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JellyPooga
2007-08-14, 05:31 PM
From the amazing lack of response to my 'Killoren Avatar' thread, I decided to make it a little more general and open the class to other races as well..so, without further ado...

Nature's Avatar

Some Clerics worship deities of nature. Others worship nature itself. Druids revere and manipulate the formidible powers of nature and others still can tap into the limitless font of power that resides within the natural world. However, none can truly say that they fully embody what it means to be a part of nature in the way that Nature's Avatar can.

An Avatar of Nature swears to protect the natural world against all odds and uphold its ideals of balance. Through this oath, the Avatar binds himself to nature and in doing so is blessed with incredible and formidable powers.

HD: d6

Requirements
To qualify to become a Nature's Avatar, a character must fulfill the following criteria:
Alignment: True Neutral
Skills: Knowledge (Nature) 13 ranks, Knowledge (The Planes) 8 ranks, Survival 8 ranks
Feats: Magic of the Land*
Spellcasting: Able to cast Barkskin or Hold Animal as Divine spells.
Invocations: Able to use Lesser Invocations
Special: Must take an oath to protect the natural world, the details of which to be decided with/by the DM.

Class Skills:
The Nature's Avatars class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (the planes), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + (Int mod.)

{table]Level|Base Attack Bonus|Fort.|Ref.|Will|Special|Spellcasting
1|+0|+2|+0|+2|Manifest Nature's Might (1st Aspect), Gaia's Shield, Wild Empathy|+1 level of existing divine spellcasting class/+1 level of existing arcane spellcasting class
2|+1|+3|+0|+3||+1 level of existing divine spellcasting class/+1 level of existing arcane spellcasting class
3|+1|+3|+1|+3|Manifest Nature's Might (2nd Aspect)|+1 level of existing divine spellcasting class/+1 level of existing arcane spellcasting class
4|+2|+4|+1|+4|Spontaneous Aspect 1/day|+1 level of existing arcane spellcasting class
5|+2|+4|+1|+4|Manifest Nature's Might (3rd Aspect)|+1 level of existing divine spellcasting class/+1 level of existing arcane spellcasting class
6|+3|+5|+2|+5|Spontaneous Aspect 2/day|+1 level of existing divine spellcasting class/+1 level of existing arcane spellcasting class
7|+3|+5|+2|+5|Manifest Nature's Might (4th Aspect)|+1 level of existing divine spellcasting class/+1 level of existing arcane spellcasting class
8|+4|+6|+2|+6|Spontaneous Aspect 3/day|+1 level of existing divine spellcasting class
9|+4|+6|+3|+6|Manifest Nature's Might (5th Aspect)|+1 level of existing divine spellcasting class/+1 level of existing arcane spellcasting class
10|+5|+7|+3|+7|Spontaneous Aspect 4/day, Fey Transformation|+1 level of existing divine spellcasting class/+1 level of existing arcane spellcasting class[/table]

Class Features
All of the following are class features of the Nature's Avatar prestige class.

Weapon and Armour Proficiency: A Nature's Avatar gains no new weapon or armour proficiencies.

Spells per Day/ Spells Known: At every level, except 8th, a Nature's Avatar gains new spells per day (and spells known, if applicable) as if he had also gained a level in an Arcane spellcasting class to which he belonged before adding the prestige class level. At every level, except 4th, a Nature's Avatar gains new spells per day (and spells known, if applicable) as if he had also gained a level in a Divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying Undead, metamagic or item creation feats and so on). If he had more than one Arcane or Divine spellcasting class before becoming a Nature's Avatar, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Manifest Nature's Might (Su): Bound to the raw forces of nature itself, a Natures Avatar can manifest their bond in their physical form. At 1st level and every odd numbered level after that, a Nature's Avatar gains access to one Aspect of nature, from the list below, that they can manifest. Alternatively, instead of gaining a new Aspect, a Natures Avatar may improve an Aspect they already possess, as noted in the Aspects description. A Nature's Avatar may only improve a particular Aspect once. A Nature's Avatar can only manifest one aspect at a time (but see Spontaneous Aspect, below).

