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Fouredged Sword
2013-06-13, 06:32 PM
Meldshaping is a cool idea for the 3.5 rule set, but it got too little support for my taste.

After hating the soulborn as a more physical combat flavored incarnum class I decided to make my own.

The avatar is a base class that is designed to be a physical combatant who's focus is on raw ability. A avatar uses incarnum to directly augment their bodies in ways that most incarnum users cannot even comprehend. They take power of the soul and use it to push themselves past the limits of human capability without breaking a sweat. If an incarnate calls forth the semblance of equipment, and the totemist creates the characteristics of magical beasts, the avatar imposes the image of a better version of himself, calling on the spirits of his own people.

Avatar

Alignment: Any
HD: d10
Abilities: Constitution is a major attribute for Avatars as they require it for their meldshaping. Strength and dexterity are also important for their physical combat, but an avatar uses all attributes to their fullest by the end of their advancement.
Proficiency An Avatar is proficient in all simple and martial weapons, all shields except tower shields, light and medium armor.

{table=head]Lvl | BAB | Fort | Ref | Will | Special | Soulmelds | Essentia | Chakra Binds
1 | +1 | +2 | +0 | +2 | Improved Unarmed Strike | 1 | 0 | 0
2 | +2 | +3 | +0 | +3 | Favored Focus | 1 | 0 | 0
3 | +3 | +3 | +1 | +3 | Unbound Potential 1/day | 2 | 1 | 0
4 | +4 | +4 | +1 | +4 | Chakra Bind (Crown, Hands) | 2 | 1 | 1
5 | +5 | +4 | +1 | +4 | Meldshaping Adaptability | 2 | 2 | 1
6 | +6/+1 | +5 | +2 | +5 | Unbound Potential 2/day | 3 | 3 | 1
7 | +7/+2 | +5 | +2 | +5 | Chakra Bind (Arms, Feet)| 3 | 4 | 2
8 | +8/+3 | +6 | +2 | +6 | Surge of Power | 3 | 4 | 2
9 | +9/+4 | +6 | +3 | +6 | Unbound Potential 3/day | 4 | 4 | 2
10 | +10/+5 | +7 | +3 | +7 | Chakra Bind (Waist, Shoulders) | 4 | 5 | 3
11 | +11/+6/+1 | +7 | +3 | +7 | Meldshaping Adaptability | 4 | 6 | 3
12 | +12/+7/+2 | +8 | +4 | +8 | Unbound Potential 4/day | 5 | 7 | 3
13 | +13/+8/+3 | +8 | +4 | +8 | Chakra Bind (Brow, Throat) | 5 | 7 | 4
14 | +14/+9/+4 | +9 | +4 | +9 | Improved Surge of Power | 5 | 8 | 4
15 | +15/+10/+5 | +9 | +5 | +9 | Unbound Potential 5/day | 6 | 9 | 4
16 | +16/+11/+6/+1 | +10 | +5 | +10 | Chakra Bind (Heart) | 6 | 10 | 5
17 | +17/+12/+7/+2 | +10 | +5 | +10 | Meldshaping Adaptability | 6 | 11 | 5
18 | +18/+13/+8/+3 | +11 | +6 | +11 | Unbound Potential 6/day | 7 | 12 | 5
19 | +19/+14/+9/+4 | +11 | +6 | +11 | Chakra Bind (Avatar) | 7 | 13 | 6
20 | +20/+15/+10/+5 | +12 | +6 | +12 | Avatar Form | 7 | 14 | 6
[/table]

Fouredged Sword
2013-06-13, 06:34 PM
Skills points per level: 4+Int
Class skills:Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (Arcana, Geography, History, Local, Nobility), Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Sleight Of Hand, Spot, Survival, Swim, Tumble, Use Rope

Avatars can be skilled in many different subjects with two avatars having varied skill sets, but they rarely master but a few. They have many class skills, but relatively few skill points to put in them.

