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View Full Version : D&D 3.x Class The Avatar (WIP) (PEACH)



shatterspike1
2014-08-11, 06:57 PM
Avatar

Alignment
Any.

Hit Die
d8.

Class Skills
The avatar's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (any) (Int), Perform (Cha), Profession (Wis), and Sense Motive (Wis).

Skill Points at 1st Level
(4 + Int modifier) x 4.

Skill Points at Each Additional Level
4 + Int modifier.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+2
+0
+2
Channel Archetype


2nd
+1
+3
+0
+3
Archetype Focus


3rd
+2
+3
+1
+3



4th
+3
+4
+1
+4
Archetype Focus


5th
+3
+4
+1
+4



6th
+4
+5
+2
+5
Double Archetype, Archetype Focus


7th
+5
+5
+2
+5



8th
+6/+1
+6
+2
+6
Archetype Focus


9th
+6/+1
+6
+3
+6



10th
+7/+2
+7
+3
+7
Archetype Focus


11th
+8/+3
+7
+3
+7



12th
+9/+4
+8
+4
+8
Archetype Focus


13th
+9/+4
+8
+4
+8
Triple Archetype


14th
+10/+5
+9
+4
+9
Archetype Focus


15th
+11/+6/+1
+9
+5
+9



16th
+12/+7/+2
+10
+5
+10
Archetype Fcous


17th
+12/+7/+2
+10
+5
+10



18th
+13/+8/+3
+11
+6
+11
Archetype Focs


19th
+14/+9/+4
+11
+6
+11



20th
+15/+10/+5
+12
+6
+12
Archetype Focus



Class Features
All of the following are class features of the avatar.

Weapon and Armor Proficiency
Avatars are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Channel Archetype (Su)
Avatars have the ability, using sheer force of personality, to act in any sort of role. Any number of times per day, as a standard action, an avatar may channel a single archetype that he has access to. Avatars have access to every archetype they are high enough level to use. Whenever the avatar channels an archetype, he replaces the archetype he was currently channeling with the new one. If an archetype specifies that an ability may only be used a number of times over a given period, that number remains even if the avatar stops channeling the archetype and returns to it. For example, if the avatar were to channel the undead hunter and spend two turn attempts, he would not regain those turn attempts even if he switched away and back to the undead hunter; he would only regain them when he rested for eight hours. Unless specified otherwise, any spell-like abilities granted by an archetype are cast as if the avatar was a caster of equal level to his avatar levels, and all of the save DC's from archetype granted spell-like abilities are Charisma based.

Archetype Focus
At 2nd level, and every even avatar level thereafter, an avatar can pick any single archetype, including one he might not yet have access to. He unlocks the Focus benefit of the archetype whenever he channels that archetype from now on. At 3rd level and every odd level thereafter, he may retrain one of his focused archetypes to focus another archetype, losing access to the previous focus benefit but gaining access to a new focus benefit.

Double Archetype
At 6th level, the avatar gains the ability to channel two archetypes at once, gaining the benefits of both. In addition, he may now channel a single archetype as a move action instead of a standard, replacing one of the two he is currently channeling (if he is channeling two at the time). He may also use a standard action to channel two archetypes, replacing both of the archetypes he is currently channeling, if any.

Triple Archetype
At 13th level, the avatar gains the ability to channel three archetypes at once, gaining the benefits of all of them. He may channel a single archetype as a swift action, replacing one he is currently using (if all his archetype slots are filled), channel two as a move action, replacing two, or channel three with a standard, replacing three.

shatterspike1
2014-08-11, 06:58 PM
Archetypes
The Archetypes the avatar can channel are listed below.

Name
Level: The level the archetype becomes accessible.
Description: The description of the archetype's effect.
Focus: The ability the Archetype gains when focused.



The Acrobat
Level: 1st
Description: While channeling this archetype, you gain a bonus to Balance, Escape Artist, and Tumble checks equal to one-half your class level plus your Charisma modifier.
Focus: You may make a Tumble check (DC 20) when attempting to reduce damage from a fall; if you succeed, you take no damage from the fall itself. If you're falling onto dangerous terrain (for example, a pit of spikes) you may still take damage from that.

The Archer
Level: 1st
Description: While channeling this archetype, use your Charisma modifier in place of your Dexterity modifier on attack rolls with ranged attacks.
Focus: While channeling this archetype, you also add your Charisma modifier to damage rolls made on a ranged attack.

