Arcanum Avatar
- Details
- Written by Charles Wenzler
Pursuing magical arts is paramount to those that wish to unlock the mysteries and secrets of the universe. Those that pursue the path of cleric, sorcerer or wizard feel the calling to truly become masters of all things magical. By pursuing this paragon path you become more attuned to magical energies of the universe and eventually become a part of magic rather than being a separate entity that only taps into it.
Role: There are those that use magic and there are those that want to be magic. Creatures that pursue the arcanum avatar paragon path learn that magic is ever pervasive and it lends itself to life in many ways. The magic of the universe bends, snaps and reforms many times and the body of the creature that pursues its ultimate prize finds that they are reformed by magic as well as they continue to increase in power along this path. In essence they become that which they seek. The magic of the body, heart, mind and soul of the creature snaps and reforms, transcending their mortal capabilities. These creatures find themselves to be living heralds and proxies of the magic of the universe.
Alignment: Any
Hit Die: 1d6
Requirements
To qualify for the arcanum avatar paragon path, a character must fulfill all of the following criteria:
- Skills: Knowledge (Arcana) 2 ranks, Spellcraft 2 ranks.
- Feats: Magical Aptitude, Skill Focus (Knowledge (Arcana)), Skill Focus (Spellcraft).
- Special: Must be able to cast 1st level spells.
Class Skills
Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (Arcana) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device. In addition the character selects any 5 skills of her choice that become class skills for the arcanum avatar.
Skill Ranks Per Level: 6 + Int modifier.
| Fort | Ref | Will | Avatar Aspect | |||||
|---|---|---|---|---|---|---|---|---|
| Level | Base Attack Bonus | Save | Save | Save | Special Abilities | 1st | 2nd | 3rd |
| 1st | +0 | +1 | +1 | +1 | Aspect, One With Magic | 1 | ||
| 2nd | +1 | +1 | +1 | +1 | One Heart, One Body | 2 | ||
| 3rd | +0 | +1 | +1 | +1 | Aspect | 3 | 1 | |
| 4th | +1 | +1 | +1 | +1 | One Mind, One Soul | 4 | 2 | |
| 5th | +0 | +1 | +1 | +1 | Aspect | 5 | 3 | 1 |
| 6th | +1 | +1 | +1 | +1 | Union of the Body & Soul | 6 | 4 | 2 |
Class Features
Weapon & Armor Proficiency: Arcanum Avatars do not gain proficiency with any weapons or armor.
Aspect: At 1st level the elven exemplar chooses one aspect. As the character gains levels, her base aspect increases in power as well as allowing her to explore an additional two aspects.
One With Magic: As you gain levels in the arcanum avatar paragon path you add your paragon level to your class level in any one spellcasting class you belonged to before entering this paragon path, but exclusively for determining your caster level, spells known and spells castable per day.
One Heart, One Body (Su): A number of times per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher) +3 you can become a living conduit for magical energies. Any attack you make, whether armed or unarmed is treated as magical for the purpose of overcoming damage reduction. You can use this ability a number of times per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher) +3. Activating this ability is a swift action.
One Mind, One Soul (Su): A number of times per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher) +3 you are able to manipulate the ambient magical energy around you to imbue an unarmed attack or held weapon with a magical bonus to hit and damage your opponents equal to your paragon path level -1. If you are currently wielding a weapon that is magical, its qualities supersede this power. Activating this ability is a swift action.
Union of the Body & Soul (Su): You are never caught weaponless. You may create one weapon you are proficient with at will by coalescing and solidifying surrounding ambient magical energies and it has a magical bonus to hit and damage your opponents equal to your paragon path level -1. You can use this ability a number of times per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher) +3. If you are disarmed on relinquish your grip on the weapon, it is reabsorbed by the magical fabric of the universe. Activating this ability is a move action.
Avatar Aspects
Body
This aspect attunes your body to the flow of magic and makes you less susceptible to effects that would usually hurt or harm mortals.
1: You gain +5 hit points per body aspect level.
2: You are immune to all diseases, including supernatural and magical diseases. If you already have or eventually gain this ability from another source you instead gain +5 hit points per body aspect level (which stacks with the bonus hit points gained from your first body aspect level for a total of +10 hit points per body aspect level).
3: You gain you choice of Evasion or Uncanny Dodge (see the Rogue class features of the same name). If you already have Evasion or Uncanny Dodge, you automatically gain Improved Evasion or Improved Uncanny Dodge instead.