Meldshaping: An Avatar is a meldshaping class with a meldshaper level equal to the levels taken in this class. Avatars form soulmeld called focuses. Focuses are much like soulmeld granted by other classes except for a few key differences. Focuses cannot be gained through the Shape Soulmeld feat. An Avatar can only shape focuses using his soulmeld shapes gained from levels in the avatar class. An Avatar can shape normal soulmelds, and he learns a limited number of soulmelds from other classes as he levels, but only avatars can take on a focus. An Avatar can shape one focus or soulmeld at level one. An avatar begins play knowing all six focuses.

Improved Unarmed Strike:Avatars are master their bodies, as such they get the improved unarmed strike feat for free. Not all Avatars choose this to be their primary weapon, but it always remains an option.

Favored Focus:An avatar picks one aspect of himself that dominates. This can be Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. An Avatar picks one of these and it becomes his favored focus. Whenever he shapes his favored focus he can bind it to multiple chakras, so long as those chakra's are open and he has enough binds to do so. An avatar's essence cap for his favored focus is increased by one.

Unbound Potential: At 3rd level an avatar learns to shift his binds multiple times per day. At 3rd level he can spend 1 full round to unform, unbind, and or move a single soulmeld and form, bind, and or move another. Moving a bind without unbinding it is not possible. He can instead take 15min and re-prepare his melds as if he was preparing them for the first time in the day. He can do this once per day at 3rd level, and once more per day each 3 levels after that (6th, 9th, 12th, 15th, and 18th).

Chakra Bind (Crown, Hands): At 4th level an avatar can bind a focus or soulmeld to his hands or crown chakra. At this level an avatar also gains a single chakra bind to allow him to do so.

Meldshaping Adaptability: At 5th, 11th, and 17th level an avatar can pick a single soulmeld from any meldshaping list. He can now shape that particular meld.

Chakra Bind (Arms, Feet): At 7th level an avatar can now bind a focus or soulmeld to his arms or feet chakra. He gains an extra bind at this level as well.

Surge of Power: At 8th level an avatar can cause a surge of inner strength and resolve three times per day. This is a free action that provides him with a +2 moral bonus to each of his six attributes except his favored focus, which gets +4 moral bonus. This bonus lasts for a number of rounds equal to half his avatar level. Surge of power counts as rage for feats that can effect rage, including instant rage and extra rage.

Chakra Bind (Waist, Shoulders): At 10th level an avatar can now bind a focus or soulmeld to his waist or shoulder chakra. He gains an extra bind at this level as well.

Chakra Bind (Brow, Throat): At 13th level an avatar can now bind a focus or soulmeld to his brow or throat chakra. He gains an extra bind at this level as well.

Improved Surge of Power: At 14th level the avatar's surge of power increases. It now also provides 20 temporary HP, and suppresses the following conditions for the duration: Confused, Cowering, Dazed, Dazzled, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, Staggered, Stunned, and any charm or compulsion effect. The duration of these effects still continues, but the avatar ignores the effects. If the effect still has duration when the surge ends, the avatar can make a second save at the original DC to remove the effect entirely. If the effect offers no save, or the avatar fails the save, the effect takes force and the avatar suffers all normal effects until the end of the duration.

Chakra Bind (Heart) At 16th level an avatar can now bind a focus or soulmeld to his heart chakra. He gains an extra bind at this level as well.

Chakra Bind (Avatar) At 19th level an avatar can now bind his favored focus to his avatar chakra. No other foci can be bound to the avatar chakra. His favored focus gains all effects as if it occupied and was bound to all his chakra. This effects counts as forming one soulmeld and one bind, but occupies all chakra with binds. When he does so, he cannot bind any other soulmelds or foci with one exception. If the avatar has a feat or class feature that allows two soulmelds to be bound to the same chakra, he may bind an extra soulmeld of focus to that chakra. The avatar has a hard time using magical equipment while using the avatar chakra unless he has a feat that allows for equipment to be used over a chakra bind.