The Archdruid
Level: 18th
Description: While channeling this archetype, you gain the use of a single spell-like ability from the Druid spell list (chosen the first time you begin channeling this archetype that day), which you may cast once per day.
Focus: Instead of a single spell-like ability, you gain your Charisma modifier (minimum 1) in spell-like abilities chosen from the Druid spell list (chosen the first time you begin channeling this archetype that day), each of which you may cast once per day.

The Archmage
Level: 18th
Description: While channeling this archetype, you gain the use of a single spell-like ability from the Sorcerer/Wizard spell list (chosen the first time you begin channeling this archetype that day), which you may cast once per day.
Focus: Instead of a single spell-like ability, you gain your Charisma modifier (minimum 1) in spell-like abilities from the Sorcerer/Wizard spell list (chosen the first time you begin channeling this archetype that day), each of which you may cast once per day.

The Assassin
Level: 1st
Description: While channeling this archetype, you gain sneak attack(as per the Rogue class ability). Your sneak attack damage is equal to one-third your class level in d6 (minimum 1). You also deal additional damage equal to your Charisma modifier whenever you hit with a sneak attack.
Focus: You deal a number of d6 equal to one-half your class level in sneak attack instead.

The Athlete
Level: 1st
Description: While channeling this archetype, you gain a bonus to Climb, Jump, and Swim checks equal to one-half your class level plus your Charisma modifier.
Focus: The bonus you gain increases to your class level plus your Charisma modifier.


The Brute
Level: 1st
Description: While channeling this archetype, use your Charisma modifier in place of your Strength modifier on melee attack and damage rolls.
Focus: Instead of replacing your Strength modifier, you add your Charisma modifier to your Strength modifier and treat them as one for the purposes of melee attack and damage rolls.


The Conjurer
Level: 8th
Description: While channeling this archetype, you gain the use of one of the following spell-like abilities (chosen when you begin channeling this archetype) to use at-will: grease, fog cloud, web, glitterdust, or stinking cloud.
Focus: You gain the use of all of those spell-like abilities instead of just one.

The Deathlord
Level: 16th
Description: While channeling this archetype, you gain the ability to make a ranged touch attack with a spectral ray as a standard action at will. If you hit, the target must make a Fortitude saving throw with a difficulty class equal to 10 + one half your class level + your charisma modifier. If the target fails the saving throw, they die instantly. If they succeed, there is no effect.
Focus: Instead of nothing happening when the target succeeds on their saving throw, the target is dealt a d6 of damage for every class level you have.


The Enchanter
Level: 8th
Description: While channeling this archetype, you gain the use of one of the following spell-like abilities (chosen when you begin channeling this archetype) to use at-will: charm person, deep slumber, suggestion, and daze monster.
Focus: You gain the use of all of those spell-like abilities instead of just one.

The Evoker
Level: 8th
Description: While channeling this archetype, you gain the use of one of the following spell-like abilities (chosen when you begin channeling this archetype) to use at-will: fireball, lightning bolt, scorching ray, flaming sphere, or magic missile.
Focus: You add your Charisma modifier to attack and damage rolls made when using those spell-like abilities.




The Healer
Level: 4th
Description: While channeling this archetype, gain a bonus to Heal checks equal to one-half your class level plus your Charisma modifier.
Focus: You can make a DC 20 Heal check as a full-round action to affect the target with the equivalent of a cure light wounds spell as cast by a cleric of 1st level, provided the target is willing.

The Hierophant
Level: 18th
Description: While channeling this archetype, you gain the use of a single spell-like ability from the Cleric spell list (chosen the first time you begin channeling this archetype that day), which you may cast once per day.
Focus: Instead of a single spell-like ability, you gain your Charisma modifier (minimum 1) in spell-like abilities from the Cleric spell list (chosen the first time you begin channeling this archetype that day), each of which you may cast once per day.


The Illusionist
Level: 8th
Description: While channeling this archetype, you gain the use of one of the following spell-like abilities (chosen when you begin channeling this archetype) to use at-will: Major Image, Displacement, Mirror Image, Blur, or Color Spray.
Focus: You gain the use of all of those spell-like abilities instead of just one.



The Knight
Level: 1st
Description: While channeling this archetype, gain your Charisma modifier as a bonus to your Armor Class.
Focus: Choose an ally when you begin channeling this archetype. That ally is affected as if you cast a Shield Other spell for as long as you are channeling this archetype; you may change the target of this focus as a free action.


