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Doxkid
2020-09-07, 04:15 PM
Star Avatar
https://static.wikia.nocookie.net/ultradragonball/images/1/10/SuperMANVS.jpg/revision/latest?cb=20111018231815

Prerequisite:
Must survive exposure to 100 points of Light damage within a single day.
*The descendant of a Star Avatar may take levels in this class without meeting this prerequisite, potentially taking Star Avatar as their first class.

HD: d10
LevelBABFortReflexWillSpecial

1st
+0
+2
+2
+2Inner Strength, Light Ray, Light Speed

2nd
+1
+3
+3
+3Heavenly Strike, Outer Shell

3rd
+2
+3
+3
+3Shooting Star, Hyper Dense

4th
+3
+4
+4
+4Solar Source

5th
+3
+4
+4
+4Fuel Perfection

Skill Points: 2 + Int modifier per level,x4 at first level.
Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Jump, Knowledge (all Taken Individually), Listen, Perform, Profession, Sense Motive, Spot, Swim, and Tumble.
Proficiencies: Star Avatar are proficient with Unarmed Strikes and their own natural weapons. They are not proficient with any armor or shields.

LVL 1:
Inner Strength: The Star Avatar's body adapts to their calling and no longer requires food, water, or air to survive. Levels in Star Avatar stack with levels in spellcasting and invoking classes for the purpose of determining the caster level of spells and spell-like abilities. This does not allow the Star Avatar's caster level to exceed their character level, nor does it provide them with additional spells per day or spells known. A Star Avatar without levels in any Spellcasting class applies this benefit upon gaining a level in a Spellcasting class.

Light Ray: The Star Avatar releases Rays of Light to strike down their foes. At the time of their attack the Star Avatar chooses whether they are releasing a Basic, Empowered, or Concentrated Light Ray. Each version of Light Ray attack has different conditions for their use, but all versions of Light Ray target Touch AC, have a range increment of (50 + HD * 5) feet, and are treated as the most beneficial of an Unarmed Strike, a Weapon-like Spell, or a Thrown weapon. Light rays deal an additional 50% damage to fungi, mold, oozes and slimes, and deal double damage to undead.

In place of any attack, the Star Avatar may release a Basic Light Ray which deals (1d6 + Class Level) Light Damage. This use of Light Ray is an Extraordinary Ability.

As a Standard Action the Star Avatar may sacrifice a spell, or the use of one of their SLA, that is 1st level or higher to release a Empowered Light Ray that deals (2d6 * Spell Level) Light Damage; Spells with the Light descriptor count as 1 level higher for the purpose of powering this ability. This use of Light Ray is a Spell-Like Ability.

As a Fullround Action the Star Avatar may expend a trace of their vitality to fire a Concentrated Light Ray that deals (1d6 * Star Avatar's HD) Light Damage. This puts all versions of the Star Avatar's Light Ray ability on a 1d4 round Cooldown. This use of Light Ray is a Supernatural Ability.

Light Speed (EX): The raw power flowing within the Star Avatar allows them to achieve truly amazing speeds, granting them a (5 * Class Level) ft untyped bonus to all movement speeds.

LVL 2:
Heavenly Strike (EX): A 2nd Level Star Avatar gains the Improved Unarmed Strike feat if they did not possess it. Their Unarmed Strikes and Natural Weapons deal (Class Level) additional Light Damage on each successful hit.

Outer Shell (EX): Inner strength wells up from within the 2nd Level Star Avatar, protecting their body from harm. The Star Avatar gains a (Class Level) Untyped bonus to AC.

LVL 3:
Shooting Star (SU): The Solar Avatar gains a Fly speed equal to twice their Land Speed with Average Maneuverability. Should the Star Avatar possess two fly speeds the faster Fly Speed benefits from the bonus granted by Light Speed and improves to Average Maneuverability..

Hyper Dense (EX): The Star Avatar's body is further tempered by their power, granting them (Class Level) DR/Adamantine. A spellcaster Star Avatar may sacrifice a spell, or the use of one of their SLA, of 1st level or higher as a Swift Action to increase this Damage Reduction by the Sacrificed Spell's level for 1 minute; Spells with the Light descriptor count as 1 level higher for the purpose of powering this ability.

Alternatively, as a Swift Action the Star Avatar may burn their vitality to gain a (Hit Dice/2) increase to the Damage Reduction granted by Hyper Dense for 5 minutes. After this bonus expires the Star Avatar is Fatigued for 10 minutes.

LVL 4:
Solar Source (EX): At 4th Level Star Avatar has adapted to their own power enough to become immune to Light damage and only take half damage from Fire and Force effects. Likewise, the Star Avatar is immune to detrimental non-damaging Light effects and has 50% chance to outright ignore detrimental non-damaging Fire or Force based effects.

LVL 5:
Fuel Perfection (SU): Most Star Avatars refrain from consuming mortal fare, finding it too inefficient for their already self-sufficient metabolism; only the most powerful fuels are worthy of contributing to Perfection. As a Move Action the Star Avatar may sacrifice a spell, or the use of one of their SLA, of 1st level or higher to gain the sacrificed spell level as a Perfection bonus to all of their Ability Scores for 10 Minutes; Spells with the Light descriptor count as 1 level higher for the purpose of powering this ability.

Alternatively, the Star Avatar may burn their vitality as a Move Action to gain a (Hit Dice/2) Perfection Bonus to all Ability Scores for 1 Hour. After this bonus expires the Star Avatar is Exhausted for 2 hours.
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New Feats

Focal Point (EX)
Prerequisite: 1 level in Star Avatar
Benefit: Your converge your Light into a single brilliant point, then let fly the Light of ruin.

