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zagan
2012-01-17, 03:26 PM
THE AVATARS OF MAGIC

The avatars of magic are creature that embody the various aspect of the magic of the world, some even they that they control it.
While powerful in their own right, the avatars are far inferior to gods and even to other legendary creature. This may seem strange for embodiment of a force such as magic and three proposed explanations exists to explain it. The first explanation is that their specialization in a particular sphere of magic and their inability to use any other type of magic make them weaker than other more versatile creature, the second explanation is that in reality the avatars share the same sources of power and as such each of them can only use a fraction of this source of power, the last explanation is that any creature that use a spell take energy from one of the avatar to do so and this constant drain limit their power.
The avatars are a neutral force, they rarely intervene in the affair of mortal. Their only task, as far as can be determined, is to protect and promote their respective aspect of magic. This mean that could for example try to kill a demon trying to take control of the source of magic or they could protect a young child that would one day create new spells.
An obscure legend said that if someone manage to kill all eight avatars and take their power, this person would become a new god of magic.

Sidebar: Avatar Traits

All the avatar of magic posses the following traits:

Tongues (Ex): The Avatars of Magic are always considered to be under the effect of a Tongues spell.

Exclusive Power (Ex): The Avatars of Magic cannot be called using spell (or effect) such a Gate or Planar Binding and no creature can take the shape of an avatar of magic with spell (or effect) such Shapechange.

Antimagic Weakness (Ex: An Avatar of Magic cannot exist in an environment without magic. As such if forced within the area of an antimagic field (or similar effect), either because it is in in the area when itís create, because it was pushed into it or because the field moved over it, the Avatar simply wink out of existences. This does not kill it, it is simply remove from the space it was occupying. The Avatar reappear in the same space and in the same state it was in when the antimagic field dissipate.

Magic Bolt (Su): An Avatar of Magic can as an attack action make a ranged touch attack dealing 3d6 points of untyped damage and it add its Charisma modifier to this damage. A magic bolt has a range of 120ft.

Magical Protection (Su: An Avatar of Magic gain a deflection bonus to AC equal to its Hit dice and a resistance bonus on all saving throw equal to half itís Charisma modifier (minimum 1). This ability function constantly and require no action on the part of the Avatar.



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The One-Who-Protect
CR 20


http://desmond.imageshack.us/Himg716/scaled.php?server=716&filename=avatarabjuration.gif&res=medium
A strange glowing shape slowly float toward you. Upon closer examination it look like complex mix or rune and symbol constantly changing. The sudden blast of magic it send toward you prove that it itís more than a simple illusion.

N Medium Outsider (Extraplanar)
Init +dex, Senses: Listen +4, Spot +24, Low-Light Vision, Darkvision 60ft
Languages Tongues
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AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 190 (20 HD(d8))
Fort +23, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
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Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+12)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Abjuration Mastery, Counterspelling Mastery, Magic Bolt
Spells per day (CL 24th, 29th on dispel checks)
9th: (7/day) All 9th level abjuration spells (DC 33)
8th: (8/day) All 8th level abjuration spells (DC 32)
7th: (8/day) All 7th level abjuration spells (DC 31)
6th: (8/day) All 6th level abjuration spells (DC 30)
5th: (8/day) All 5th level abjuration spells (DC 29)
4th: (9/day) All 4th level abjuration spells (DC 28)
3rd: (9/day) All 3rd level abjuration spells (DC 27)
2nd: (9/day) All 2nd level abjuration spells (DC 26)
1st: (9/day) All 1st level abjuration spells (DC 25)
0: (6/day) All 0 level abjuration spells (DC 24)
Supernatural Abilities Dispelling Backlash
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Abilities Str 10 (+0), Dex 18 (+4), Con 20 (+5), Int 19 (+4), Wis 18 (+4), Cha 34 (+12)
SQ Outsider trait, Improved Eschew Material, Dispelling Bonus, Avatar traits
Feats 1st: Spell Focus (Abjuration), 3rd: Greater Spell Focus (Abjuration), 6th: Extend Spells, 9th: Energy AbjurationCM p42, 12th: Quicken Spell, 15th: Metamagic School Focus (Abjuration)CM p45, 18th: Persistent Spell
Skills Appraise +4 (+6 for armor), Concentration +28, Craft (armorsmithing) +27, Decipher Script +27, Disable Device +27, Forgery +27, Knowledge (arcana) +27, Knowledge (architecture and engineering) +27, Knowledge (nature) +6 (Untrained), Knowledge (the planes) +27, Search +27 (+29 for secret door), Spellcraft +37, Spot +27, Survival +24 (+29 on other planes or following track, +31 following tracks on other planes), Use Magic Devices +12 (+16 with scroll, Untrained)

Spellcasting: The One-Who-Protect can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the abjuration school be it arcane or divine. In point of fact the One-Who-Protect can only ever cast spells from the abjuration school of magic even if it somehow learn a spell from another school it cannot cast it. Finally despite casting spells spontaneously the One-Who-Protect can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.

Abjuration Mastery (Ex): The One-Who-Protect mastery of abjuration magic granted it a number of power. First any abjuration spell (or spell-like ability) cast within 30ft of the One-Who-Protect are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Protect itself. This benefit is constant and require no action on the part of the One-Who-Protect. Second the One-Who-Protect can once per round as a free action dispel any one abjuration spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Protect can as a swift action gain control of any ongoing abjuration spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or itís target) this can allow it to dismiss the spell if itís possible for example or to pass through a barrier that normally only allow the caster through.

Improved Eschew Material: The One-Who-Protect can cast any abjuration spell that has a material component without needing that component (of any value) and it can cast abjuration spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.

Dispelling Backlash (Su): When the One-Who-Protect successfully dispel (by any means) a non-abjuration spell (or spell-like ability) targeting a creature it can choose to have that creature take 1d6 points of damage per caster level of dispelled spell. This benefit apply only to spells specifically targeting creatures not to spells affecting an area regardless of the presence of a creature inside.

Counterspelling Mastery (Ex): The One-Who-Protect can attempt to counterspell a spell without the need to ready an action. It can only attempt to do so once per round.

Dispelling Bonus (Ex): The One-Who-Protect gain a +5 competence bonus on dispel checks.

Skills: The One-Who-Protect gain a +8 racial bonus on all Spellcraft checks.