The Life-Bringer
Level: 12th
Description: While channeling this archetype, you gain the ability to bring a person back to life via Raise Dead as a spell-like ability at-will. You require the material components as if you were casting the spell normally, however.
Focus: You do not require the material components of Raise Dead to bring someone back from the dead; you may bring back to life someone who had died as long ago as 10 days per class level instead of 1 day per class level.


The Martial Artist
Level: 1st
Description: While channeling this archetype, you are treated as if you had improved unarmed strike for any purpose except character advancement. You also unarmed damage as a monk of equivalent level to your class level while channeling this archetype; if you have unarmed damage from another source, it stacks with this unarmed damage.
Focus: While channeling this archetype, you are treated as if you had Flurry of Blows as if you were a monk of equivalent level for all purposes except character advancement.


The Necromancer
Level: 10th
Description: While channeling this archetype, you gain the ability to make a ranged touch attack with a pitch black ray as a standard action at will. If you hit with this ray, you inflict a negative level on the target as well as your class level in negative energy damage.
Focus: You instead inflict 1d2+1 negative levels and your class level + your charisma modifier in negative energy damage.






The Scholar
Level: 12th
Description: While channeling this archetype, you gain a bonus to all Knowledge checks equal to one-half your class level plus your Charisma modifier. You count as trained in all Knowledge skills while channeling this Archetype.
Focus: A number of times per day equal to your Charisma modifier, you may use Legend Lore as a spell-like ability while channeling this Archetype.

The Shadow
Level: 4th
Description: While channeling this archetype, gain a bonus to your Hide and Move Silently checks equal to one-half your class level plus your Charisma modifier.
Focus: You may make an additional Hide check (DC 20) whenever you attempt to Hide; if you succeed, you become invisible for a number of rounds equal to your Avatar level. You may only use this ability once every 8 hours.

The Shapeshifter
Level: 10th
Description: While channeling this archetype, you gain a special version of Polymorph as a spell-like ability that you may use once per day. The range of this Polymorph spell-like ability is changed to Personal.
Focus: Instead of once per day, you may use this Polymorph spell-like ability a number of times per day equal to your Charisma modifier (minimum 1).

The Spy
Level: 4th
Description: While channeling this archetype, you gain a bonus to your Bluff, Disguise, and Gather Information skills equal to your class level, and a bonus to your Forgery skill equal to half your class level plus your Charisma modifier.
Focus: You may make a special Disguise check (DC 20). If this check succeeds, you are affected as if you had used an Alter Self spell-like ability.

The Summoner
Level: 6th
Description: While channeling this archetype, you gain the use of Summon Monster 1 as a spell-like ability at-will.
Focus: You gain the use of the highest level summon monster spell a Sorcerer two levels lower than you could have access to as a spell-like ability at-will instead.


The Tinkerer
Level: 4th
Description: While channeling this archetype, you gain a bonus to your Disable Device and Open Lock skills equal to half your class level plus your Charisma modifier, and you count as trained in both skills while channeling this Archetype.
Focus: You may use Knock as a spell-like ability a number of times equal to your Charisma modifier per day.


The Undead Hunter
Level: 4th
Description: While channeling this archetype, you gain the ability to turn undead as if you were a cleric of half your class level 3 plus your Charisma modifier times per day. You do not require a holy symbol to perform this turning.
Focus: You are treated as a cleric of a level equal to your class level for the purposes of turning undead instead.



The Warrior
Level: 1st
Description: While channeling this archetype, your base attack bonus for all of your class levels are treated as full instead of three-fourths for any purpose except character advancement. You also are treated as proficient with Martial Weapons for any purpose except character advancement while channeling this archetype.
Focus: You are treated as if you had proficiency with all weapons for any purpose except character advancement while channeling this archetype.

The Winged Avenger
Level: 10th
Description: While channeling this archetype, you gain a flight speed equal to your land speed and a maneuverability of average.
Focus: Your flight speed now equals your land speed + 20 feet, and your maneuverability is good instead of average.

shatterspike1
2014-08-11, 06:59 PM
Extra Focus [General]

Benefit
You gain the focus benefit of a single archetype of your choice when channeling that archetype.

Special
You may take Extra Focus multiple times. Every time you take Extra Focus, it applies to a different archetype.

___________

The idea with this class was to make a fairly unique "I channel the forces of story" warrior at Tier 1. Currently, it would need far more in the way of options to approach that, so any additional archetype suggestions (or criticisms) would be appreciated.