To manifest an Aspect, a Nature's Avatar spends 10 minutes at sunrise, in quiet meditation, filling his spirit with the Aspect that they have chosen. Once a Nature's Avatar chooses an Aspect, he manifests that Aspect until sunrise the next morning, when he chooses again which Aspect to manifest. A Nature's Avatars appearance changes depending on which Aspect he is manifesting at the time.

Aspect of the Ancient: While manifesting the Aspect of the Ancient, a Nature's Avatar embodies the deep and ancient secrets of nature itself. With this bond to nature's secret lore, a Nature's Avatar gains a racial bonus on Knowledge (nature) checks equal to his class level and gains a +2 bonus on saving throws vs. enchantment effects. While manifesting the Aspect of the Ancient, a Natures Avatars hair turns white and his eyes turn to the colour of a blue summer sky.

Improved Aspect of the Ancient: Whilst manifesting an Improved Aspect of the Ancient, a Nature's Avatar gains a bonus on Knowledge (nature) checks equal to his class level +4 and gains an additional +2 bonus on saving throws vs. enchantment effects. In addition, if the Nature's Avatar also possess the Killoren Ancient* feat, he gains an additional +4 insight bonus (for a total bonus of +8) to any Knowledge check made using the granted ability of that feat.

Aspect of the Destroyer: Many people revere nature for its power to destroy, but none more so than a Nature's Avater manifesting the Aspect of the Destroyer. Once per hour (up to a maximum number of times per day equal to his Charisma bonus, minimum 1), a Nature's Avatar manifesting the Aspect of the Destroyer can make a special Smite attack that deals extra damage to the foes of nature. When making this Smite attack, the Nature's Avatar adds his Charisma bonus to his attack roll and deals an extra 1 point of damage per class level. This smite attack works only against Aberrations, Constructs, Humanoids, Oozes and Undead. If a Nature's Avatar accidentally Smites a creature that is not one of the creature types listed above, the Smite has no effect, but the ability is stiull used up for that hour and counts against the total uses per day. While a Nature's Avatar manifests the Aspect of the Destroyer, his hair and eyes turn a deep, lustreless black.

Improved Aspect of the Destroyer: Once per round, whilst manifesting an Improved Aspect of the Destroyer, a Natures Avatar may, as a free action, select an energy type (fire, cold, acid or electricity). Any extra damage inflicted by his Smite attack is of the selected type. In addition, he gains an additional use of his Smite attack per day (i.e. charisma bonus (minimum 1)+1/day) and is no longer constrained to 1 Smite per hour. Whilst using the granted ability of the Improved Aspect of the Hunt to deal energy damage with a Smite, a the hair and eyes of a Nature's Avatar glow/spark with the relevant energy (e.g. when dealing electricity damage with a Smite, a Nature's Avatars hair and eyes crackle with blue electricity).

Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the cycle of life. A Nature's Avatar manifesting the Aspect of the Hunt is bound to natures ancient tradition of the hunt and his senses sharpen to an amazing degree. While manifesting the Aspect of the Hunt, a Nature's Avatar gains a +2 racial bonus on Hide, Listen, Move Silently and Spot checks and a +2 racial bonus on Initiative checks. While a Nature's Avatar manifests the Aspect of the Hunt, his hair and eyes turn a deep forest green and his skin tone takes on a deep brown tint.

Improved Aspect of the Hunt: While manifesting an Improved Aspect of the Hunt, a Nature's Avatar adds (half his class level)+2 as a racial bonus on Hide, Listen, Move Silently and Spot checks and (half his class level)+2 as a racial bonus on Initiative checks.

Aspect of the Healer: As much as nature has the capacity to detroy, it also possess a vast capacity for healing and growth. Whilst manifesting the Aspect of the Healer, a Nature's Avatar may spontaneously convert prepared divine spells into Vigor* spells of equal level much as a Cleric can spontaneously cast Cure/Inflict spells (e.g. a Nature's Avater manifesting the Aspect of the Healer, who is able to cast 3rd level spells, may spontaneously convert any prepared 3rd level spell into Vigor** or Mass Lesser Vigor**). If he casts spells spontaneously anyway (as a Sorcerer does), then he adds the Vigor** spells to those he knows at the appropriate level (allowing him to cast them as any other spell he knows of that level). In addition, a Nature's Avatar manifesting the Aspect of the Healer gains a racial bonus equal to his class level to Heal checks. While a Nature's Avatar manifests the Aspect of the Healer, his hair turns a light leaf-green and his eyes become brilliant white.