Strategies and Tactics: The One-Who-Protect if possible will begin any encounter with a host of spells to protect himself such as freedom of movement, repulsion, shield, stoneskin and/or spell turning if at all possible, other even depending on the situation. During the first round he will use a free action to dispel an abjuration spell present on his foe, and he continue doing so during all the encounter. He then use a quicken greater dispel magic and greater dispel magic. During the rest of the encounter he remain flying as far a possible using spell such as dismissal (against extraplanar foe), imprisonment or prismatic wall (if fighting with ally or in circumstance that allow it to force movement).

Treasure: One Gem of Quick Dispelling


Gem of Quick Dispelling
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Abjuration
Activation: Swift
Weight: --
This light blue gem in the shape of an hollow sphere that radiate soft light.

A gem of quick dispelling is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly remove the magical enhancement of creatures or object.
When you activate the gem, a swift action, you create an effect identical to that of a greater dispel spell. You can use any of the normal option of greater dispel except for the counterspell option.



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The One-Who-Move
CR 20


http://desmond.imageshack.us/Himg267/scaled.php?server=267&filename=avatarconjuration.gif&res=medium
A strange glowing shape slowly float toward you. It look like an elongated squid made of light, itís surround by some sort of necklace made of gem and metal. In addition two light source, like miniature sun hover above itís head.

N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +4, Spot +4, Low-Light Vision, Darkvision 60ft
Languages Tongues
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AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 170 (20 HD(d8))
Fort +22, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
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Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+12)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Conjuration Mastery
Spells per day (CL 24th)
9th: (7/day) All 9th level conjuration spells
8th: (8/day) All 8th level conjuration spells
7th: (8/day) All 7th level conjuration spells
6th: (8/day) All 6th level conjuration spells
5th: (8/day) All 5th level conjuration spells
4th: (9/day) All 4th level conjuration spells
3rd: (9/day) All 3rd level conjuration spells
2nd: (9/day) All 2nd level conjuration spells
1st: (9/day) All 1st level conjuration spells
0: (6/day) All 0 level conjuration spells
Supernatural Abilities Immediate Move
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Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Rapid Summoning, Ignore Product, Avatar traits
Feats 1st: Spell Focus (conjuration), 3rd: Greater Spell Focus (conjuration), 6th: Augment Summoning, 9th: Cloudy ConjurationCM p40, 12th: Quicken Spell, 15th: Metamagic School Focus (Conjuration)CM p45, 18th: Sculpt SpellCAr p83
Skills Appraise +4 (+6 with alchemical item, colckwork item and trap), Concentration +28, Craft (alchemy) +27, Craft (clockworking) +27, Craft (trapmaking) +24, Diplomacy +35, Handle Animal +35, Heal +27, Intimidate +35, Knowledge (arcana) +27, Knowledge (geography) +27, Knowledge (the planes) +27, Ride +6, Spellcraft +37, Survival +4 (+6 to avoid getting lost or when on other planes, +10 for both), Use Magic device +12 (+14 with scrolls)

Spellcasting: The One-Who-Move can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the conjuration school be it arcane or divine. In point of fact the One-Who- Move can only ever cast spells from the conjuration school of magic even if it somehow learn a spell from another school it cannot cast it. Finally despite casting spells spontaneously the One-Who- Move can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.

Conjuration Mastery (Ex): The One-Who-Move mastery of conjuration magic granted it a number of power. First any conjuration spell (or spell-like ability) cast within 30ft of the One-Who-Move are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Move itself. This benefit is constant and require no action on the part of the One-Who-Move . Second the One-Who-Move can once per round as a free action dispel any one conjuration spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Move can as a swift action gain control of any ongoing conjuration spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or itís target) this can allow it to dismiss the spell if itís possible for example, to pass through a barrier that normally only allow the caster through, or similar effect.

Improved Eschew Material: The One-Who-Move can cast any conjuration spell that have a material component without needing that component (of any value) and it can cast conjuration spell that has a focus (arcane or divine) costing 1000 gp or less without that focus.

Rapid Summoning (Ex): The One-Who-Move can use conjuration (summoning) spells with a casting time of one round as a standard action instead. It can even apply the quicken spells feat to such spells.

Ignore Product (Su): The One-Who-Move can see through any effect (creature or object) called, create or summoned with a conjuration spells as if it wasnít present. In addition it can move through a space occupied by such effect as if they were immaterial, but it cannot end his turn while sharing space with such effect. For example the One-Who-Move could use a spell that require line of sight but not line of effect though a wall or iron and it could pass through that wall without impediment.

Immediate Move (Su): The-One-Who-Move can as an immediate action teleport itself (and upt to is maximum load) up to 100ft away. It can use this ability at will.

Skills: The One-Who-Move gain a +8 racial bonus on all Spellcraft checks.

Strategies and Tactics: The One-Who-Move if possible will begin any encounter with a number of summoned creature by his side and with the terrain modified to his advantages. During the first round he will use a free action to dispel any conjuration spell used by his foe, and he continue doing so during all the encounter. He then use either a summoning spell or a fog spell to hinder his foe. Finally when his foe are occupied he will use damage spell such as orb of force or black tentacles.

Treasure: One Gem of Quick Summoning


Gem of Quick Summoning
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Conjuration
Activation: Swift
Weight: --
This light yellow gem in the shape of an hollow disk that radiate light in the middle.

A gem of quick summoning is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly summon creatures to help you.
When you activate the gem, a swift action, you create an effect identical to that of a Summon Monster VI spell. You can summon any creature from the Summon Monster VI list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list. The summoned creature can act immediately.



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The One-Who-Know
CR 20


http://desmond.imageshack.us/Himg842/scaled.php?server=842&filename=avatardivination.gif&res=medium
A strange glowing shape slowly float toward you. It look like nothing youíve ever seen before, multicolored light flickering constantly in a vaguely humanoid shape. With a little effort you can barely see through it but it turn it look like itís seeing through you, studying you.

