Messianic Avatar
In certain times, when gods deem it necessary, they send a deific representative of themselves to earth. This person is known as an avatar. Avatars are highly respected, though held at arm’s length because of their status as demi-gods. To close the gap between the gods and mortals, gods choose creatures to act as mortal messengers on the Material Plane, known as Messianic Avatars, or simply Messiahs. Messianic Avatars are general chosen at birth, though some gods require examples of worthiness. All gods, however, choose only those who have devoted their souls to exclusive worship of their patron. In this sense, gods realize that deeds follow the soul, and imbue these loyal followers with abilities that increase in power as their acts of faith increase in number. Many Messiahs take up the god’s purpose with an energy and passion that leaves none spared in an effort to conform the world to their ideals. Not all Messiahs are exclusionist and zealous, however. Tobesure, most Messiahs have open arms and minds to others not of their own belief system. These Messiahs believe that the way to enlightenment and observance of their patron deity is through acts that represent the god’s purpose. A god of healing, for example, would require the Heal skill from his Messiah, to ensure that sickness is rid from the world. A Messiah of the god of war would join an army in line with her patron’s alignment, to help spread the ideals of endurance and proof of oneself through battle (a Messiah aligning herself in this way with an army would certainly turn the tide in battle through intimidation of the other side alone). Messianic Avatars are known to be dramatic, in an effort to draw in believers. To symbolize processes of evolution, or to simply recruit through dramatic displays, Messianic Avatars are known to be creatures of extremes; woefully emaciated one day, horribly enraged another, and irrepressibly giddy the next are all extremes indicative of Messiahs. For this reason, most Messiah’s are seen to be madmen, followers of an unpopular or unknown god (or perhaps one of their own imagining). A few displays of actual power are usually enough to prove to the typical, unaware peasant what they say is true. Proving anything to worldly, highly intelligent or powerful individuals is another matter entirely. Messiahs are known to be boastful of the fact they have the favor of their patron on their side. This penchant for pushing the envelope has gotten more than one Messiah into a deadly situation, and has often proven their mortality to the population (and to themselves!). For this reason, many dramatic displays and sermons have occurred outside inhabited areas, where less attention can be drawn to them from higher-ups. As Messiahs increase in power, however, this attention is unavoidable. Messiahs are sometimes hated, tolerated, seen with indifference, accepted, or sometimes even welcomed as the True Savior. More often than not, though, Messiahs are seen by local law as instruments of chaos, and treated as such; persecution, harassment, imprisonment, and even torture await the more powerful Messianic Avatars. Truly, much of this treatment is attributable to jealousy. Messiahs are sometimes also courted by nobles and rulers in an effort to seek the acceptance of the population that may follow the Messianic Avatar, and it takes a being with their head squarely on their shoulders to discern what is happening to them.
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Races allowed: Any |
Required Skills: |
Required Feats: |
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Base Attack: +5 |
Knowledge-Religion (patron), 10 ranks |
(three by Patron Deity) |
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Alignment: Alignment of patron |
Intimidation, 3 ranks |
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deity |
Diplomacy, 5 ranks |
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Spellcraft, 3 ranks |
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Statistics: Wisdom 13+, (ideal |
Sense Motive, 3 ranks |
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statistic by patron) 13+ |
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Weapon Restrictions: |
by character class and patron deity limitations |
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Armor Restrictions: by character class and patron deity limitations |
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Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
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1st |
+2 |
+2 |
+1 |
+2 |
Stigmata; Paradigm Weapon +1 |
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2nd |
+2 |
+2 |
+1 |
+3 |
Holy Rage |
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3rd |
+3 |
+3 |
+2 |
+3 |
Divine Presence |
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4th |
+3 |
+4 |
+2 |
+4 |
Enlightened Wisdom |
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5th |
+3/+1 |
+4 |
+3 |
+5 |
Deific Transport |
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6th |
+3/+2 |
+5 |
+3 |
+5 |
Paradigm Weapon +2 |
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7th |
+4/+2 |
+6 |
+4 |
+6 |
Patron’s Touch |
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8th |
+4/+3 |
+6 |
+4 |
+6 |
Immortal Flesh |
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9th |
+5/+3 |
+7 |
+5 |
+7 |
Lesser Miracle |
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10th |
+5/+4 |
+7 |
+5 |
+7 |
Ascendancy |
Stigmata: upon selection by the patron deity, the Messiah’s body begins to bear marks that relate to the god, either to fulfill a prophesy of the marks a Messiah should bear. Examples include: ritualistic scars and open, unfestering, non-healing, non-damaging wounds of the god of pain; bright-scarlet, piercing eyes and orangish-red hair from the god of fire; mystic, brightly-colored sigils and symbols that cover the body of the avatar of the god of knowledge.
Paradigm Weapon: the Messiah is able to conjure forth a flaming weapon of the type preferred by the deity. The weapon thus conjured is treated in every respect as a magic weapon. The weapon disappears if removed from the hand of the wearer, but may be conjured immediately the next round. Conjuring a Paradigm Weapon is a Partial Action. Projectiles created are created at 1d6 per attempt, and disappear once striking (or missing) their target; projectiles in this sense are unlimited in ammunition. This is extraordinary ability can be performed at will.