4: Once per round you are able to "blink" between your current location to another spot that you have line of sight to that is no farther from you than quadruple (x4) your base land speed. Using this ability counts as a move action.
5: You start to become an extension of magic made physically manifest. Your skin changes to silvery white and you are freed from the bonds of time and no longer age (any aging affects already in place remain). In addition you no longer have any need to eat, sleep or breathe as you draw sustenance from magic itself.
6: You are now a full representation of magic made physically manifested. Your body is now only a shell that you can shed for a total of 42 rounds per day plus an additional number of rounds per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher).
When you are without a physical form you gain the benefit of the ethereal jaunt and fly spells (the fly spell stats change to Range: Personal, Target: You), except they are used as supernatural abilities. Your effective caster level for this ability is equal to highest caster level in any one spellcasting class that you have.
In addition your type changes to Outsider (arcanum). The arcanum subtype works exactly like native subtype but is exclusive to creatures that gain this paragon aspect ability.
Heart
This aspect floods your heart with the energies of the universe and enables you to become at one with it as well as sharing it with those less fortunate enough to know that power.
1: You gain a +4 untyped bonus to your Charisma.
2: You gain a bonus equal to your Charisma modifier on all your saving throws.
3: You gain a +4 untyped bonus to your Charisma.
4: You gain Healing Touch as a bonus feat and can use it regardless of whether you expend an arcane or divine spell. If you already have Healing Touch you instead heal XD10 damage.
When you become eligible to select new feats, you can select any that has healing touch as a prerequisite.
5: You gain a +4 untyped bonus to your Charisma.
6: A number of times per day equal to your one-quarter Charisma modifier +1 you are able to cry and collect your tears into a vial. The collected tears act as potions of cure critical wounds that have an effective caster level equal to half the highest caster level in any one spellcasting class that you have. You are able to keep or distribute these potions as you desire.
Mind
This aspect attunes your mind to the flow of magic and attritions you against dominating and enchanting effects.
1: You gain a +4 untyped bonus to either your Intelligence or Wisdom.
2: You gain a bonus on your Will saves against all enchantment spells and effects equal to twice your mind aspect level.
3: You gain a +4 untyped bonus to either your Intelligence or Wisdom.
4: You gain the Slippery Mind ability (see the Cleric class feature of the same name). If you already have or eventually gain this ability from another source, you are able to make two additional saves instead just one additional that you are normally allowed, but can only make one save per round.
5: You gain a +4 untyped bonus to either your Intelligence or Wisdom.
6: You are now immune to all enchantment spells and effects.
Soul
This aspect attunes your soul to the ebb and flow of magic and allows you to better perceive and use the energies that pervade the multiverse.
1: You gain a competence bonus equal to your soul aspect level on all Knowledge (Arcana), Spellcraft and Use Magic Device skill checks.
In addition the character automatically gains all spells listed in the Magic cleric domain even if they are unavailable to spellcasters of your class. If these spells are already available to you gain a bonus on your caster level when casting them equal to half your soul aspect level.
2: Whenever you are the target of any spell, as a swift action you can grant all allies with a 15 feet of you a competence bonus on their next task resolution roll (any d20 roll) equal to half your soul aspect level that they make before the end of their next turn. You can use this ability a number of times per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher) +3.
3: At will, as a free action, you are able to shed light as if you were carrying a torch, bullseye lantern, common lamp or a hooded lantern. You can dismiss this light as an immediate action.
4: You gain Phantasmal Perception (see the Anchorite class feature of the same name).
5: You start to become an extension of magic made physically manifest. Your skin changes to silvery white and you are freed from the bonds of time and no longer age (any aging affects already in place remain). In addition you no longer have any need to eat, sleep or breathe as you draw sustenance from magic itself.
6: You are now a full representation of magic made physically manifested. Your body is now only a shell that you can shed for a total of 42 rounds per day plus an additional number of rounds per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher).
When you are without a physical form you gain the benefit of the ethereal jaunt and fly spells (the fly spell stats change to Range: Personal, Target: You), except they are used as supernatural abilities. Your effective caster level for this ability is equal to highest caster level in any one spellcasting class that you have.
In addition your type changes to Outsider (arcanum). The arcanum subtype works exactly like native subtype but is exclusive to creatures that gain this paragon aspect.
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