N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +27, Spot +27, Low-Light Vision, Darkvision 60ft
Languages Tongues
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AC 44, touch 44, flat-footed 40 (+4 dex, +20 def, +10 insight)
hp 170 (20 HD(d8))
Fort +23, Ref +27, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects. Cannot be flanked or caught flat-footed.
Resistance DR 20/magic, Spell resistance 35
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Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+cha)
Space 5ft Reach 5ft
Base Atk +20, Grp +20+str
Atk Options Spellcasting, Divination Mastery
Spells per day (CL 24th)
9th: (7/day) All 9th level divination spells
8th: (8/day) All 8th level divination spells
7th: (8/day) All 7th level divination spells
6th: (8/day) All 6th level divination spells
5th: (8/day) All 5th level divination spells
4th: (9/day) All 4th level divination spells
3rd: (9/day) All 3rd level divination spells
2nd: (9/day) All 2nd level divination spells
1st: (9/day) All 1st level divination spells
0: (6/day) All 0 level divination spells
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Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Comprehensive Knowledge, Irresistible Scrying, Glimpse of the Future, Avatar traits
Feats 1st: Spell Focus (divination), 3rd: Greater Spell Focus (divination), 6th: Rapid SpellCD p84, 9th: Insightful DivinationCM p44, 12th: Quicken Spell, 15th: Metamagic School Focus (divination)CM p45, 18th: Knowledge DevotionCC p60
Skills Appraise +27, Concentration +28, Decipher Script +27, Diplomacy +16, Forgery +27, Gather Information +37, Knowledge (arcana) +27, Knowledge (architecture and engineering) +27, Knowledge (dungeoneering) +27, Knowledge (geography) +27, Knowledge (history) +27, Knowledge (local) +27, Knowledge (nature) +29, Knowledge (nobility and royalty) +27, Knowledge (psionic) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +27, Martial Lore +27, Psicraft +29, Search +27 (+29 for secret door), Sense Motive +27, Spellcraft +37, Spot +27, Survival +27 (+29 if underground, above ground or when on other planes, +31 to avoid getting lost or following track), Use Magic Device +12 (+16 with scrolls), Use Psionic Device +12 (+14 with power stones)

Spellcasting: The One-Who-Know can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the divination school be it arcane or divine. In point of fact the One-Who-Know can only ever cast spells from the divination school of magic even if it somehow learn a spell from another school it cannot cast it. Finally despite casting spells spontaneously the One-Who-Know can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.

Divination Mastery (Ex): The One-Who-Know mastery of divination magic granted it a number of power. First any abjuration spell (or spell-like ability) cast within 30ft of the One-Who-Know are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Know itself. This benefit is constant and require no action on the part of the One-Who-Know. Second the One-Who-Know can once per round as a free action dispel any one divination spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Know can as a swift action gain control of any ongoing divination spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or itís target) this can allow it to dismiss the spell if itís possible for example or to pass through a barrier that normally only allow the caster through.

Improved Eschew Material: The One-Who-Know can cast divination spells that has a material component without needing that component (of any value) and it can cast divination spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.

Comprehensive Knowledge (Ex): The One-Who-Know gain 12 bonus skill points per level that can only be spent on Knowledge skills or on Martial Lore skill. In addition it can always choose to take 10 when making Knowledge or Martial Lore checks.

Irresistible Scrying (Ex): When the One-Who-Know cast a scrying spell, the scrying sensor so create cannot be detect by any mean and the spell is not blocked by either lead or by magical means such as the mind blank spell.

Glimpse of the Future (Su): The intimate relationship that One-Who-Know cultivate with time allow it to glimpse a few second into the future to gain several benefit. It gain a +10 insight bonus to AC, it gain a +5 insight bonus on Reflex save, it cannot be flanked or caught flat-footed and it can always act during a surprise round. Finally at any time a melee attack miss the One-Who-Know, it can immediately make an attack opportunity against the attacking creature if that creature is within its reach. Attack of opportunity made this way do not count toward the maximum number of attack of opportunity can make in a round. This ability is constantly active and require no action or even though on the part of the One-Who-Know.

Skills: The One-Who-Know gain a +8 racial bonus on all Spellcraft checks.

Strategies and Tactics: The-One-Know rarely fight, even more rarely than the other avatar.
Each day it scry to see if anything pose a danger to them, if they find something, generally one or more beings that want to kill it, they scry to learn as much as possible about this being mostly for weakness and for other being that opposed the first. The One-Who-Know then seek out this opposition and reveal to this opposition any weakness it may uncovered about the being that is targeting it. Against a particularly cunning foe it may even join force with the other avatar. If somehow forced into a fight, it will try to stay at a distance to use its magic bolt in support to any allies it may have.

Treasure: One Gem of Quick True Seeing


Gem of Quick True Seeing
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Divination
Activation: Swift
Weight: --
This light white gem in the shape of a miniature crystal ball, a perfect sphere with a spark of little at its center.

A gem of quick true seeing is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly pierce illusion.
When you activate the gem, a swift action, you create an effect identical to that of a True Seeing spell.



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zagan
2012-01-17, 03:27 PM
The One-Who-Control
CR 20


http://desmond.imageshack.us/Himg576/scaled.php?server=576&filename=avatarenchantment.gif&res=medium
A strange glowing shape slowly float toward you. It look like a cross between a bird and a squid but made of purple light. It wear some sort of crown of metal and an ornate piece of metal float just in front of it.

N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +4, Spot +4, Low-Light Vision, Darkvision 60ft
Languages Tongues
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AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 170 (20 HD(d8))
Fort +23, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
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Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+cha)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Enchantment Mastery
Spells per day (CL 24th)
9th: (7/day) All 9th level enchantment spells
8th: (8/day) All 8th level enchantment spells
7th: (8/day) All 7th level enchantment spells
6th: (8/day) All 6th level enchantment spells
5th: (8/day) All 5th level enchantment spells
4th: (9/day) All 4th level enchantment spells
3rd: (9/day) All 3rd level enchantment spells
2nd: (9/day) All 2nd level enchantment spells
1st: (9/day) All 1st level enchantment spells
0: (6/day) All 0 level enchantment spells
Supernatural Abilities Dormant Spell
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Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Potent Enchantment, Irresistible Command, Avatar traits
Feats 1st: Spell Focus (enchantment), 3rd: Greater Spell Focus (enchantment), 6th: Extend Spell, 9th: Unsettling EnchantmentCM p48, 12th: Quicken Spell, 15th: Metamagic School Focus (enchantment)CM p45, 18th: Twin SpellCAr p84
Skills Bluff +35, Concentration +28, Diplomacy +39, Disguise+12 (+14 to act in character), Forgery +27, Gather Information +37, Handle Animal +35, Intimidate +37, Knowledge (local) +27, Knowledge (nobility and royalty) +27, Perform (oratory) +35, Ride +6, Sense Motive +27, Spellcraft +35, Sleight of Hand +6, Use Magic Device +12 (+14 with scrolls)

Spellcasting: The One-Who-Control can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the enchantment school be it arcane or divine. In point of fact the One-Who-Control can only ever cast spells from the enchantment school of magic even if it somehow learn a spell from another school it cannot cast it. Finally despite casting spells spontaneously the One-Who-Control can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.

