Dominants are warriors born or otherwise merged with a powerful Avatar. Seen by some as gods amongst men, they harness the power of the Avatar to strengthen themselves and bring destruction to all who oppose them.
The dominant is an archetype of the berserker class.
Weapon and Armor Proficiencies
Dominants are proficient in his avatar’s weapons and can summon them as a swift action.
This ability modifies the starting summoner weapon proficiencies.
Limit Breaks (Su)
At 1st level, the dominant receives the Limit Breaks (Eikonic Mastery and Semi-Prime).
Eikonic Mastery (Su): This Limit Break allows the dominant to temporarily harness his Avatar’s full power. The dominant may use his chosen Avatar’s Limit Break instead of his own.
Semi-Prime (Su): This Limit Break allows the dominant to partially transform into his Avatar, improving his abilities. For the duration of 1 round + 1 round per four berserker levels after 1st, for every attack the dominant makes, he may make a separate attack at the same iterative attack bonus against the same target, using his chosen Avatar’s basic attack instead of his own (such as Ramuh’s Lightning Staff, or Odin’s Longsword). These additional attacks can be made any time a dominant rolls an attack roll that would result in direct damage, and he only gains 1 attack, even if the Avatar would typically have two (such as two claws, or two hooves). This includes attacks of opportunity, as well as haste effects that grant an additional attack. Attack rolls that would not directly result in damage, such as a touch attack to begin a grapple, do not allow for these extra attacks. Additionally, the dominant gains access to their Avatar’s additional movement speeds (such as swim or flying speeds) during this time. This limit break requires only a swift action.
These abilities replace the berserker’s base limit breaks.
Partial-Priming (Su)
A dominant can call upon his Eikon for strength and ferocity, granting him additional combat prowess. At 1st level, a dominant can partial-prime for a number of rounds per day equal to 4 + his Constitution modifier. For each level after 1st he possesses, the dominant can partial-prime for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from dwarf’s endurance, do not increase the total number of rounds that a dominant can partial-prime per day. A dominant can enter a partial-prime as a free action. The total number of rounds of partial-prime per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a partial-prime, a dominant gains the benefits of his partial-prime form, gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws but takes a –2 penalty to his Armor Class. In addition, he also deals 1d6 points of elemental damage based on his Eikon (if multiple, such as Phoenix, then it deals half and half of each element). He also gains 2 temporary hit points per Hit Die.
At 11th level. this increases to 2d6 points of elemental damage and 3 temporary hit points per Hit Die, and at 20th level, this increases to 3d6 points of elemental damage and 4 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the partial-prime ends, and are not replenished if the dominant enters a partial-prime again within 1 minute of his previous partial-prime. While in a partial-prime, a dominant cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting), but a dominant can use abilities from his avatar, costing rage rounds instead of MP cost. A dominant can end his partial-prime as a free action and is fatigued for 1 minute after a partial-prime ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters, but can be cured as normal. A dominant can’t enter a new partial-prime while fatigued or exhausted but can otherwise enter a partial-prime multiple times per day. If a dominant falls unconscious, his partial-prime immediately ends. Partial-prime does not stack with rage or defensive stance but can use feats or rage powers that uses rage.
This ability replaces rage.
Summon Elemental (Su)
Starting at 1st level, a dominant can summon a Minor Elemental matching his Avatar’s element, choosing between a Minor Air Elemental, Minor Earth Elemental, Minor Fire Elemental, Minor Ice Elemental, Minor Lightning Elemental, Minor Holy Elemental, Minor Shadow Elemental, or Minor Water Elemental. Avatars that lack an element, like Odin and Bahamut, gain Minor Arcane Elemental instead, and Avatars with multiple elements (such as Phoenix) may choose between the two elementals. A dominant can use this ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the dominant uses to partial prime. As a result, he can only use this ability when he is not partial-priming. He can use this ability as a standard action and the creatures remain for 1 minute per berserker level (instead of 1 round per level).
At 4th level, and every three berserker levels thereafter, the power of this ability increases, allowing the dominant to summon more powerful creatures (to a maximum of Elder Elementals at 16th level).
A dominant cannot have more than one Elemental Summon active in this way at one time. If this ability is used again, any existing elemental immediately vanishes.
This ability replaces rage forms.