Holy Rage: once per day, the Messiah may fly into a holy rage. This rage instantly heals health points equal to the total number of character levels, provides an additional 10 points of temporary health points, and a +1 modifier to all statistics for the duration of the Holy Rage (not to be confused with a +1 ability increase). The duration in rounds of the rage is equal to the Messianic Avatar level. Health points gained at the beginning of the Rage are permanent, though the temporary health points disappear at the end of the Rage. Following this Holy Rage, all of the Messiah’s stats and to hit and damage totals are at a –1 for one hour. The Messiah is unable to cast spells during this time.
Divine Presence: at third level, the Messiah gains a halo appearing in relation to the will of the patron deity (an insubstantial obsidian crown may mount the head of the avatar of the shadow-god, while an aura of light may shine from the head of the Messiah of the god of good). This halo serves to convince onlookers of the Messiah’s validity, and provides a +5 to Intimidate, Diplomacy, and reaction checks. Being a divine ability, sightless creatures and creatures from other planes are also susceptible. The only exception is fellow avatars and deities. Disguise is impossible, as the Messiah will be taken for a great person in any circumstance.
Enlightened Wisdom: once per day, the character can call upon her patron deity to provide knowledge of a situation that pertains to the deity’s main sphere of influence. Examples include: the location of a mountain cave entrance for the god of dwarves; the location of a specific farmhouse in the plains from the god of the hearth; the answer to a riddle from the goddess of wisdom; location of non-poisonous and edible plants from the god of nature; or identifying a weakness in a rival army’s defenses from the goddess of war.
Deific Transport: at 5th level, the patron deity provides a mode of supernatural transportation to the Messiah. Examples include: teleportation utilizing open, medium-sized flames for the goddess of fire; flight for the Messiah from the god of air; a flaming chariot provided by the goddess of the sun; or a unicorn that teleports as a gift from the god of wisdom. This means of transportation is always available. Initiating and dispelling (if the means is an instrument or creature) the mode of transportation is a Standard Action. The means of transport is not intended to be a weapon/creature of war, but will defend itself (if possible). The means of transport will always be a fantastical and awesome conjuration or effect.
Patron’s Touch: three times per day, the Messiah may deliver an effect by touch which is characteristic of the patron deity’s main sphere of influence. Reverse effects of the touch are optional, and either aspect is at the Messiah’s discretion. Examples include: touch of aging or youth from the goddess of time; touch of recharging or magic dispelling from the god of magic; or inflict wounds or major healing by touch from the god of alchemy. Effects have a DC to save of 10+ the Messiah’s level + the relevant modifier bonus (Charisma for the sorcerer class, Dexterity for the rogue class, Strength for the warrior class, etc.). Damage/healing amounts for all effects (where damage or healing is applicable, or effects are not resistible by a DC save) are 3d6. The Patron’s Touch can be delivered through any item associated with (and currently in contact with) the Messiah, including the Paradigm Weapon, Deific Transport (if the Transport takes a physical form), or even the Messiah’s raiment. Activation of the Touch is a Free Action. All fellow Messianic Avatars and true gods are immune to the effects of a Patron’s Touch.
Immortal Flesh: upon reaching 8th level, the Messiah’s hide infuses with the deific energies that course through her veins, granting several effects: the Messiah’s AC increases by 1, and has a damage reduction of 5/+1, except when battling other Messianic Avatars or true gods.
Lesser Miracle: once per week, the Messiah may perform a miracle. The only limitation is that the effect must be within the sphere of influence of the patron deity. Examples include: ripened and tasty fruit (that functions as the goodberry effect) springing from a grove of poisonous thorn-trees (with the thorns withering on the branch) from the goddess of the woodlands; reattaching a severed limb from the god of healing; creating loaves of bread and springs of fresh, clean water to feed thousands (as a greater version of create food and water) from the goddess of the harvest; Banishment of demons and evil outsiders by touch from the goddess of good (with no save allowed, which wouldn’t prevent the outsider from immediately returning). This effect should otherwise be treated as a limited miracle or limited wish in terms of duration or area of effect.
Ascendancy: the Messiah becomes an Immortal. He is no longer subject to earthly diseases (excepting magical diseases, though a +5 to saves is granted to resist these effects), ceases to age, ignores the effects of earthly poisons, and the character’s damage reduction is increased to +10/+2 (except when battling other Messianic Avatars or true gods). Spells and spell-effects of first- and second-levels cease to effect him. Also, when his name is spoken on the plane he currently occupies plus the Prime Material Plane, he is aware of who has said his name (though not necessarily where this person is), as well as the nature (though not specific words) of the matter in which his name was spoken. The Messiah is also granted the Spell Penetration Feat; if the character already possesses it, the bonus for penetration is increased by +2. The Messiah cannot be dominated by any charm-related spells, and need not eat, drink or sleep (though four hours of rest in the form of low-level activity is still necessary).