Enchantment Mastery (Ex): The One-Who-Control mastery of enchantment magic granted it a number of power. First any enchantment spell (or spell-like ability) cast within 30ft of the One-Who-Control are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Control itself. This benefit is constant and require no action on the part of the One-Who-Control. Second the One-Who-Control can once per round as a free action dispel any one enchantment spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Control can as a swift action gain control of any ongoing enchantment spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or itís target) this can allow it to dismiss the spell if itís possible for example or to pass through a barrier that normally only allow the caster through.

Improved Eschew Material: The One-Who-Control can cast enchantment spells that has a material component without needing that component (of any value) and it can cast enchantment spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.

Potent Enchantment (Ex): When the One-Who-Control cast enchantment spells they are more potent than normal. First if the spell posses the mind-affecting descriptor it can affect even creature immune to mind-affecting effect, no matter the source of this immunity unless they are mindless. Second if a creature is controlled by the One-Who-Control by a charm or compulsion spell, this control is not suspend if a spell such as protection from evil or similar effect is put into effect on the creature afterward however if a creature is already protect in this way and then the One-Who-Control try to control the creature the controlling effect will be suspend until the protective effect end as normal. Third a creature does not gain a bonus to itís save to resist an enchantment spell cast by the One-Who-Control if itís being threatened by the One-Who-Control or itís allies nor does it gain a bonus if forced to take an action against their nature. Finally by virtue of the constant tongue effect that the One-Who-Control is under, it does not need to share a language with a creature to give it order for the purpose of a charm or compulsion spells.

Irresistible Command (Ex): If the One-Who-Control control a creature with a compulsion spell
it can choose to give a self destructive order such as attacking itself or jumping of a cliff, however once the chosen action has been carried out, if the creature survive, the effect of the spell used to give the order end immediately and the creature cannot be affected by any spells cast by the On-Who-Control for the next 24 hours.

Dormant Spell (Su): When the One-Who-Control cast an enchantment spell it can choose to make it a dormant spell. A dormant spell does not come into effect immediately instead it goes dormant and is undetectable for as long as it stay dormant. A dormant spell stay dormant for one week, if at this point the One-Who-Control hasnít activate it, it dissipate. At any moment during the week and as long as both the target, or targets, of the spell and the One-Who-Control are on the same plane the One-Who-Control can activate the dormant spell as a free action with a though and the spell come into effect as if it was just cast, lasting itís normal duration.

Skills: The One-Who-Control gain a +8 racial bonus on all Spellcraft checks.

Strategies and Tactics: The One-Who-Control is generally surround by a number of creature he control using dominate spells. It begin an encounter by ordering its allies to attack and then trying to gain control of the creature attacking it, if that fail for some reason it simply support itís allies with spell such as heroism or simply attack with its magic bolt.

Treasure: One Gem of Quick Suggestion


Gem of Quick Suggestion
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Enchantment
Activation: Swift
Weight: --
This light purple gem in the shape of a long and tin cylinder. It emit just a little light that form in some sort of string that dissipate into the aether after a few inch.

A gem of quick suggestion is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly influence the action of other.
When you activate the gem, a swift action, you create an effect identical to that of a Mass Suggestion spell.



------------------------------------------------------

The One-Who-Destroy
CR 20


http://desmond.imageshack.us/Himg832/scaled.php?server=832&filename=avatarevocation.gif&res=medium
A strange glowing shape slowly float toward you. Itís a confusing mix of constantly changing color. In shape it look vaguely like a triangle pointing down with wings on the side.

N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +4, Spot +27, Low-Light Vision, Darkvision 60ft
Languages Tongues
------------------------------------------------
AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 170 (20 HD(d8))
Fort +23, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
------------------------------------------------
Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+12)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Evocation Mastery, Unlimited Damage, Variable Energy Substitution, Unavoidable Attack
Spells per day (CL 24th)
9th: (7/day) All 9th level evocation spells
8th: (8/day) All 8th level evocation spells
7th: (8/day) All 7th level evocation spells
6th: (8/day) All 6th level evocation spells
5th: (8/day) All 5th level evocation spells
4th: (9/day) All 4th level evocation spells
3rd: (9/day) All 3rd level evocation spells
2nd: (9/day) All 2nd level evocation spells
1st: (9/day) All 1st level evocation spells
0: (6/day) All 0 level evocation spells
-----------------------------------------------
Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Avatar traits
Feats 1st: Spell Focus (evocation), 3rd: Greater Spell Focus (evocation), 6th: Empower Spell, 9th: Piercing EvocationCM p46, 12th: Quicken Spell, 15th: Metamagic School Focus (evocation)CM p45, 18th: Maximize Spell
Skills Appraise +4 (+6 with alchemical item and trap), Concentration +28, Craft (alchemy) +27, Craft (trapmaking) +27, Disable Device +27, Intimidate +35, Knowledge (arcana) +27, Knowledge (architecture and engineering) +27, Knowledge (nature) +6, Knowledge (the planes) +27, Open Lock +27, Search +4 (+6 to find secret door), Spellcraft +37, Spot +27, Survival +27 (+29 on other planes), Use Magic Devices +12 (+14 with scrolls)

Spellcasting: The One-Who-Destroy can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the evocation school be it arcane or divine. In point of fact the One-Who-Destroy can only ever cast spells from the evocation school of magic even if it somehow learn a spell from another school he cannot cast it. Finally despite casting spells spontaneously the One-Who-Destroy can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.

Evocation Mastery (Ex): The One-Who-Destroy mastery of evocation magic granted it a number of power. First any evocation spell (or spell-like ability) cast within 30ft of the One-Who-Destroy are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Destroy itself. This benefit is constant and require no action on the part of the One-Who-Destroy. Second the One-Who-Destroy can once per round as a free action dispel any one evocation spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Destroy can as a swift action gain control of any ongoing evocation spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or itís target) this can allow it to dismiss the spell if itís possible for example or to pass through a barrier that normally only allow the caster through.

