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Fax Celestis
2008-09-25, 11:57 PM
The material presented herein is designed to be used with the Pathfinder (http://paizo.com/pathfinder) 3.5e variant.

HD: d10

Class Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.

Proficiencies: Advocates are proficient with all simple and martial weapons. They are not proficient with armor or shields, as they interfere with some of their abilities.

{table=head]Level | BAB | Fort | Ref | Will | Special | AC Bonus | Speed Bonus | 0 | 1 | 2 | 3 | 4 | 5 | 6
1st | +0 | +2 | +0 | +2 | Rage (1/day), Nature Sense, Elemental Heritage | +0 | +0 | 3 | 1 | - | - | - | - | -
2nd | +1 | +3 | +0 | +3 | Natural Stride | +0 | +0 | 4 | 2 | - | - | - | - | -
3rd | +2 | +3 | +1 | +3 | Trackless Step, Favored Terrain | +0 | +10 | 4 | 2 | - | - | - | - | -
4th | +3 | +4 | +1 | +4 | Rage (2/day), Resist Aberrant Lure | +0 | +10 | 5 | 3 | 1 | - | - | - | -
5th | +3 | +4 | +1 | +4 | Elemental Metamorphosis (Senses) | +1 | +10 | 5 | 3 | 2 | - | - | - | -
6th | +4 | +5 | +2 | +5 | - | +1 | +10 | 5 | 3 | 2 | - | - | - | -
7th | +5 | +5 | +2 | +5 | Elemental Rage (1d6) | +1 | +20 | 6 | 4 | 3 | 1 | - | - | -
8th | +6/+1 | +6 | +2 | +6 | Rage (3/day) | +1 | +20 | 6 | 4 | 3 | 2 | - | - | -
9th | +6/+1 | +6 | +3 | +6 | Favored Terrain | +1 | +20 | 6 | 4 | 3 | 2 | - | - | -
10th | +7/+2 | +7 | +3 | +7 | Elemental Metamorphosis (Basic Immunities) | +2 | +20 | 6 | 4 | 4 | 3 | 1 | - | -
11th | +8/+3 | +7 | +3 | +7 | - | +2 | +30 | 6 | 5 | 4 | 3 | 2 | - | -
12th | +9/+4 | +8 | +4 | +8 | Rage (4/day) | +2 | +30 | 6 | 5 | 4 | 3 | 2 | - | -
13th | +9/+4 | +8 | +4 | +8 | Elemental Rage (3d6) | +2 | +30 | 6 | 5 | 4 | 4 | 3 | 1 | -
14th | +10/+5 | +9 | +4 | +9 | - | +2 | +30 | 6 | 5 | 5 | 4 | 3 | 2 | -
15th | +11/+6/+1 | +9 | +5 | +9 | Favored Terrain, Elemental Metamorphosis (Improved Immunities) | +3 | +40 | 6 | 5 | 5 | 4 | 3 | 2 | -
16th | +12/+7/+2 | +10 | +5 | +10 | Rage (5/day), Timeless Body | +3 | +40 | 6 | 6 | 5 | 4 | 4 | 3 | 1
17th | +12/+7/+2 | +10 | +5 | +10 | Tireless Rage | +3 | +40 | 6 | 6 | 5 | 5 | 4 | 3 | 2
18th | +13/+8/+3 | +11 | +6 | +11 | - | +3 | +40 | 6 | 6 | 5 | 5 | 4 | 3 | 2
19th | +14/+9/+4 | +11 | +6 | +11 | Elemental Rage (5d6) | +3 | +50 | 6 | 6 | 6 | 5 | 4 | 4 | 3
20th | +15/+10/+5 | +12 | +6 | +12 | Elemental Metamorphosis (Complete), Rage (6/day) | +4 | +50 | 6 | 6 | 6 | 5 | 5 | 4 | 3[/table]

Elemental Heritage

An advocate maintains a link with the natural in a way most others cannot comprehend. Each advocate attunes themselves to a particular primary element (air, earth, fire, or water), and this determines a number of their other class features. An advocate's elemental heritage cannot change once it is selected.

