Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Ability
Avatar's Resistance [Reaction]
Frequency: once per minute
Effect: Walkena's will attempts to undo his avatar's fate. The avatar rerolls the saving throw and takes the better result.
Ability
Constrict
2d4+11 bludgeoning plus 2d8 fire, DC 38
Ability
Divine Innate Spells
DC 36, attack +28; 8th blade barrier, fire seeds, prismatic wall; 7th fireball, harm, heal, prismatic spray; 6th flame strike, flaming sphere, freedom of movement; 5th command, harm, heal; Cantrips (8th) daze, produce flame, shield, telekinetic projectile; Constant (4th) air walk
Ability
Frightful Presence
(aura, emotion, fear, mental) 60 feet, DC 38
Ability
Pull Down the Sun
(divine, evocation, fire, light) The avatar of Walkena plucks a small drop of sunlight from the sky and rains down sunfire on the battlefield. The avatar selects a 20-foot burst within 90 feet. Sunfire rains down in the area, dealing 12d8 fire damage (DC 38 basic Reflex save) to all creatures that enter or begin their turn in the area. The power of the sun restores the avatar; it instead recovers an equal number of Hit Points while in the area. The sunfire continues to rain until the end of the avatar's next turn. The avatar can't use Pull Down the Sun again for 1d4 rounds.
Ability
Radiate Glory
(divine, evocation, light) The avatar intensifies its light. All creatures within 30 feet must attempt a DC 38 Fortitude save. The avatar can't use Radiate Glory again for 1d4 rounds. During this time, the avatar's Sun Touch no longer dazzles creatures. Critical Success The creature is unaffected and becomes temporarily immune for 24 hours. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Critical Failure The creature is blinded for 1 minute.
Ability
Smoke Vision
The avatar ignores the concealed condition from smoke.
Ability
Sun's Touch
(aura, divine, evocation, fire, light) 10 feet. The avatar of Walkena radiates with an intense light. Creatures that enter or begin their turn in the emanation are dazzled and take 3d8 fire damage (DC 35 basic Fortitude save). Creatures remain dazzled until they leave the emanation.
Offense
Melee
Circumstance: combat round (melee)
holy spear +33 [+28/+23] (magical, reach 20 feet, versatile fire), Damage 3d12+19 piercing
Offense
Ranged
Circumstance: combat round (ranged)
sunfire +31 [+26/+21] (fire, magical, range increment 120 feet), Damage 3d8+18 fire
Trait
Divine
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
death effects
disease
drained
fire
paralyzed
unconscious
Item
spear
Language
Common
Perception
greater darkvision
smoke vision
Resistance
physical 10
Weakness
cold 15