Improved Eschew Material: The One-Who-Destroy can cast evocation spells that has a material component without needing that component (of any value) and it can cast abjuration spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.

Unlimited Damage (Ex): When casting a spell that deal damage and that posses a maximum amount of damage it can inflict, in number of dices or via a straight maximum, the One-Who-Destroy can choose to ignore this maximum and deal as much damage as itís caster level would allow. For example if the One-Who-Destroy cast a fireball spell it would deal 24d6 points of fire damage.

Variable Energy Substitution (Ex): When casting a spell with the acid, cold, electricity or fire descriptor the One-Who-Destroy can choose to change it to any of the other, if the spell in question deal damage this damage change to the reflect the new energy descriptor. For example when casting a fireball the One-Who-Destroy may choose to have it deal acid damage instead, creating an acidball.

Unavoidable Attack (Ex): When the One-Who-Destroy cast an evocation spell that afford a Reflex save for half damage, if a creature within the area posses the evasion special quality it is treat as if it didnít posses it and if it posses the improved evasion special quality it is instead treat as it posses only evasion.

Skills: The One-Who-Destroy gain a +8 racial bonus on all Spellcraft checks.

Strategies and Tactics: The One-Who-Destroy strategies is the simplest of all the avatar, using offensive spell to the exclusions of anything else, modifying them if necessary. Occasionally it also use force spell Forcecage or Interposing Hand to immobilise an enemy or hinder its movement.

Treasure: One Gem of Quick Lightning


Gem of Quick Lightning
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Evocation
Activation: Swift
Weight: --
This light yellow gem in the shape of a diamond. It seem to crackle with electricity.

A gem of quick lightning is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly blast one or more creature with lightning.
When you activate the gem, a swift action, you create an effect identical to that of a Chain Lightning spell.



------------------------------------------------------

The One-Who-Misled
CR 20


http://desmond.imageshack.us/Himg534/scaled.php?server=534&filename=avatarillusion.gif&res=medium
A strange glowing shape slowly float toward you. It posses a snake-like shape made of blue and purple light and you can often glimpse image on its reflective hide.

N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +27, Spot +27, Low-Light Vision, Darkvision 60ft
Languages Tongues
------------------------------------------------
AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 170 (20 HD(d8))
Fort +23, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
------------------------------------------------
Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+12)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Illusion Mastery
Spells per day (CL 24th)
9th: (7/day) All 9th level illusion spells
8th: (8/day) All 8th level illusion spells
7th: (8/day) All 7th level illusion spells
6th: (8/day) All 6th level illusion spells
5th: (8/day) All 5th level illusion spells
4th: (9/day) All 4th level illusion spells
3rd: (9/day) All 3rd level illusion spells
2nd: (9/day) All 2nd level illusion spells
1st: (9/day) All 1st level illusion spells
0: (6/day) All 0 level illusion spells
-----------------------------------------------
Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Easy Concentration, Disbelief Resistance, Selective Visibility, Avatar traits
Feats 1st: Spell Focus (illusion), 3rd: Greater Spell Focus (illusion), 6th: Silent Spell, 9th: Dazzling IllusionCM p41, 12th: Quicken Spell, 15th: Metamagic School Focus (illusion)CM p45, 18th: Trickery DevotionCC p63
Skills Appraise +4 (+6 for painting), Bluff +35, Concentration +28, Craft (painting) +27, Diplomacy +14, Disguise +35 (+37 to act in character), Forgery +27, Hide +27, Intimidate +14, Listen +27, Move Silently +27, Knowledge (architecture and engineering) +27, Search +4 (+6 for secret door), Sleight of Hand +29, Spellcraft +35, Spot +27, Use Magic Devices +12 (+14 with scrolls)

Spellcasting: The One-Who-Misled can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the illusion school be it arcane or divine. In point of fact the One-Who-Misled can only ever cast spells from the illusion school of magic even if it somehow learn a spell from another school he cannot cast it. Finally despite casting spells spontaneously the One-Who-Misled can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.

Illusion Mastery (Ex): The One-Who-Misled mastery of abjuration magic granted it a number of power. First any illusion spell (or spell-like ability) cast within 30ft of the One-Who-Misled are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Misled itself. This benefit is constant and require no action on the part of the One-Who-Misled. Second the One-Who-Misled can once per round as a free action dispel any one illusion spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Misled can as a swift action gain control of any ongoing illusion spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or itís target) this can allow it to dismiss the spell if itís possible for example or to pass through a barrier that normally only allow the caster through.

Improved Eschew Material: The One-Who-Misled can cast illusion spells that has a material component without needing that component (of any value) and it can cast abjuration spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.

Easy Concentration (Ex): The One-Who-Misled can maintain concentration on a illusion spell he cast itself as a free action instead of a standard action. It can only maintain concentration in this way one one spell at time, if it wish to concentrate one an additional illusion spell it must use its standard action as normal.

Selective Visibility (Ex): When the One-Who-Misled cast an illusion spell that can be perceived by all creature present it can instead choose to make it only perceivable only to some of creature present of is choice. The other creature perceive nothing at all, no even an outline.

Disbelief Resistance (Ex): Illusion spells cast by the One-Who-Misled are harder to disbelieve than normal. To disbelieve an illusion create by the One-Who-Misled a creature must actually touch it with a part of itís body or a held object not simply study it or interact with it from afar. In addition even if faced with proof that an illusion create by the One-Who-Misled isnít real a creature still need to disbelieve it on itís own. Finally even if a creature successfully disbelieve an illusion create by the One-Who-Misled and communicate this fact to others, the other creature do not gain any bonus on their saving throw to disbelieve the illusion.

Skills: The One-Who-Misled gain a +8 racial bonus on all Spellcraft checks.

Strategies and Tactics: The One-Who-Misled generally begin an encounter with multiple spell in place to obscure its position, such as mirror image, blur and invisibility. offensively it use illusion to either lure a creature into a dangerous natural area or directly attack it with spell such as shadow conjuration, shadow evocation, or phantasmal killer.

Treasure: One Gem of Quick Misleading


Gem of Quick Misleading
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Illusion
Activation: Swift
Weight: --
This light white gem in the shape of a flat oval. It look like a miniature mirror and you can see your reflect in it.

A gem of quick misleading is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly disappear and make your foe believe that you are elsewhere.
When you activate the gem, a swift action, you create an effect identical to that of a Mislead spell.



