype has at least one of the standard, universally useful abilities - teleportation, area of effect damage, healing, and so forth - and there's no way you can get them all. I think it balances with the Psion, roughly.
I admit I haven't really looked through the power list (there's quite a lot there!), but as for Powers Known it's much closer to the Psion end of things than the Wilder. The fact that it's combining that with far better HD, better BAB, and flexibility similar to the Binder makes me really leery. Anyway, the Psion is right near the top of the power curve (http://forums.gleemax.com/showthread.php?t=968062), right up there with CoDzillas, Wizards, Archivists, and Artificers. The Wilder by contrast is "merely" ranked somewhere around the 75% percentile, putting it solidly in the "strong but not overwhelmingly so" category, which (imo) is the top of where we should aim when designing new content. And I think we can agree this class is solidly better than the Wilder.

jagadaishio
2008-03-20, 05:50 PM
You have them learning more first level powers than second level through this class. Did you mean to do that?

Flickerdart
2008-03-20, 06:15 PM
The high BAB, HP and wide range of powers is balanced by the fact that the character needs 3 high scores: WIS for channeling and PP, CHA for DC, and INT so he can actually use the powers. There isn't really anything left for STR, meaning that the Avatar is at best an average fighter, akin to a Bard but without the armour and DEX. That leaves him as a main caster, similar to a Cleric (archetypes = domains?) but more demanding on stats. Maybe more like a Favored Soul.

The Demented One
2008-03-20, 08:28 PM
Anyway, the Psion is right near the top of the power curve (http://forums.gleemax.com/showthread.php?t=968062), right up there with CoDzillas, Wizards, Archivists, and Artificers. The Wilder by contrast is "merely" ranked somewhere around the 75% percentile, putting it solidly in the "strong but not overwhelmingly so" category, which (imo) is the top of where we should aim when designing new content. And I think we can agree this class is solidly better than the Wilder.
Firstly, as Flickerdart already noted, Avatars, unlike the Wilder, suffer from MAD, especially if they plan on being melee combatants. Secondly, I was aiming for the Avatar to be approximately as strong as a psion or a wizard. Casters are always going to be either on the strong side, like psions, or mediocre, like wilders.


You have them learning more first level powers than second level through this class. Did you mean to do that?
Nope, and that error buggers up the whole powers known progression. Give me a sec and I'll fix that.

Flickerdart
2008-03-20, 08:58 PM
Well, seeing as how a sword of pure mental energy through the face doesn't need a high save DC, and being able to heal someone isn't necessarily DC-intensive either, CHA could be downplayed.
However, the problem with the MAD that the Avatar suffers from isn't the same that a Cleric would experience. Many Clerics are fine with going all-WIS, with some CHA for the turning. Unless an Avatar can roll 3 decent stats, they will suck.
A possible improvement would be to emphasize the Archetypes and downplay independent powers, by giving a power progression to, say, level 6, but allowing a proper progression for Archetype powers. That way, an Avatar who truly embodies their preferred Archetype can skip on most of his INT, pump himself full of WIS and get going. Alternately, scrap the basic power list altogether with the INT requirement, and off you go. This makes the Avatar have to rely more on his Archetypes, and that's what the class is all about, right? You don't have to be a bookworm to be Genre Savvy, but being charming and perceptive is always useful.

The Demented One
2008-03-20, 09:01 PM
A possible improvement would be to emphasize the Archetypes and downplay independent powers, by giving a power progression to, say, level 6, but allowing a proper progression for Archetype powers. That way, an Avatar who truly embodies their preferred Archetype can skip on most of his INT, pump himself full of WIS and get going. Alternately, scrap the basic power list altogether with the INT requirement, and off you go. This makes the Avatar have to rely more on his Archetypes, and that's what the class is all about, right? You don't have to be a bookworm to be Genre Savvy, but being charming and perceptive is always useful.
Wow, completely missed that. The Intelligence requirement was a copypasta error, it was supposed to be Wisdom.

sonofzeal
2008-03-20, 09:16 PM
Firstly, as Flickerdart already noted, Avatars, unlike the Wilder, suffer from MAD, especially if they plan on being melee combatants. Secondly, I was aiming for the Avatar to be approximately as strong as a psion or a wizard. Casters are always going to be either on the strong side, like psions, or mediocre, like wilders.
Ah, I didn't notice the MAD thing going on there, and you're right that it does help balance the class a lot. It seems really odd though, seeing as how spellcasting is only rarely dependent on even two stats, and even those are usually special cases (like the Archivist, who's very specifically supposed to be a wizardly cleric). Still, that brings it back down within reason. You're still going to be stepping on a lot of toes though.