Eikonic Infusion (Su)
At 2nd level, the dominant begins to be able to harness further abilities of his Avatar. While harnessing his Avatar, the dominant may use his Avatar’s second level ability (such as Alexander’s Blast Punch, Carbuncle’s Ruby Sparkle, or Odin’s Adamantine Strike) as if he were the Avatar, following all of the same rules and cooldowns, except instead of MP, abilities with a MP cost cost him rage rounds. At 4th level, and every two summoner levels thereafter, he may gain the Avatar’s further abilities at each of those levels, treating himself as the Avatar for the purposes of those abilities or a rage power.
This ability may replace rage powers.
Augment Summoning
At 3rd level, a dominant can use this feat with his summon elemental class feature.
This ability replaces danger sense.
Eikon Shielding (Su)
At 5th level, the dominant receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the dominant is grappled, helpless, paralyzed, stunned, or unconscious.
This ability replaces blood rush.
Focused Fury (Su)
At 7th level, the dominant reduces the cooldown of all Avatar abilities by 1 round, and reduces the rage round cost of all Avatar abilities by 1. Additionally, the DC of all Avatar abilities is increased by 2.
This ability replaces damage reduction.
Channeled Power (Su)
At 8th level, the dominant gains the warrior’s Chosen Weapon ability, treating his Avatar’s weapons as his chosen weapon group. He treats his level for the purpose of Chosen Weapon bonus as his total berserker level -4.
This ability replaces bloodlust.
Superior Summoning
At 9th level, a dominant can use this feat with his summon elemental class feature.
This ability modifies silent threat.
Greater Eikon Shielding (Su)
At 10th level, whenever an ally is within a dominant’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If the dominant is by himself, he gains a +4 to these bonuses instead. This bonus does not apply if the dominant is grappled, helpless, paralyzed, stunned, or unconscious.
This ability replaces a rage power gained at 10th level.
Greater Partial-Priming (Ex)
At 11th level, a dominant in a partial-prime gains the benefit of his greater partial-prime form. While partial priming, a dominant’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while partial-priming increases to +3. While partial priming, he is immune to fear effects. In addition, the amount of temporary hit points gained when entering a partial-prime increases to 3 per berserker level.
This ability replaces greater rage.
Eikon Flurry (Su)
At 13th level, whenever the dominant takes a full-attack action while harnessing his Avatar, he may make an additional attack at his highest BAB using one of his Avatar’s weapons. This attack does not stack with similar effects, such as Haste or his Semi-Prime limit break.
This ability replaces fearless killer.
Dominance (Su)
At 14th level, any time the dominant reduces a creature to 0 HP, the cooldown of all of his Avatar Abilities is reduced by 1 round.
This ability replaces indomitable will.
Superior Eikon Shielding (Su)
At 15th level, whenever an ally is within the dominant’s reach, the ally receives a damage reduction of 2/-, in addition to the bonuses to AC and saving throws. If the dominate is by himself, he gains the damage reduction of 5/-.
This ability replaces rage strike.
Tireless Partial-Prime (Ex)
At 17th level and higher, a dominant no longer becomes fatigued at the end of his partial-prime. If he enters a partial-prime again within 1 minute of ending a partial-prime, he doesn’t gain any temporary hit points from his partial-prime.
This ability replaces tireless rage.
True Eikon (Su)
At 17th level, a dominant can use the full power of his Avatar. All Avatar abilities always deal the maximum amount possible, except Limit Breaks.
This ability replaces no escape.
Full Priming (Su)
At 19th level, as a full-round action, once per day, the dominant can fully transform into his Eikon (primal avatar) for 1 minute, unleashing its full power. This transformation includes all of the dominant’s gear. While transformed in this way, the dominant’s Strength, Dexterity, and Constitution scores change to match the base scores of his primal avatar as well as his size.
He can choose to have any gear that he carries become absorbed by his new form. Items with continuous effects continue to function while absorbed in this way. The dominant loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his avatar. The dominant retains all of his class features. The dominant can end this effect as a free action.
This ability replaces unstoppable.
Mighty Partial-Prime (Ex)
At 20th level, a dominant in a partial-prime gains the benefit of his mighty partial-prime form. While partial-priming, a dominant’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while partial-priming increases to +4. In addition, the amount of temporary hit points gained when entering a partial-prime increases to 4 per berserker level.
This ability replaces mighty rage.