------------------------------------------------------

zagan
2012-01-17, 03:29 PM
The One-Who-Kill
CR 20


http://desmond.imageshack.us/Himg819/scaled.php?server=819&filename=avatarnecromancy.gif&res=medium
A strange glowing shape slowly float toward you. It's a sickly green, undulating in a disturbing way. It's surround by sharp and dark metallic shape.

N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +27, Spot +4, Low-Light Vision, Darkvision 60ft
Languages Tongues
------------------------------------------------
AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 170 (20 HD(d8))
Fort +23, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
------------------------------------------------
Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+12)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Necromancy Mastery
Spells per day (CL 24th)
9th: (7/day) All 9th level necromancy spells
8th: (8/day) All 8th level necromancy spells
7th: (8/day) All 7th level necromancy spells
6th: (8/day) All 6th level necromancy spells
5th: (8/day) All 5th level necromancy spells
4th: (9/day) All 4th level necromancy spells
3rd: (9/day) All 3rd level necromancy spells
2nd: (9/day) All 2nd level necromancy spells
1st: (9/day) All 1st level necromancy spells
0: (6/day) All 0 level necromancy spells
Supernatural Abilities Rebuke Undead (15/day, Turning check +26)
-----------------------------------------------
Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Negative Affinity, Improved Control, Avatar traits
Feats 1st: Spell Focus (necromancy), 3rd: Greater Spell Focus (necromancy), 6th: Fell DrainLM p27, 9th: Fearsome NecromancyCM p41, 12th: Quicken Spell, 15th: Metamagic School Focus (necromancy)CM p45, 18th: Fell AnimateLM p26
Skills Appraise +27 (+29 with gem), Concentration +27, Craft (gemcutting) +27, Disguise +35, Intimidate +35, Heal +27, Knowledge (dungeoneering) +27, Knowledge (history) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +27, Spellcraft +35, Survival +4 (+6 underground or on other planes), Use Magic Devices +12 (+14 with scrolls)

Spellcasting: The One-Who-Kill can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the necromancy school be it arcane or divine. In point of fact the One-Who-Kill can only ever cast spells from the necromancy school of magic even if it somehow learn a spell from another school he cannot cast it. Finally despite casting spells spontaneously the One-Who-Kill can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.

Necromancy Mastery (Ex): The One-Who-Kill mastery of abjuration magic granted it a number of power. First any necromancy spell (or spell-like ability) cast within 30ft of the One-Who-Kill are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Kill itself. This benefit is constant and require no action on the part of the One-Who-Kill . Second the One-Who-Kill can once per round as a free action dispel any one necromancy spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Kill can as a swift action gain control of any ongoing necromancy spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or itís target) this can allow it to dismiss the spell if itís possible for example or to pass through a barrier that normally only allow the caster through.

Improved Eschew Material: The One-Who-Kill can cast necromancy spells that has a material component without needing that component (of any value) and it can cast abjuration spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.

Negative Affinity (Ex): The One-Who-Kill posses an affinity with the negative energy that is at the core of necromancy. As such it gain two benefit, first it can be healed by negative energy as if it was an undead creature, second any creature that successfully hit the One-Who-Kill with a natural weapon or a non reach take 10d6 points of negative energy damage, a successful Reflex save (DC 24) halves this damage, the save DC is Constitution based.

Rebuke Undead (Su): The-One-Who-Kill can rebuke undead as an evil cleric with a level equal to its Hit dices. In addition it gain a +4 bonus on all turning checks.

Improved Control (Ex): The-One-Who-Kill can control twice the normal amount of undead when casting spells such as animate dead, this amount is calculate before any other bonus that the One-Who-Kill may posses.

Skills: The One-Who-Kill gain a +8 racial bonus on all Spellcraft checks.

Strategies and Tactics: The One-Who-Kill is generally surround by undead creature he controlled. During an encounter he generally fight from the back while his undead protect it. It prefer to use spell that inflict crippling condition or negative level or even spell that kill directly such as, eyebite, enervation or finger of death.

Treasure: One Gem of Quick Harm


Gem of Quick Harm
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Necromancy
Activation: Swift
Weight: --
This light black gem in the shape of a skull. A red glow come from the orbit of the skull and it seem cold to the touch.

A gem of quick harm is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly inflict crippling damage on your foe.
When you activate the gem, a swift action, you create an effect identical to that of a Harm spell.



------------------------------------------------------

The One-Who-Change
CR 20


http://desmond.imageshack.us/Himg215/scaled.php?server=215&filename=avatartransmutation.gif&res=medium
A strange glowing shape slowly float toward you. It's a shifting yellow always moving almost like an abstract painting. It's surround by a cloud of dark blue light also constantly shifting .

N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +4, Spot +4, Low-Light Vision, Darkvision 60ft
Languages Tongues
------------------------------------------------
AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 170 (20 HD(d8))
Fort +23, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
------------------------------------------------
Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+12)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Transmutation Mastery
Spells per day (CL 24th)
9th: (7/day) All 9th level transmutation spells
8th: (8/day) All 8th level transmutation spells
7th: (8/day) All 7th level transmutation spells
6th: (8/day) All 6th level transmutation spells
5th: (8/day) All 5th level transmutation spells
4th: (9/day) All 4th level transmutation spells
3rd: (9/day) All 3rd level transmutation spells
2nd: (9/day) All 2nd level transmutation spells
1st: (9/day) All 1st level transmutation spells
0: (6/day) All 0 level transmutation spells
-----------------------------------------------
Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Double Shape, Cumulative Spell, Enduring Transmutation, Avatar traits
Feats 1st: Spell Focus (transumation), 3rd: Greater Spell Focus (transmutation), 6th: Extend Spell, 9th: Toughening TransmutationCM p48, 12th: Quicken Spell, 15th: Metamagic School Focus (transmutation)CM p45, 18th: Persistent Spell
Skills Bluff +35, Concentration +27, Diplomacy +14, Disguise +35 (+37 to act in character), Gather Information +14, Intimidate +14, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (local) +27, Knowledge (nature) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Sleight of Hand +6, Spellcraft +37, Survival +27 (+29 underground , aboveground or on other planes)

Spellcasting: The One-Who-Change can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the abjurations school be it arcane or divine. In point of fact the One-Who-Change can only ever cast spells from the transmutation school of magic even if it somehow learn a spell from another school he cannot cast it. Finally despite casting spells spontaneously the One-Who-Change can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.

