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Engram Channeler (Spiritualist Archetype)

Beneath the surface of some worlds, great machines hold copies of the consciousnesses of the planet’s former inhabitants. Many of these were transferred into constructs, becoming Servitors. Countless others linger still within matrices of steel and crystal, waiting to be called forth. Certain folk have developed a magical knack to do just that. It is, in essence, a different method of calling up the dead. Rather than a spirit, the engram channeler taps into the stored memory of a long-dead inhabitant. Bonding with such an engram provides the channeler with a wealth of insight and inspiration.

Spells

The following spells are removed from the engram channeler’s spell list: animate dead, animate dead (lesser), create undead, detect undead, entrap spirit, ghoul touch, undead anatomy I and II.

The following spells are added to the engram channeler’s spell list:

Engram (Su)

The engram channeler taps into great computers to gain the aid of learned personalities copied and contained there. Unlike the spiritualist’s phantom, an engram retains its personality and memories, as its purpose for existence is to preserve the individual from whom it was copied. Once obtained, it resides within the engram channeler’s mind. The engram channeler can manifest the engram as a holographic form resembling the being from whom it was copied.

An engram can’t manifest in ectoplasmic form, and is limited to manifesting in incorporeal form. The engram is also a construct rather than an outsider. As a result, the engram has no Strength or Constitution score, and has a starting Intelligence of 13 and starting Wisdom of 12. The engram gains bonus hit points a construct of its size would normally receive. Instead of gaining 2 slam attacks, it gains a single incorporeal touch attack that deals 1d6 points of electrical damage. The touch attack’s damage increases to 1d8 points at 5th level, to 1d10 at 10th level, 2d6 at 15th level, and 2d8 at 20th level (assuming the engram is Medium). This damage is not inflicted when the engram uses the deliver touch spells ability. The engram does not gain the magic attacks ability at 4th level.

The engram is considered a construct and technological creature for the purpose of determining which spells affect them. Within the area of antitech field, a manifested engram is immediately banished back to the engram handler’s consciousness. The engram cannot be manifested (included bonded manifestation) within the field for its duration, but the engram channeler can use any abilities granted by the engram when not manifested.

Any circumstances that would cause a phantom to return to the Ethereal plane cause the engram to return to the computer that spawned it, and it remains for the same prerequisite amounts of time as described in the phantom ability for the spiritualist.

Intellectual Focus

As a mapping of a humanoid consciousness, the engram has no emotional focus. Instead its strength is being the template of one of the greatest minds of the ancient world.

It seeks to apply its knowledge to the best benefit of the engram channeler.

Skills: The engram gains a number of ranks equal to its Hit Dice in any three Craft, Knowledge, or Profession skills. While confined in the engram channeler’s consciousness, the engram grants the engram channeler Skill Focus in each of these skills.

Saves: As a construct, it has no good saves.

However, the engram gains Great Fortitude as a bonus feat when the engram channeler reaches 2nd level, Lightning Reflexes at 4th level, and Iron Will at 7th level.

Vast Knowledge (Ex)

At 7th level, the engram channeler adds a bonus equal to half his engram’s Hit Dice on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Tactical Strike (Su)

At 12th level, as a swift action, if the engram successfully hits a creature with its incorporeal touch attack, it gains knowledge about the creature’s weaknesses which it can share with its channeler. The engram channeler gains a +2 insight bonus to attacks against the creature, and a +2 insight bonus to AC against attacks made by the creature. These bonuses last until the end of the encounter. The engram can use this ability a number of times a day equal to 3 + the engram’s Intelligence modifier.

Tactical Map (Su)

At 17th level, as a swift action, the engram can produce a three dimensional tactical map over a 30-foot radius area around the engram. This map predicts attacks and movements of all enemies within the area. The engram channeler and all of her allies that can see this effect gain a luck bonus equal to half the engram’s Hit Dice to all attack rolls and to damage against enemies within the area of effect. They also receive the same bonus to AC, CMD, and saving throws against attacks made by enemies within the area of effect. These bonuses last a number of rounds equal to the engram’s Hit Dice. The engram can use this ability once per day.

The engram ability replaces and modifies the phantom and the phantom’s emotional focus.

Lost Lore (Ex)

At 4th level, the engram channeler can access the accumulated lore stored in the great computers that store the engram to enhance her own learning. She may take 10 on any Knowledge skill check that she has ranks in. The engram channeler can choose not to take 10 and roll normally.

In addition, once per day the engram channeler can take 20 on any Knowledge check as a standard action. She can use this ability one additional time per day for every six levels she possesses beyond 4th, to a maximum of three times per day at 16th level. This ability replaces spiritual interference and greater spiritual interference.

Technomancy (Sp)

At 5th level, an engram channeler’s connection to lost technology is so strong that she can use technomancy at will as a spell-like ability with a caster level equal to her engram channeler level.

Make Whole (Sp)

At 7th level, the engram channeler gains the ability to cast make whole once per day as a spell-like ability. If she uses this ability to heal her engram, she heals an extra point per die.

At 11th level and every four levels thereafter, the engram channeler can use this ability an additional time per day (to a maximum of 4 times per day at 19th level). At 15th level, the engram channeler can choose to expend two uses of this ability to instead cast make whole (greater). This ability replaces calm spirit.

Rebuke Technology (Sp)

At 16th level, an engram channeler gains the ability to use rebuke technology as a spell-like ability once per day.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.