Improved Aspect of the Healer: Whilst manifesting an Improved Aspect of the Healer, a Nature's Avater may spontaneously convert spells into Cure spells as a Good Cleric can (in addition to being able to convert them into Vigor** spells) if he prepares and casts spells as a Wizard does. If he casts spells spontaneously, then he adds the Cure spells to his list of Spells Known and may cast them in addition to any other spells he knows of the appropriate level. In addition, he gains a limited ability to cure wounds with his touch. He may use this ability to heal up to (half his class level)x(his charisma mod) HP of damage per day. This feature otherwise functions exactly as a Paladins Lay on Hands ability.

Aspect of Timelessness: The forces of nature have been around for far longer than any of the dominant races that populate the world and will still be there when those races are long forgotten. A Nature's Avatar manifesting the Aspect of Timelessness embodies the tenacity of life in it's constant struggle to exist. While manifesting the Aspect of Timelessness, a Nature's Avatar does not need to eat, sleep or breathe. In addition, he is immune to aging, magical or otherwise and does not age as long as he manifests this Aspect. While a Nature's Avatar manifests the Aspect of Timelessness, his hair and eyes turn steel grey and his skin becomes pale.

Improved Aspect of Timelessness: Whilst manifesting an Improved Aspect of Timelessness, a Nature's Avatar does not need to eat, sleep or breathe, does not age, magically or otherwise and becomes immune to fatigue, exhaustion, sub-dual damage, poison and disease. In addition, he gains a racial bonus equal to half his class level on saving throws vs. spells and spell-like abilities that do not affect objects.

Aspect of the Storm: No aspect of nature invokes as much fear as a raging storm. A Nature's Avatar manifesting this Aspect embodies the recklessness, ferocity and unpredictability of a storm in full flow. While manifesting the Aspect of the Storm, a Nature's Avatar gains the effects of an Endure Elements effect (as the spell) and gains Energy Resistance 5 vs. a chosen energy type for that day (electricity, cold, fire or acid). While a Nature's Avatar manifests the Aspect of the Storm, his hair and eyes turn stormcloud grey and his skin turns a colour relevant to the Energy Resistance he chose that day (e.g. if he chose Fire Resistance, his skin would gain an orange tint).

Improved Aspect of the Storm: Whilst manifesting an Improved Aspect of the Storm, a Nature's Avatar gains Energy Resistance 10 vs. the chosen energy (fire, cold, electricity or acid) for the day. In addition, once per hour, a number of times per day equal to twice his Charisma modifier (minimum 1), he may spend a move equivalent action to add +1d6 energy damage to his ranged and melee attacks (including weaponlike spell attacks) for 1 minute. The energy type of this extra damage must be the same as the energy type chosen for his Energy Resistance that day.

Aspect of Flora: When people think of nature, they most often think of the trees of the forest and the grass of the field. All plant life is sacred to nature and a Nature's Avatar manifesting this Apect adopts many of its features. While manifesting the Aspect of Flora, a Nature's Avatar can subsist on 1 hour of sunlight per day in lieu of food, though his water requirement doubles. In addition, he may heal 1 HP for every 2 class levels he possess every full hour he spends in direct sunlight. While a Nature's Avatar manifests the Aspect of Flora, his hair and eyes turn leaf green and his skin becomes brown and bark-like in appearance.

Improved Aspect of Flora: Whilst manifesting an Improved Aspect of Flora, a Nature's Avatar gains all the benefits of the Aspect of Flora, but in addition, he may use Speak with Plants and Barkskin as Spell-Like Abilities each a number of times per day equal to his Charisma modifier (minimum 1), cast with a Caster Level equal to his twice his Class Level.

Aspect of Fauna: The beasts of forest and plain, desert and mountain are all under the protection of nature and as such under the protection of Nature's Avatars. A Nature's Avatar manifesting the Aspect of Fauna gains increased empathy with beasts and adopts some of their untamed prowess. While a Nature's Avatar manifests the Aspect of Fauna, he gains a +4 racial bonus to Wild Empathy checks and the Scent ability to a range of 30ft (15ft upwind, 60ft downwind). In addition, a number of times per day equal to his Charisma bonus (minium 1) he may use Speak with Animals as a Spell-Like Ability, at a Caster Level equal to twice his class level. While a Nature's Avatar manifests the Aspect of Fauna, his hair and eyes turn a reddish brown and his body hair (if any) grows somewhat longer.

