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arkanis
2008-02-26, 03:45 PM
AVATAR
Hit Die: d10.
Requirements
To qualify to become an avatar, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Spells: Ability to cast 2nd-level divine spells.
Class Skills
The avatar’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nobility/royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
{table="head"]Level | BAB | Fort | Ref | Will | Special
1st |+1 |+2 |+0 |+2 |Avatar form 1/day, aura, smite, spells
2nd |+2 |+3 |+0 |+3 |Improved avatar
3rd |+3 |+3 |+1 |+3 |Aligned strike
4th |+4 |+4 |+1 |+4 |Energy resistance
5th |+5 |+4 |+1 |+4 |Avatar form 2/day
6th |+6 |+5 |+2 |+5 |Greater avatar
7th |+7 |+5 |+2 |+5 |Spell resistance
8th |+8 |+6 |+2 |+6 |Divine strike
9th |+9 |+6 |+3 |+6 |Avatar form 3/day
10th |+10 |+7 |+3 |+7 |Mighty avatar[/table]
Class Features
All of the following are class features of the avatar.
Weapon and Armor Proficiency: Avatars are proficient with all simple and martial weapons, all types of armor (heavy, medium, and light), with shields (except tower shields), and their deity’s favored weapon(s).
Spells: An avatar’s class levels stack with paladin levels (including Paladin of Freedom, Tyranny, and Slaughter) for the purpose of spells learned and spells gained per day. If the character did not previously have this type of spellcasting, they gain them as they advance in the avatar class.
Avatar Form (Su): Once per day an avatar can transform into their avatar form. An avatar’s transformation takes no action in itself but an avatar can only transform during his turn and not in response to someone else’s. The avatar form is typically taller, broader, stronger, faster, and generally a more physically improved version of the character (although still the same size category). While in avatar form, a character gains a +2 bonus to Strength and Constitution, adds 10 feet to his base speed, and gains a damage reduction 2/magic. This transformation makes the avatar shine and glow with power and thus their body acts as if affected by the light spell until the end of the duration. This transformation lasts one round per avatar level, plus the character’s Charisma modifier (minimum 1 round). At 2nd level this transformation improves to provide a +4 bonus Strength and Constitution, adds 20 feet to his base speed, and gains a damage reduction 5/magic. At 5th level an avatar may transform a second time per day. At 6th level this transformation improves to provide a +6 bonus Strength and Constitution, adds 30 feet to his base speed, and gains a damage reduction 10/magic. At 9th level an avatar may transform a third time per day. At 10th level this transformation improves to provide a +8 bonus Strength and Constitution, adds 40 feet to his base speed, gains a damage reduction 10/opposed alignment.
Aura (Ex): The power of an avatar’s aura (see the detect alignment spell) is equal to his avatar level.
Smite (Su): An avatar’s class levels stack with paladin levels (including paladins of Freedom, Tyranny, and Slaughter) for the purpose of smite damage. If the character did not previously have this ability, they gain smite uses per day and smite damage as they advance in the avatar class.
Aligned Strike (Su): At 3rd level an avatar’s natural weapons as well as any weapons he wields are treated as lawful-aligned if he is lawful, chaotic-aligned if he is chaotic, good-aligned weapons if he is good, or evil-aligned weapons if he is evil for the purpose of overcoming damage reduction.
Energy Resistance (Su): At 4th level an avatar gains energy resistances while in avatar form according to his alignment:
{table="head"]Alignment |Energy Resistance (4th–7th level) |Energy Resistance (8th+ level)
Lawful Good |Cold 5, Electricity 5 |Cold 10, Electricity 10
Neutral Good |Electricity 5, Sonic 5 |Electricity 10, Sonic 10
Chaotic Good |Electricity 5, Fire 5 |Electricity 10, Fire 10
Lawful Neutral |Cold 5, Sonic 5 |Cold 10, Sonic 10
True Neutral |Sonic 10 |Sonic 20
Chaotic Neutral |Fire 5, Sonic 5 |Fire 10, Sonic 10
Lawful Evil |Acid 5, Cold 5 |Acid 10, Cold 10
Neutral Evil |Acid 5, Sonic 5 |Acid 10, Sonic 10
Chaotic Evil |Acid 5, Fire 5 |Acid 10, Fire 10[/table]
Spell Resistance (Su): At 7th level an avatar gains a spell resistance while in any form equal to 15 + his avatar level. This spell resistance increases to 20 + avatar level while in avatar form.
Divine Strike (Su): At 8th level an avatar’s natural weapons as well as any weapons he wields are treated as axiomatic weapons if he is lawful, as anarchic weapons if he is chaotic, holy weapons if he is good and unholy if he is evil.

EvilElitest
2008-02-27, 11:28 PM
wait, as in the TV show?
from
EE

Stycotl
2008-02-28, 12:06 AM
pretty sure it is along the lines of a divine champion or something.

arkanis, you have any fluffy goodness to add to this, so we can get the image in our brains?

are you sure you want to have spellcasting as a prereq? this class doesn't advance spellcasting. i know you are already aware, and i know there are other prc's that don't advance casting even when they require it, but i think it would be balanced to give them at least half progression with the abilities that the avatar currently has.

arkanis
2008-02-28, 03:23 PM
Hmm, perhaps adding in spells would make it more powerful. I'll add spells like a Paladin.