Transmutation Mastery (Ex): The One-Who-Change mastery of transmutation magic granted it a number of power. First any transmutation spell (or spell-like ability) cast within 30ft of the One-Who-Change are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Change itself. This benefit is constant and require no action on the part of the One-Who-Protect. Second the One-Who-Change can once per round as a free action dispel any one transmutation spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Change can as a swift action gain control of any ongoing transmutation spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or itís target) this can allow it to dismiss the spell if itís possible for example or to pass through a barrier that normally only allow the caster through.

Improved Eschew Material: The One-Who-Change can cast transmutation spells that has a material component without needing that component (of any value) and it can cast abjuration spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.

Double Shape (Ex): When the One-Who-Change cast a transmutation spell on itself that allow it to take the shape of another creature of his choice, and not a specific shape dictate by the spell, such as Alter self it can instead choose to take the shape of two creature at once. It end up looking like an hybrid of both creature and do not gain any bonus on disguise check to disguise itself as one of the creature. The One-Who-Change gain the greater aspect of each creature depending on what aspect the spell used grant it and if the spell change it's type it is considered to have whichever of the two types is the most advantageous at any one time. For example if the One-Who-Change use Polymorph to take the shape of a Juvenile Bronze Dragon and a Horned Devil simultaneously it would gain the Strength, Dexterity, Constitution of the Horned Devil, the movement speed of the Dragon (maximum 120ft for the fly speed as normal instead of 150ft), the natural armor bonus of the devil and so on.

Cumulative Spell (Ex): Any enhancement bonus grant to the One-Who-Change by a transmutation spell it cast on itself stack with any other enhancement bonus from other transmutation spell it cast on itself as long as the spells are different. It couldn't gain a +8 enhancement bonus its Strength score by casting Bull's Strength on itself twice but it could gain a +8 enhancement bonus to its Strength score with Bull's Strength in conjunction with Bite of the WereboarSpc p28 for example.

Enduring Transmutation (Ex): Any time a transmutation spell cast by the One-Who-Change would be dispelled its remaining duration is instead halved, round down. If this halved duration would be less than one round then the spell is really dispelled.

Skills: The One-Who-Change gain a +8 racial bonus on all Spellcraft checks.

Strategies and Tactics: The One-Who-Change spend very little time in its original form preferring to be in the shape of other powerful creature such as dragon or demon. In generally chose to fight in close combat after using multiple spell to augment it's strength. Occasionally it also use offensive transmutations spell spells such as Disintegrate or Flesh to Stone.

Treasure: One Gem of Quick Petrification


Gem of Quick Petrification
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Transmutation
Activation: Swift
Weight: --
This light grey misshapen gem, like a lump of clay. It give the impression that with just a little touch it can become anything.

A gem of quick petrification is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly change your foe into stone.
When you activate the gem, a swift action, you create an effect identical to that of a Flesh to Sttone spell.



------------------------------------------------------



Avatar of Magic Lore:
Character who have ranks in Knowledge (arcana) or Knowledge (the planes) can learn more about Avatar of Magic. When a character make a successful skill check, the following lore is revealed, including the information from lower DCs.
{table=head]Knowledge (arcana) or (the planes) DC|Result
30|This is an Avatar of magics, an outsider and the master of one particular field of magic. It can cast any spells from his particular school and modify them in unique way.
35|This reveal all the Avatar immunity, its damage reduction and spell resistance.
40|This either reveal either all the special abilities of an avatar or only the special abilities common to all avatar if the check is made against the Avatar of magic in general
45|This reveal that when killed an avatar leave behind a unique and powerful magic gem. And that if one were to collect all the gem and use them during a special ritual one would become a god of magic.
[/table]



FAQ:

Why spell focus and greater spell focus for all avatar even though its useless for some of them ?
For two reasons, coherence, so that all the avatars have the same organization in their feats and because even if only one spell in a given school posses a saving throw then that one spell will be harder to resist because its cast by an avatar.
I'm not trying to optimize a character here, simply providing a monster that can be used to create a fun encounter for the players.

Why all the avatar have the same ability score ?
Because I want them all to share as many characteristic as possible, their only real difference come from the school.

Why so little fluff ?
Because I want the avatar to be easily inserted in a given game world, its for the DM to decide if he want to have each of them living in a personal demi-plane or all together in a secret fortress of the material, if he want them to cooperate or be bitter enemy. It's for the same reason that I provide no detail on the ritual to gain godhood by killing all the avatar, do you replace an existing god of magic, do you need to sacrifice something during the ritual, does it need to be done at a specific time, do you have a time limit before the avatar are reborn and the gem lose power ? It's for you to decide.

-----------------------------

I has taken me forever and a day but I did manage to finish this project. It was supposed to be a short project to relax me between way bigger one but it drag on much longer than planned. Anyway I hope you like them, I'm open to critic and welcome them, just read the faq first. In particular I like your opinion on the DR, I was hesitating between simply DR/magic or DR/magic and cold iron. For their CR just magic is nearly useless but DR magic and cold iron seem just a little too much.
Also do you think their CR is correct or it is too high ?

SamBurke
2012-01-17, 03:38 PM
So... what is this?

zagan
2012-01-17, 03:43 PM
So... what is this?

It's coming I have some problem with my internet connexion with the PC that contain my homebrew folder. I'm trying to edit it in right now.

Edit: Now it's done.

Milo v3
2012-01-18, 12:11 AM
If every Avatar of Magic has Antimagic Weakness & Magic Bolt why not put them in the Subtype rather than adding them to each individually?

Other than that they look good personally I would use these in my game.

zagan
2012-01-19, 03:57 PM
If every Avatar of Magic has Antimagic Weakness & Magic Bolt why not put them in the Subtype rather than adding them to each individually?

Other than that they look good personally I would use these in my game.

Excellent point I should edit it when I have the time, its because I add the avatar trait at the end mostly to prevent player from using the monster and to reinforced their uniqueness.

If you do end up using them could you give me some feedback ?

bobthe6th
2012-01-19, 05:16 PM
Man... now The-One-Who-Kills goes in the bag with the slay mate. A necromancer would give anything to possess it... anything.(+4 caster level! now zombies are a threat.)