Spells

An advocate casts divine spells, which are drawn from the druid spell list. His heritage may restrict him from casting certain spells opposed to his element; see Elemental Spells. An advocate must choose and prepare her spells in advance. To prepare or cast a spell, the advocate must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a advocate's spell is 10 + the spell level + the advocate's Wisdom modifier.

Like other spellcasters, an advocate can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Wisdom score.

An advocate prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. An advocate may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Domain

An advocate shares a close bond with their elemental heritage. This largely displays itself in the advocate's magics, granting the advocate the elemental domain associated with their heritage (the Air domain for air heritage advocates, the Earth domain for earth heritage advocates, etc.). When determining the powers and bonus spells granted by this domain, the advocate's effective cleric level is equal to his advocate level.

Elemental Spells

An advocate can't cast spells of an element opposed to his own. Spells associated with particular alignments are indicated by the earth, air, fire and water descriptors in their spell descriptions. Air advocates cannot cast spells with the Earth descriptor. Earth advocates cannot cast spells with the Air descriptor. Fire advocates cannot cast spells with the Water descriptor. Water advocates cannot cast spells with the Fire descriptor.

Bonus Languages

An advocate's language selections include all four elemental languages (Aquan, Auran, Ignan, and Terran). The advocate also gains the language associated with their elemental heritage automatically.

Rage (Ex)

An advocate can fly into a rage a certain number of times per day. In a rage, an advocate temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the advocate's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, an advocate cannot use any Charisma-, Dexterity-, or Intelligence-based skills ((except Acrobatics, Fly, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. An advocate may prematurely end his rage. At the end of the rage, the advocate loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level advocate, at which point this limitation no longer applies).

An advocate can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Nature Sense (Ex)

An advocate gains a +2 bonus on Knowledge (nature) and Survival checks.

AC Bonus (Ex)

When unarmored and unencumbered, an advocate adds her Wisdom bonus (if any) to his AC. In addition, an advocate gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five advocate levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the advocate is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Speed Bonus (Ex)

At 3rd level, an advocate gains an enhancement bonus to her speed, as shown on the above table. This bonus only applies under certain conditions, according to their elemental heritage. An advocate in armor or carrying a medium or heavy load loses this extra speed, as does one not currently in contact with their attuned element.

Air-heritage advocates gain this speed bonus whenever they are flying, whether under their own power or under that of a spell.

Earth-heritage advocates gain this speed bonus whenever they are firmly planted on the ground. Leaving the ground (such as for a jump, through flight, or being thrown) causes the bonus to dissipate until the advocate's next turn.

Fire-heritage advocates gain this speed bonus whenever they are in sunlight. Being in shade outside during the day is enough; being underground, inside a building, or similar circumstances, is not.

Water-heritage advocates gain this speed bonus whenever they are swimming, effectively granting them a swim speed if they do not already have one.

Natural Stride (Ex)

Starting at 2nd level, an advocate may move through particular terrain, as determined by their heritage, at her normal speed and without taking damage or suffering any other impairment.

Air-heritage advocates can step on gases denser than air (largely, those visible to the naked eye) as if under the effects of the air walk spell.

Earth-heritage advocates can move over stone, rock, and earthen debris at full speed without taking damage or suffering any other impairment. This ability only functions with natural surfaces. Magically altered surfaces, such as those created by soften earth and stone or spike stones affect the advocate normally.

Fire-heritage advocates can move over lava and through natural fires at full speed without taking damage or suffering any other impairment. A fire-heritage advocate who stops moving within a fire takes half the damage inflicted by it this turn, and will take full damage next turn if they don't move out of the area. This ability only functions with natural surfaces. Magically altered surfaces or magically created fires, such as those created by fireball affect the advocate normally. This includes naturally-burning fires started by a magical source.

Water-heritage advocates can move through any sort of water hazard (such as thickly grown seaweed) at normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Trackless Step (Ex)

Starting at 3rd level, an advocate leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Favored Terrain (Ex)

At 3rd level, an advocate gains a favored terrain based upon their elemental heritage. The advocate gains a +2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. Likewise, he gets a +1 bonus on initiative checks when in this terrain.