Improved Aspect of Fauna: While manifesting an Improved Aspect of Fauna, a Nature's Avatar gains all the benefits of the Aspect of Fauna and in addition, his class levels stack with any Druid levels he possess to determine uses per day and options for Wild Shape. If the Nature's Avatar does not posess Druid levels, then he gains the Wild Shape abilities of a Druid of his class level

Killoren who take the Nature's Avatar Prestige Class already possess the ability to Manifest Natures Might as a racial ability and have access to the Aspects of the Ancient, Destroyer and Hunter as noted in their racial description. For all Aspects, they may substitute their HD for their class level to adjudicate bonuses gained from any of the abilities granted by this ability (e.g. A Killoren Druid 5/Warlock 5/Nature's Avatar 2 may use his HD (12) instead of his class level (2) to determine the effects of the Improved Aspect of the Hunter (should he select it as his 1st level Aspect), granting him a +8 bonus on Hide, Listen, Move Silent, Spot and Initiative checks, instead of a +3 on said checks.)

Gaia's Shield (Su): A Nature's Avatar is protected by that which he protects. He gains Damage Reduction:1/Cold Iron at 1st level. Every level after this, this Damage Reduction increases by 1. (i.e. DR:2/Cold Iron at level 2, DR:3/Cold Iron at level 3, etc.). This ability stacks with any DR granted by the Warlock class or as a Special Quality of a Fey race (e.g. a Pixie Warlock 6/Druid 4/Natures Avatar 2 would have DR:13/Cold Iron; 10 from the Pixies racial ability, 1 from the Warlock class and 2 from the Nature's Avatar PrC). In addition, you may add 1 point of your Charisma bonus per class level as a Deflection bonus to your AC.

Wild Empathy (Ex): Nature's Avatar evels stack with other class levels that grant Wild Empathy (see Druid class Feature)

Spontaneous Aspect (Su): Many aspects of nature are unpredictable and changeable and a Nature's Avatar is no exception to the rule. At 4th level, once per day, as a move equivalent action, a Nature's Avatar may adopt the granted power of an Aspect that he is not manifesting for 1 round, in addition to the abilities of the Aspect he chose to manifest for the day (e.g., if he chose to manifest the Aspect of the Ancient that day, using this ability, he could gain the Smite ability of the Aspect of the Destroyer for one round, in addition to having the bonus on Knowledge (nature) checks and saves vs. enchantment). He may only use this ability to adopt the abilities of Aspects he may normally manifest (e.g. a Nature's Avatar who has chosen the Aspect of the Hunter and the Aspect of the Destroyer for his Manifest Nature's Might ability, could not use this ability to gain the benefits of the Aspect of the Storm). He is still bound by normal daily limits as if he were manifesting that Aspect that day (e.g. if, by using this ability, he adopted the Aspect of the Destroyer, he may still only make 1 Smite per point of Charisma bonus per day and may only make 1 Smite per hour, no matter how many uses of Spontaneous Aspect he has). Any benefit granted by this ability that has a duration longer than 1 round once it has been activated (e.g. the Spell-Like Abilities granted by the Improved Aspect of Flora or the extra energy damage ability granted by the Improved Aspect of the Storm), still retains it's normal duration. You gain one extra daily use of this ability every 2 levels above 4th (2/day at 6th, 3/day at 8th, etc.)

Fey Transformation: At 10th level, a Nature's Avatars type changes to Fey (if it was not so already).

Ex-Nature's Avatars: If a Nature's Avatar ever breaks his oath or his alignment ever changes from True-Neutral, he may not take futher levels in this PrC and loses his Manifest Nature's Might and Spontaneous Aspect abilities until he has an Atonement spell cast on him. Killoren Nature's Avatars that break their oath or change their alignment also lose their racial ability to Manifest Nature's Might.