Personally I'd have made this a less-MAD-y partial-manifester, closer to the Bard or Ranger. But that's just personal preference.

Flickerdart
2008-03-20, 09:16 PM
OH. That changes EVERYTHING. This would also make these guys have epic will saves, which interestingly enough goes hand in hand with the fact they're Avatars and should be strong of spirit. Maybe some sort of physical changes to complete the picture?

Now that the Avatar has another ability score freed, maybe make the different Archetypes dependent on certain stats? If the Avatar's own abilities are similar to that of the Archetype, it would be slightly more effective for him to use it. Avatars channeling "off-specialty" won't be as good as those for whom the new form is second nature.

The Demented One
2008-03-21, 01:14 AM
I added the Archer archetype (archertype?), which includes a few homebrew powers. Anyone want to take a look at them and see if they're up to par balancewise?

Robert Frost
2008-08-11, 12:58 PM
The idea behind this class is incredibly interesting to me, a person who can literally go from being one type of character to another. Even with the first level in this class they can go from two radically different roles.

The concept behind making one of these characters remains endless - are they in actuality one of the Archetypes they channel? Are they instead none of these Archetypes and trying to find their own place in the world? Or are they insane, and manifesting different aspects of their shattered psyche?

Hell, it intrigues me, and I would love to play one, as I am amazed with the possibilities.

KKL
2008-08-11, 03:30 PM
This reminds me strongly of Chameleons (http://www.wizards.com/default.asp?x=dnd/iw/20041210b) and in fact, reeks of a psionic copy of it, except it's a base class and in so many ways better.

Great stuff, TDO. Kinda want to play one now, heh.

vicente408
2008-08-11, 11:09 PM
A Changeling Avatar would be the Greatest Actor Who Ever LivedTM!

dyslexicfaser
2008-08-11, 11:38 PM
Pretty cool. It reminds me of binders and incarnum, but with its own thing, and based off psionics.

And since I like to pretend Wilders don't exist, this makes a good compliment to Psion and PsyWar.

Tobi_goodboy
2008-08-11, 11:48 PM
did you use tarot cards as the basis for the archetype names? i recognize the 'fool' and 'dreamer'...

i would enjoy playing as a class like this, its infinitely versitile and a helpful choice for debilitatingly indecisive people(like myself spending an hour and a half choosing what class to be...)

The Demented One
2008-08-11, 11:58 PM
did you use tarot cards as the basis for the archetype names? i recognize the 'fool' and 'dreamer'...

i would enjoy playing as a class like this, its infinitely versitile and a helpful choice for debilitatingly indecisive people(like myself spending an hour and a half choosing what class to be...)
A bit of Tarot, a bit of Unknown Armies, a bit of...just general archetypes. The only archetypes that actually correspond directly to major arcana are the Fool and the Magician.

Tobi_goodboy
2008-08-12, 05:47 PM
A bit of Tarot, a bit of Unknown Armies, a bit of...just general archetypes. The only archetypes that actually correspond directly to major arcana are the Fool and the Magician.

ah, just wondering.

Robert Frost
2008-08-13, 02:40 PM
I was looking over the skill list for this class and I came up with an idea that you may or may not want to integrate.

It seems that the archetypes are such a key part of character creation (i.e. you choose Archetypes which best reflect your character's initial ability / starting party role) and I wondered if maybe there was a way to integrate that into your class skills.

I mean if you pick the archetype The Voice shouldn't you getting Bluff, Diplomacy, Sense Motive all as class skills? I know as a minor aspect you get an insight bonus to those skills so that stacked with getting it as a class skill may be powerful - but if you think about it if you're attempting to be the voice of a party before being 10th level you're at a severe disadvantage compared to another class like a bard.

The only thing about that is that this class is fairly powerful, I don't know if that would disrupt the balance of this class.

The Demented One
2008-08-14, 05:38 PM
I was looking over the skill list for this class and I came up with an idea that you may or may not want to integrate.

It seems that the archetypes are such a key part of character creation (i.e. you choose Archetypes which best reflect your character's initial ability / starting party role) and I wondered if maybe there was a way to integrate that into your class skills.

I mean if you pick the archetype The Voice shouldn't you getting Bluff, Diplomacy, Sense Motive all as class skills? I know as a minor aspect you get an insight bonus to those skills so that stacked with getting it as a class skill may be powerful - but if you think about it if you're attempting to be the voice of a party before being 10th level you're at a severe disadvantage compared to another class like a bard.

The only thing about that is that this class is fairly powerful, I don't know if that would disrupt the balance of this class.
That's a clever idea. Maybe do it like the Psion disciplines...