At 9th level and 15th level, the advocate gains an extra terrain based upon their elemental heritage. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increase by +2, while the initiative bonus increases by +1.

If a specific terrain falls into more than one category of favored terrain, the advocate’s bonuses do not stack; he simply uses whichever bonus is higher.

{table=head] Level | Air-heritage | Earth-heritage | Fire-heritage | Water-heritage
3rd | Plains | Underground (caves) | Desert (sand and wastelands) | Water (below surface)
9th | Forest (coniferous and deciduous) | Mountain (including hills) | Underground (caves) | Cold (ice, glaciers, snow, and tundra)
15th | Elemental Plane of Air | Elemental Plane of Earth | Elemental Plane of Fire | Elemental Plane of Water[/table]

Resist Aberrant Lure (Ex)

Starting at 4th level, an advocate gains a +4 bonus on saving throws against the spell-like abilities of aberrations.

Elemental Metamorphosis (Ex)

At 5th level, an advocate begins to become more like the element present in his heritage, gaining new senses and perceptions. All advocates gain darkvision out to 60' (if they do not already have it) and gain a +5 bonus on Perception checks.

Air-heritage advocates gain the ability to "hear the air", gaining blindsense out to 15'. They also gain resistance to sonic 5.

Earth-heritage advocates gain the ability to feel motion on the ground beneath them, gaining tremorsense out to 15'. They also gain resistance to acid 5.

Fire-heritage advocates gain the ability to see heat traces, gaining the ability to see living creatures without the Cold subtype that are within 15', even if they are invisible. They also gain resistance to fire 5.

Water-heritage advocates gain the ability to see underwater as if they were above water. They also gain resistance to cold 5.

At 10th level, an advocate furthers their journey towards becoming an elemental, gaining some of the immunities that an elemental possesses. All advocates gain immunity to poison and sleep effects, nor do they need to eat, sleep, or breathe. Their resistance gained at 5th level also increases to 10.

At 15th level, an advocate's elemental defenses increase again, providing them with more of the defenses inherent to an elemental. Their energy resistance gained at 5th level (and improved at 10th) increases again, to resistance 15 of the appropriate type. They also become immune to stunning and acquire a 50% resistance to critical hits.

At 20th level, the transformation is complete. He is forevermore treated as an elemental (with the appropriate subtype) rather than as a humanoid (or whatever the advocate's creature type was) for the purpose of spells and magical effects. Additionally, the advocate gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other elementals, the advocate can still be brought back from the dead as if he were a member of her previous creature type.

Elemental Rage (Su)

Starting at 7th level, when raging, an advocate's attacks (natural and manufactured) deal 1d6 points of damage, according to their heritages (sonic for air heritage, acid for earth heritage, fire for fire heritage, and cold for water heritage). This extra damage increases to 3d6 at 13th level and 5d6 at 19th level.

An advocate who attacks with an unarmed strike using this ability is considered armed.

Timeless Body (Ex)

After attaining 16th level, an advocate no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the advocate still dies of old age when his time is up.

Tireless Rage (Ex)

At 17th level and higher, an advocate no longer becomes fatigued at the end of his rage.

skywalker
2008-09-26, 12:56 AM
-snip-

Holy CRAP!

Fax came back!!!

Ok, so I have nothing to say beyond this...

But Fax! Welcome back! Here to stay?

Fax Celestis
2008-09-26, 12:58 AM
In less of a stead than I was before, but yes.

dyslexicfaser
2008-09-26, 02:29 AM
I'll second that: It's been awhile since I've seen anything put out by Fax. Nice.

I don't know the Pathfinder 3.5 variant, so I can't really offer anything beyond: it looks interesting, how Wu Jen ought to have been. I'm wondering why you added Raging in there? Not that it's not a neat mechanic and produces a sort of powered-up Druidic Avenger, but it's an odd choice.

AstralFire
2008-09-26, 05:43 AM
Similarly, I don't know Pathfinder well enough to comment. However, I was disappointed because I thought this would be a lawyering class...

Zeta Kai
2008-09-26, 07:06 AM
Holy prodigal posters, Fax, you're back! Oh, thank God! Quickly now, Forum City needs you! To the Faxmobile! Nananananananana Nananananananana, Fax-Man!

Seriously though, welcome back. It's good to see you again. We kept the threads warm for you. As someone who's taken a sabbatical from the fora before, I understand the pull they have on the mind & soul.

Now (fawning/gushing aside), about your class, I not sure if I understand the unifying theme. It roughly has a Cleric's BAB, a Barbarian's Rage, a few Ranger features, a few Monk features, a Bard's spell progression, 2 good saving throws, & only a few "dead" levels (none, if you count spells). I have to say, I think that this is an overpowered class as is, not to mention a Frankenstein-like hodgepodge of abilities/concepts. Moreover, I think that it lacks a unifying theme to hold it together. Perhaps some fluff explaining just what this class is supposed to represent in the game world would go aways toward clarifying its role & function (& perhaps explain why it's called Advocate), but for right now, I'm not seeing it.

Meek
2008-09-26, 07:29 AM
Similarly, I don't know Pathfinder well enough to comment. However, I was disappointed because I thought this would be a lawyering class...

The main thing to keep in mind with Pathfinder when you don't know much about it, is it "increases the power level" (well, that's sort of debatable really) of PCs, mostly by bumping up every hit die a step and making some really powerful combat feats (they allow sort of mini-TOB maneuver attacks). So something that might seem a touch overpowered in normal 3.5 might fall squarely within Pathfinder because everyone else got a bump too.

That said, I have to agree with Zeta that this really seems all over the place. Rage, a piddly spell list, 3/4 BAB, 4 + Int Mod skills, monk-style abilities. I wouldn't call it overpowered, in fact I think it falls short of the base classes in pathfinder (except completely hopeless ones like the Bard).

Fax Celestis
2008-09-26, 01:14 PM
Now (fawning/gushing aside), about your class, I not sure if I understand the unifying theme. It roughly has a Cleric's BAB, a Barbarian's Rage, a few Ranger features, a few Monk features, a Bard's spell progression, 2 good saving throws, & only a few "dead" levels (none, if you count spells). I have to say, I think that this is an overpowered class as is, not to mention a Frankenstein-like hodgepodge of abilities/concepts. Moreover, I think that it lacks a unifying theme to hold it together. Perhaps some fluff explaining just what this class is supposed to represent in the game world would go aways toward clarifying its role & function (& perhaps explain why it's called Advocate), but for right now, I'm not seeing it.

Probably the "all-over-the-place" stems largely from the fact that I've omitted the (incomplete) flavor text. The idea is thus: where a druid is a protector of nature, the advocate is an embodiment of elemental fury--hence the rage.

In fact, this class was developed for the intent of making this mangled mess of druid variants more viable and thematically coherent. I stripped the 9th level casting in favor of 6th level casting as I felt it fit better with a more martially-oriented (and raging) character. After all, you can't cast in a rage, so those spells are supposed to be relegated to a lesser and/or buff-centric effect.

I also stripped out the animal companion as it didn't make much sense. The monk speed has been lessened overall and now requires contact with the element in question, but the implementation of favored terrains and the eventual full transformation into an elemental I believe offsets that, particularly with the immunities provided by being an elemental.

Human Paragon 3
2008-09-26, 01:47 PM
The natural stride is especially puzzling. You can walk on gas heavier than air? Imunity from fire as long as you keep moving? Ignore seaweed? These abilities are just weird and distracting. I'd remove it all together. Maybe replace it with the elemental-like "mastery" abilities (earth mastery, air mastery etc).

The class does seem a weird hodge-podge of class features. Not much you can do for that except to disguise them a bit better. To further the 'variant' idea, why not use the whirling frenzy instead of rage?

Also, I would suggest letting the advocate spontaneously cast their domain spells. After all, a druid can sponatenously cast summon nature's ally.