As a Fullround Action you may begin to charge an Empowered or Concentrated Light Ray; the Light Ray's damage dice increases by one die, plus one additional die for each consecutive Move action used to charge it. ([1d6]->[2d6]->[3d6]->[4d6]->[5d6]->[6d6]->[7d6] and so on.) Charging the Light Ray as a Standard Action instead increases the damage die for that Light Ray by two, and Charging the Light Ray as a Fullround Action increases the damage die for that Light Ray by 4.

You may also choose to sacrifice a spell, or a use of one of your SLA, of 1st level or higher to increase the number of damage dice for that Light Ray by half the sacrificed spell level should you sacrifice the spell as a Standard Action or by the sacrificed spell level should you sacrifice the spell as a Fullround Action; Spells with the Light descriptor count as 1 level higher for the purpose of powering this ability and odd numbers are rounded down in this calculation.

In any case attacking with a Charged Light Ray is a Standard Action which consumes any and all charges available. Should you take any Movement Action or stop charging the Light Ray without releasing it within that same round that Light Ray's damage is halved; in the subsequent round if you take another Movement Action or fail to either resume charging the Light Ray or release it, the Light Ray is wasted and dissipates harmlessly.

Light Splitter (EX)
Prerequisite: 1 level in Star Avatar
Benefit: One begets two, two begets four, four begets...

You may choose to Split a Basic Light Ray into two Basic Light Rays, each with -3 penalty to their Attack Roll. This may be applied as many times as convenient for you, but you cannot split light if the penalty would exceed your Base Attack Bonus.

Light Wave (EX)
Prerequisite: 1 level in Star Avatar
Benefit: By diffusing your Light Rays you can deal devastating damage to an area.

You may choose to diffuse any of your Light Ray attacks into a (100 + 10 * HD) foot Line, a (50 + 5 * HD) foot cone, or a (5 * HD) foot radius burst centered on yourself. Your Light Ray deals damage to all targets within the area of this ability; a Reflex Save DC (10 + HD/2 + Cha Mod) halves this damage.

Bright Blade (EX)
Prerequisite: 1 level in Star Avatar
Benefit: Weapons can only truly shine in your hands

As a Move Action you disable your ability to use Basic Light Rays to transform any weapon or Natural Attack you use into Bright Blades until Bright Blade is disabled as a Swift Action. Bright Blades deal 1d6 Light damage in addition to their normal damage and releases a violent burst of Light on a successful Critical Hit, dealing an extra 1d10 points of Light damage if the Critical multiplier of the weapon is x2. If the weapon’s critical multiplier is x3 this burst instead deals 2d10 points of damage and if the multiplier is x4 the burst instead deals 3d10 points of damage. Bows, crossbows, and slings so imbued bestow the Light upon their ammunition.

Light Diffractor (EX)
Prerequisite: The 'Light Splitter' Feat
Benefit: You can split light into its two 'lesser' components; heat and raw force.

You may choose to Diffract any Light damage you would deal. At your option you may deal twice the original damage as Fire damage, the original damage as Force damage, or half of the damage as Fire damage and half of the damage as Force damage.

Light Meister (SU)
Prerequisite: The 'Light Wave' Feat
Benefit: Light is exceptionally versatile in your hands.

As a Standard Action you may sacrifice a spell, or the use of one of your SLA, that is 1st level or higher to cast a spell with the [Light], [Fire], or [Force] descriptor of an equal or lower level; Spells with the Light descriptor count as 1 level higher for the purpose of powering this ability. The caster level of the spell is (HD) and the Save DC of the emulated spell, if it has one, is (10 + HD/2 + Cha Mod).

Brilliant Mirage (SU)
Prerequisite: The 'Focal Point' Feat
Benefit: Light bends to your will and you may shape it into many different forms.

As a Standard Action you may sacrifice a spell, or the use of one of your SLA, that is 1st level or higher to create a Brilliant Mirage; Spells with the Light descriptor count as 1 level higher for the purpose of powering this ability. Treat Brilliant Image as a 'Shadow Conjuration' spell except that it can emulate any (Summoning) or (Teleportation) spell of of the sacrificed spell level and it is (Sacrificed Spell Level * 10) percent real, to a maximum of 100% real.

The caster level of the emulated spell is (HD) and both the Will Save DC to disbelieve a Brilliant Mirage and the Save DC against any effect of the Brilliant Mirage is (10 + HD/2 + Cha Mod); a 100% real spell simply acts as the spell in question, eliminating the Will save to Disbelieve.

Hard Light (SU)
Prerequisite: The 'Bright Blade' Feat
Benefit: Light bends to your will and you may shape it into many different forms.

As a Standard Action you may sacrifice a spell, or the use of one of your SLA, that is 1st level or higher to create Hard Light; Spells with the Light descriptor count as 1 level higher for the purpose of powering this ability. Treat Hard Light as a 'Shadow Conjuration' spell except that it can emulate any (Creation) or (Calling) spell of of the sacrificed spell level and it is (Sacrificed Spell Level * 10) percent real, to a maximum of 100% real.

The caster level of the emulated spell is (HD) and both the Will Save DC to disbelieve Hard Light and the Save DC against any effect of the Hard Light is (10 + HD/2 + Cha Mod); a 100% real spell simply acts as the spell in question, eliminating the Will save to Disbelieve.

nonsi
2020-09-09, 11:38 PM
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Light Ray: d4s are annoying to roll on a regular basis. You can increase to d6s without worrying it making the class OP.