*Races of the Wild
**Complete Divine

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[edit]: O.k. this is about done now. Is there any wording that is too ambiguous or needs clarification or is just downright confusing? I tend to make things a little convoluted because that's how my mind works, but other people tend to think in straighter lines than me, so they don't know what the hell I'm talking about...

...Are the prerequisites sufficient? Does it need more feat or skill requirements?

Tim4488: Thanks for the input :smallbiggrin:, I was struggling with the Aspects of Flora and Fauna and your suggestions for them were perfect (though I used them differently than your exact suggestion).

Tim4488
2007-08-16, 04:54 AM
I like it. Very neat idea. Doesn't look overpowered.

For the prereq's, I'd pick a couple Druid/Ranger specific spells as requirements, rather than saying "access to these spell lists." Something like Pass Without Trace or something... maybe even a spell that would allow a Cleric with the Animal or Plant Domain to qualify, which would be interesting.

For Aspect of Fauna and Aspect of Flora, perhaps the base is a Speak with Animals (and maybe a bonus on Wild Empathy) or Speak with Plants effect always active, and the upgraded is:

Fauna: What you have as the basic, and a +2 bonus to any of the physical ability scores while that aspect is active (channeling animal strength, speed, or endurance)

Flora: What you have as the basic, and an natural armor bonus that scales with level, a la Barkskin.

JellyPooga
2007-08-16, 11:07 AM
O.k. I've updated the OP...it's about done now, though I'm not sure it's completely finished...I'm not entirely happy with the "dead level" at 2, but can't really think of anything to put there (unless I move Gaia's Shield there...).

Hmm, what about the spellcasting progression...does it need full progression in both, or should I take out a couple more spellcasting levels of each?

Aquillion
2007-08-16, 12:24 PM
Er, what's with the requirement for Lesser Invocations? You mean, like, Warlock invocations? That seems like a very odd requirement, since the class doesn't advance warlock abilities... they're not arcane spellcasting, are they?

You also say that it advances arcane spellcasting, but didn't require any levels in an arcane spellcasting class. So, um, if they don't have one, what is it advancing?

If you meant for it to advance warlock abilities instead of arcane spellcasting, it should probably say so specifically...

JellyPooga
2007-08-16, 01:05 PM
Er, what's with the requirement for Lesser Invocations? You mean, like, Warlock invocations? That seems like a very odd requirement, since the class doesn't advance warlock abilities... they're not arcane spellcasting, are they?

You also say that it advances arcane spellcasting, but didn't require any levels in an arcane spellcasting class. So, um, if they don't have one, what is it advancing?

If you meant for it to advance warlock abilities instead of arcane spellcasting, it should probably say so specifically...

Umm, yeah...advancing arcane spellcasting advances Warlock invocations and eldritch blast...it says specifically in Complete Arcane about this, so I don't have to :smallwink:.

SurlySeraph
2007-08-16, 01:15 PM
Hmm... well, it makes the Mystic Theurge completely obsolete, but the Mystic Theurge was underpowered anyway. It's on the powerful side, but because of the high entry requirements I think it's balanced enough.

JellyPooga
2007-08-16, 01:18 PM
Hmm... well, it makes the Mystic Theurge completely obsolete, but the Mystic Theurge was underpowered anyway. It's on the powerful side, but because of the high entry requirements I think it's balanced enough.

Note that it is not full dual-casting progression, even though it's not far off (and that Warlocks can't get into Mystic Theurge anyway, not without another arcane casting class)...just thought I'd point it out.

SurlySeraph
2007-08-16, 01:26 PM
Okay. Another thing: don't Warlocks technically have to be either evil or chaotic? I don't know what other invoking classes there are (I think there are others), but it seems like Warlocks can't meet the alignment requirement.

JellyPooga
2007-08-16, 01:58 PM
Okay. Another thing: don't Warlocks technically have to be either evil or chaotic? I don't know what other invoking classes there are (I think there are others), but it seems like Warlocks can't meet the alignment requirement.

Yes they do, but they don't lose any abilities if they change alignment, they just can't take any further levels in Warlock unless they change back. The idea is that the Warlock is from Fey origins (rather than demonic), but restrains his natural tendency towards chaos to devote himself more truly to nature. So the progression would go something like:

Chaotic alignment; Warlock 6
change to TN; Druid 4, Nature's Avatar

or something like that.