Avatar Form At 20th level an avatar becomes the embodiment of himself in the world. Each of his attributes increases by 2. He can spend 1 day meditating and spend 5000exp to grant himself a permanent +1 to an attribute as if he cast the wish spell on himself. He gains unlimited uses of his unbound potential ability.

Fouredged Sword
2013-06-13, 07:53 PM
Foci -

There are only six foci, and each one corresponds to an attribute. An avatar eventually will focus on one particular attribute, but nothing prevents an avatar from drawing on all focuses by the end of his progression.

Strength Focus -
This is the focus that focuses the power of essence on developing raw power and directing it throughout the body. An avatar of strength is a colossus of power capable of truly inhuman applications of herculean strength.

When formed, this focus grants a +1 enhancement bonus to strength. The enhancement bonus increases by 1 for every point of essence invested in this focus.

Bind(crown) - Binding this focus to the crown provides better insight in how to apply strength to a task. This bind provides the ability to ignore one point of DR or hardness and +1 to any strength check to break an object. These bonuses increase by one point per essence invested in this focus.

Bind(hands) - Binding this focus to the hands provides a grip beyond normal capability. This bind reduces the penalty for wielding on oversized weapon by one point. The amount of the reduction increases by one point with each essence invested in this focus. For every two points of penalty that are reduced, the avatar treats himself as one size larger for determining category of weapon he can wield, whenever it would be beneficial. An oversized two handed weapon remains two handed. An two handed weapon becomes one handed, and a one handed weapon becomes light. For example, a medium avatar with three point of essence invested can wield a large greatsword as a one handed weapon or two handed weapon or wield
a medium greatsword as a two handed weapon, a one handed weapon, or a light weapon as he chooses.

Bind(arms) - An avatar who binds strength to his arms gains manual might, and is capable of forcing his way around the battlefield. This bind grants the use of the following feats, even if the avatar lacks the prerequisites: Improved Bull Rush, Improved Overrun, and Improved Sunder. Each point of essence invested in this focus also grants +1 to strength checks to bull rush or overrun, and an additional point of damage to sunder attempts.

Bind(feet) - An avatar who binds strength to his feet gains the ability to make great leaps. This bind allows all jumps to be treated as running jumps. Each point of essence invested in this focus grants a +5 enhancement bonus to jump checks.

Bind(waist) - An avatar who binds strength to his waist gains unstoppable inertia. This bind allows an avatar to attempt to break walls and other impediments as he moves without breaking stride. The avatar can attempt a break check vs walls and other barriers as part of any movement. It cost 5ft worth of movement to attempt to break a surface. This bind grants a +4 enhancement bonus to strength checks to break down doors, walls, or other barriers per point of essence invested in this focus. Successfully breaking a wall or door allows the avatar to proceed through unimpeded, leaving a hole equal to the space the avatar occupies. Failing to break a door or wall stops the avatar in place, though he may redirect his remaining movement or spend more of it on more attempts to break the wall or door.

Bind(shoulders) - An avatar who binds strength to his shoulders is able to project great strength down every swing. This bind makes it so the avatar can initiate a bullrush as a free action after any successful melee attack. The avatar does not move with the target of this bullrush, but the target is pushed back by the force of the blow as if he did. The avatar gains a +2 to the strength check per essence invested in this focus. The avatar can choose to bullrush the target in any direction, including down. A target who is bullrushed into a surface takes an additional 1d4 bludgeoning damage per essence invested in this focus. Targets who are bullrushed into ground take the listed damage if the bullrush is successful, but are not moved. The bonus to bullrush attempts stacks with the arm bind.

Bind (brow) - An avatar who binds strength to his brow developes the ability to swing through targets, attacking all around him with a single swing. This bind allows each melee attack from the avatar to be able to strike multiple squares. Each swing hits all targets in two adjacent squares. Make one attack roll and compare it to the AC of all targets. Roll for damage once. Each target who is hit takes the same damage. If combined with the shoulder bind, each target is bullrushed with a single strength check, opposed individually by each target. Each point of essence invested allows to strike targets in an additional square. All squares must be a continuous line, but the line does not have to be straight.