Steward
2012-01-19, 06:50 PM
Were you the one who was asking for help with this concept a while back?

Well, anyway, I just think that these look awesome. You could probably make a quest out of each and every one of these monsters, and tie them all together for an epic campaign. I think my favorite aspect are the custom magic items they have -- it's a pretty decent reward for a creature of this caliber.

zagan
2012-01-20, 09:19 AM
Man... now The-One-Who-Kills goes in the bag with the slay mate. A necromancer would give anything to possess it... anything.(+4 caster level! now zombies are a threat.)

Yes, but in theory possesing an avatar of magic should be impossible or nearly so. You'll need to be of epic level already or something and a sane DM probably wouldn't allow it even then. Still it might make for an interesting character goal.


Were you the one who was asking for help with this concept a while back?

Yes I was asking advice for the divination avatar.


Well, anyway, I just think that these look awesome. You could probably make a quest out of each and every one of these monsters, and tie them all together for an epic campaign. I think my favorite aspect are the custom magic items they have -- it's a pretty decent reward for a creature of this caliber.

Its my favorite part too. A slotless item that give a 3/day quicken 6th level spell to anyone seem like a fitting reward.

Thanks for all your comment.

EDIT: I've add the antimagic weakness, magic bolt and magical protection to the avatar trait and removed them from each avatar stat block.

super dark33
2012-01-20, 09:39 AM
See the symbol on my siggy pony butt? (if you look closely, this isnt a star with a 'leg' pointed down, its a Diamond shape, that has triangles coming from its lines, and from its bottom a triangle touches the corner)
It is the Avatar of Darkness symbol, The one who Taints/Somthing else that sound cooler.
it is about Summoning the servents of The Deity the person is the avatar of, and using its powers to destroy enemy.
Its not Destroying or Creating, its Changing anything.
Make it.
please?

I would love to Make an Avatar of Darkness charecter. that symbol means alot to me.

Primal Fury
2012-01-20, 03:36 PM
I like this, but I do one issue with it. One thing I don't like about sorcerers and wizards is that there's a limit on even the lowest level spells. Why can't a 20th level sorcerer cast Magic Missile all day, or even cantrips? Here we have the actual expressions of pure magic, so how can they "run out of juice"? Doesn't feel right to me. I don't think there should be a limit on 3rd, maybe 4th level spells and below.

Other than that, I love it. :smallsmile:

vegetalss4
2012-01-20, 05:35 PM
wait, why can't they be called with Gate? each of them are unique so they would get to chose whether they appeared or not and if they chose to appear they wouldn't even be controlled by the caster anyway.

Howler Dagger
2012-01-20, 06:56 PM
I find your inabillity to use correct grammar disturbing.

Dumbledore lives
2012-01-20, 07:12 PM
They seem a little low in the health department. I understand they're spellcasters, and have numerous ways of avoiding getting hit, but still it seems like an ubercharger is just going to run in and smack it, and boom dead. And that DR/Magic is going to do absolutely nothing, and I understand it's flavorful, but past level 5 it means very little.

Sypher667
2012-01-20, 08:44 PM
I find your inabillity to use correct grammar disturbing.

English isnt Zagan's first language. It was mentioned on one of his older homebrews.


I like these. They seem rather unique, and very interesting. I do agree with Primal Fury though. At the very least, at will 0th level spells would be very appropriate here. Finally, and it may just be the anime nerd in me, I would love to see a fusion of these into some ultimate being of magic. :smallbiggrin:

zagan
2012-01-21, 09:53 AM
See the symbol on my siggy pony butt? (if you look closely, this isnt a star with a 'leg' pointed down, its a Diamond shape, that has triangles coming from its lines, and from its bottom a triangle touches the corner)
It is the Avatar of Darkness symbol, The one who Taints/Somthing else that sound cooler.
it is about Summoning the servents of The Deity the person is the avatar of, and using its powers to destroy enemy.
Its not Destroying or Creating, its Changing anything.
Make it.
please?

I would love to Make an Avatar of Darkness charecter. that symbol means alot to me.

Sorry I can't I really don't have the time and in addition it has nothing to do with a school of magic. You could try refluffing the avatar of necromancy ?


I like this, but I do one issue with it. One thing I don't like about sorcerers and wizards is that there's a limit on even the lowest level spells. Why can't a 20th level sorcerer cast Magic Missile all day, or even cantrips? Here we have the actual expressions of pure magic, so how can they "run out of juice"? Doesn't feel right to me. I don't think there should be a limit on 3rd, maybe 4th level spells and below.

Other than that, I love it. :smallsmile:

I considered it, mainly for cantrip and first level spell, but realistically an encounter last what five round ? Assuming two spells per round with quicken spell with priority for the higest level spell, when the avatar will be killed or will have killed the party it will still be left with a few eight level spell, all seven level spell, most six level one (the other being quicken), most five level spells and all the rest.
So yeah giving them at will low level spell would be flavorfull but can hardly see it coming up in game.


wait, why can't they be called with Gate? each of them are unique so they would get to chose whether they appeared or not and if they chose to appear they wouldn't even be controlled by the caster anyway.

:smallredface:I completly forgot about that detail of the gate spell, does it matter that much ?


I find your inabillity to use correct grammar disturbing.

My appology, like Sypher667 said english isn't my first language. I do the best I can and finding a reliable proofreader is far from easy.


They seem a little low in the health department. I understand they're spellcasters, and have numerous ways of avoiding getting hit, but still it seems like an ubercharger is just going to run in and smack it, and boom dead. And that DR/Magic is going to do absolutely nothing, and I understand it's flavorful, but past level 5 it means very little.

Yeah I know and I ask about that just below the Faq, do you thinlk cold iron and magic would be better ?


English isnt Zagan's first language. It was mentioned on one of his older homebrews.


I like these. They seem rather unique, and very interesting. I do agree with Primal Fury though. At the very least, at will 0th level spells would be very appropriate here. Finally, and it may just be the anime nerd in me, I would love to see a fusion of these into some ultimate being of magic. :smallbiggrin:

I debate with the idea, but I spend so long on this little project that now I really want to homebrew something else. Particularly for the Prc contest so i won't have the time.
Anyway It would be an epic creature and I don't much like epic.

Primal Fury
2012-01-22, 11:35 AM
So yeah giving them at will low level spell would be flavorfull but can hardly see it coming up in game.
Then there's no reason NOT to do it. :smallwink: