AvatarSpell 10
Source Pathfinder Core Rulebook
Traditions Divine
Cast

Duration 1 minute
You transform into an avatar of your deity, assuming a Huge battle form. You must have space to expand or the spell is lost. You have hands in this battle form and can take manipulate actions. You can Dismiss this spell. You gain the following statistics and abilities regardless of which deity's battle form you assume:
- AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.
- 30 temporary Hit Points.
- Darkvision.
- One or more attacks specific to your deity's battle form, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the Enfeebled condition, for example) unless they have the finesse trait, and all ranged attacks are Dexterity based. Attacks that deal positive or negative damage don't heal creatures.
- Athletics modifier of +35, unless your own is higher.
You also gain the specific abilities listed for your deity below:
- Abadar
- Speed 50 feet, burrow Speed 30 feet, immune to Immobilized;
- Ranged
crossbow (range increment 120 feet, reload 1), Damage 6d10+3 piercing.
- Achaekek
- Speed 70 feet, climb Speed 50 feet, ignore difficult terrain and greater difficult terrain;
- Melee
mantis claw (agile, backswing, finesse, reach 15 feet, versatile P), Damage 6d8+6 slashing;
- Ranged
spine volley (range 60 feet), Damage 6d6+3 piercing
- Asmodeus
- Speed 70 feet, air walk;
- Melee
mace (reach 15 feet), Damage 6d10+6 bludgeoning;
- Ranged
hell fire (range 120 feet), Damage 6d6+3 fire.
- Calistria
- Speed 30 feet, fly Speed 70 feet;
- Melee
whip (disarm, finesse, nonlethal, reach 20 feet), Damage 6d4+6 slashing;
- Ranged
savored sting (range 60 feet), Damage 6d6+3 poison.
- Cayden Cailean
- Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain;
- Melee
rapier (deadly, reach 15 feet), Damage 6d6+6 piercing;
- Ranged
ale splash (range 120 feet), Damage 6d6+3 poison.
- Desna
- Speed 30 feet, fly Speed 70 feet;
- Melee
starknife (agile, deadly, finesse, reach 15 feet, silver, thrown 60 feet), Damage 6d4+6 piercing;
- Ranged
moonbeam (range 120 feet, silver), Damage 6d6+3 fire.
- Erastil
- Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain;
- Ranged
longbow (deadly d8, range increment 150 feet), Damage 6d8+3 piercing.
- Gorum
- Speed 70 feet, immune to Immobilized;
- Melee
greatsword (versatile P, reach 15 feet), Damage 6d12+6 slashing.
- Gozreh
- no land Speed, fly Speed 70 feet, swim Speed 70 feet, ignore difficult terrain and greater difficult terrain;
- Melee
waves (bull rush, reach 15 feet, thrown 20 feet), Damage 6d8+6 bludgeoning;
- Ranged
wind (versatile electricity, range 120 feet), Damage 6d6+3 bludgeoning.
- Iomedae
- Speed 70 feet, air walk; shield (15 Hardness, can't be damaged);
- Melee
longsword (versatile P, reach 15 feet), Damage 6d8+6 slashing.
- Irori
- Speed 80 feet, air walk;
- Melee
unfettered strike (agile, versatile P or S, finesse, reach 15 feet), Damage 6d8+6 bludgeoning;
- Ranged
wind strike (range 60 feet), Damage 6d4+6 bludgeoning.
- Lamashtu
- Speed 30 feet, fly Speed 70 feet;
- Melee
falchion (forceful, reach 15 feet), Damage 6d10+6 slashing;
- Ranged
waters of Lamashtu (range 120 feet), Damage 6d6+3 poison.
- Nethys
- Speed 70 feet, air walk;
- Ranged
raw magic (range 120 feet; versatile cold, electricity, or fire), Damage 6d6 force.
- Norgorber
- Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain;
- Melee
shortsword (agile, finesse, versatile S, reach 15 feet), Damage 6d6+6 piercing;
- Ranged
blackfinger toss (range 120 feet), Damage 6d6+3 poison.
- Pharasma
- Speed 70 feet, air walk;
- Melee
dagger (agile, finesse, reach 15 feet, thrown 40 feet), Damage 6d6+6 slashing;
- Ranged
spiral blast (range 120 feet, damages only undead), Damage 6d8+3 positive.
- Rovagug
- Speed 50 feet, burrow Speed 30 feet, immune to Immobilized;
- Melee
jaws(reach 15 feet), Damage 6d12+6 piercing;
- Melee
leg (agile, versatile P, reach 15 feet), Damage 6d8+6 bludgeoning.
- Sarenrae
- Speed 30 feet, fly Speed 70 feet;
- Melee
scimitar (forceful, nonlethal, reach 15 feet), Damage 6d6+6 slashing;
- Ranged
everflame (nonlethal, range 120 feet), Damage 6d6+3 fire.
- Shelyn
- Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain;
- Melee
glaive (deadly d8, nonlethal, reach 20 feet), Damage 6d8+6 slashing;
- Ranged
melody of inner beauty, (nonlethal, range 120 feet), Damage 6d6+3 sonic.
- Torag
- Speed 50 feet, burrow Speed 30 feet, immune to Immobilized; shield (15 Hardness, can't be damaged);
- Melee
warhammer (bull rush, reach 15 feet), Damage 6d8+6 bludgeoning.
- Urgathoa
- Speed 70 feet, air walk;
- Melee
scythe (deadly d10, trip, reach 15 feet), Damage 6d10+6 slashing;
- Ranged
pallid plague (range 120 feet), Damage 6d6+3 negative.
- Zon-Kuthon
- Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain;
- Melee
spiked chain (disarm, trip, reach 15 feet), Damage 6d8+6 slashing;
- Ranged
midnight pain (mental, nonlethal, range 120 feet), Damage 6d6+3 mental.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
TransmutationEffects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
PolymorphThese effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.