Bind (Throat) - An avatar who binds strength to his throat can project his strength through his voice. This bind allows the avatar to project a cone of shear sonic power using his voice. This is a standard action to use, and it is a 10ft per invested essence cone of deafening noise. Creatures who are caught in the area make a fortitude save (DC10+1/2 avatar level+strength mod) or they are dazed for one round, and deafened for 1d4 rounds per essence invested. Targets who make the save are not dazed, but are still deafened for 1 round per invested essence.

Bind (heart) - The heart of strength is the secret that you are as large as your heart allows you to be. An avatar who binds strength to their heart amplifies this and reinforces their will on the world to become much larger than they actually are. This bind grants the powerful build ability to the avatar. They treat themselves as one size larger, but only when it would benefit them. Their space and reach do not change, but their weight becomes mutable, increasing by up to 8X per size category if the avatar wishes. Each point of essence invested in this focus now allows the avatar to act like he is an additional size larger, up to colossal size.



Dexterity Focus -
This is the focus that focuses the power of essence on developing speed and precision. An avatar of dexterity is a flowing wind that cannot be contained.

When formed, this focus grants a +1 enhancement bonus to dexterity. The enhancement bonus increases by 1 for every point of essence invested in this focus.

Bind(crown) - This bind grants increased awareness of each second that passes, granting the quick draw feat and a +1 enhancement bonus to initiative. Each point of essence increases the bonus to initiative checks by 1.

Bind(hands) - This bind increases manual dexterity, allowing deadly precision and accuracy. An avatar who uses this bind gains the weapon finesse feat and adds his dexterity modifier to damage when wielding a weapon that benefits from weapon finesse. This bind also grants a +2 enhancement bonus to slight of hand checks, and adds an additional +2 per point of essence invested.

Bind(arms) - This bind allows an avatar to project the power of his movements into his attacks. The avatar gains skirmish damage per the scout class feature. Whenever he moves at least 10ft, the rest of his attacks that round deal an extra 1d6 damage and he gains a +1 dodge bonus to AC. Each point of essence invested in this focus grants an additional 1d6 skirmish damage and 1 point of dodge bonus.

Bind(feet) - This bind provides blinding speed and precision to the steps of the avatar. The avatar gains +10ft to all forms of movement and +2 enhancement to tumble, balance, and move silently checks. Each invested point of essence increases the speed bonus by 5ft and provides an additional +2 to tumble, balance, and move silently.

Bind(waist) - This bind grants overall coordination to the avatar who binds it. This feat allows the avatar to move and fight at the same time. This bind grants the use of the spring attack feat. Each point of essence invested allows the avatar to make an additional attack along his path of travel. Each attack is at a -2 cumulative penalty for each previous attack.

Bind(shoulders) - This bind grants lightning fast movements allows for sudden attacks at a moments notice. The avatar gains the combat reflexes feat as long as this bind is in place. Each point of essence allows for an additional attack of opportunity to be made each round in addition to combat reflexes. If at least 3 essence are invested in this focus, the avatar can choose to make two attacks of opportunity each time an opponent provokes.

Bind (brow) - This bind grants the ability to move without thought to the avatar. An avatar who forms this bind gains the uncanny dodge class feature. Each point of essence invested in this focus grants a +1 dodge bonus to the avatar. At three points of essence invested, the uncanny dodge becomes improved uncanny dodge.

Bind (Throat) - This bind allows the avatar the ability to avoid otherwise unavoidable harm. The avatar who forms this bind gains evasion. Each point of essence invested in this focus grants a +1 enhancement bonus to reflex saves. If at least 3 points of essence are invested, the evasion becomes improved evasion.

Bind (heart) - The heart of dexterity is the ability to move, both quickly and precisely. An avatar who binds dexterity to his heart becomes liquid quicksilver in the wind, unable to be caught or contained. The avatar gains a continuous freedom of movement effect. In addition to this, the avatar learns to step around spaces. This effect allows the avatar to skip squares during any movement. The avatar moves from one space to the next as if they where connected, simply not passing through the space between the two points. This additional movement does not count as movement, and does not allow skirmish damage or any other ability that uses total distance traveled. The avatar can travel in any direction using this ability, but he requires line of effect and sight to the destination point. This movement does not count as distance traveled when counting the avatar's movement speed, effectively extending his mobility. The avatar can skip 5 feet of distance per invested essence per round. This movement can be used all at once or broken up into small hops during any normal movement. The avatar can use this to effectively take extended 5ft steps if he desires.

Garryl
2013-06-14, 12:14 PM
Soulborn without the suck? I might be in love.

Fouredged Sword
2013-06-14, 09:46 PM
Posting more stuff. Please give feedback.

Zweisteine
2013-06-15, 03:27 PM
Anything I do not mention I think is good, though there are some parts that are worded badly (such as chakra binds).


Meldshaping: An Avatar is a meldshaping class with a meldshaper level equal to the levels taken in this class. Avatars form meldshapes called focuses. Focuses are much like meldshapes granted by other classes except for a few key differences. Focuses cannot be gained through the Shape Soulmeld feat. An Avatar can only shape focuses using his soulmeld shapes gained from levels in the avatar class. An Avatar can shape normal soulmelds, and he learns a limited number of soulmelds from other classes as he levels, but only avatars can take on a focus. An Avatar can shape one focus or soulmeld at level one. An avatar begins play knowing all six focuses.

A "meldshape" is not a thing. The proper term is "soulmeld." The term "soulmeld shapes" also needs clarification (but classes are already restricted to shaping that class' soulmelds, so that sentence is unnecessary).

Also, why not just make the six focuses soulmelds only found on the Avatar list? They should include in their effect text that they can not be learned through shape soulmeld.


Favored Focus:An avatar picks one aspect of himself that dominates. This can be Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. An Avatar picks one of these and it becomes his favored focus. Whenever he shapes his favored focus he can bind it to multiple chakras, so long as those chakra's are open and he has enough binds to do so.

This makes little sense, though I suspect that will be cleared up in the third post.
Perhaps giving the focuses names beyond the ability scores would help as well.


Extra Soulmeld: At levels 3, 6, 9, 12, 15, and 18 a Avatar can shape an additional soulmeld or focus.

This does not need to be listed as a class feature, as it is an inherent part of the class' progression, as shown on the table.
The name of this feature seems like a name for giving the feat Shape Soulmeld as a class feature as well, so it may be misleading.


I also find it strange that the Avatar gets so much essentia. Part of the Incarnate's whole shtick is that it is the best at essentia, and it gets only 26 for its 9 soulmelds at level 20. Part of the point of essentia is that it is limited and a meldshaper must carefully choose how to use it. It then makes little sense that a class would get enough essentia to fill all of its soulmelds.

Perhaps you should label the thread as a WIP until it is complete...

Fouredged Sword
2013-06-15, 04:59 PM
Thanks for the feedback.

Fouredged Sword
2013-06-16, 07:56 AM
Looking back I gave the Avatar a hilarious amount of Essence. It's now fixed to be in line with powering all your melds half way or half your melds fully.

Fouredged Sword
2013-06-17, 06:54 AM
Class features as the way I want them. Please give feedback.

Fouredged Sword
2013-06-17, 11:24 AM
Ok, added a focus. The remaining focuses will be roughly the same power level, and I am still working on them. I am firmly of the mind that when an avatar hits 20th level, they are not really able to be judged by mortal standards. As an avatar of strength, you are not a guy who is good with a sword, you are Hercules, able to throw around dragons and arm wrestle gods. Those who survive your blows are scattered like sand before your might.

Fouredged Sword
2013-06-18, 10:48 AM
Added dexterity. Lightning attacks and flowing movement.