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Milo v3
2015-10-01, 09:42 PM
The Avatar

Avatars are mortals who share their body with a divine spirit. Whether willingly or not, they are bonded with a supernatural being of immense power. Unfortunately, mortal bodies are not powerful enough to channel pure divine power properly, thus they can only use their gifts for short periods which drain their bodies of strength so much that only the very fit can even survive it.

Alignment: Any, though if you are evil in alignment any sacred bonus you would receive from avatar class features are changed to profane bonuses.

Hit Die: d10.

Starting Wealth: 3d6 × 10 gp (average 105 gp)



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
2
3
4


1st
+1
+2
+0
+2
Avatar's mark, deceptive incarnation, eyes behind eyes, deific incarnation, mystery
-
-
-
-


2nd
+2
+3
+0
+3
Partial manifestation (prophet), uncanny dodge
-
-
-
-


3rd
+3
+3
+1
+3
Danger Sense +1
-
-
-
-


4th
+4
+4
+1
+4
Domains, personification, spells
0
-
-
-


5th
+5
+4
+1
+4
Improved Uncanny Dodge
1
-
-
-


6th
+6/+1
+5
+2
+5
Danger Sense +2, partial manifestation (annointed)
1
-
-
-


7th
+7/+2
+5
+2
+5
Damage reduction 1/-
1
0
-
-


8th
+8/+3
+6
+2
+6
Personification
1
1
-
-


9th
+9/+4
+6
+3
+6
Danger Sense +3
2
1
-
-


10th
+10/+5
+7
+3
+7
Damage reduction 2/-
2
1
0
-


11th
+11/+6/+1
+7
+3
+7
Greater incarnation
2
1
1
-


12th
+12/+7/+2
+8
+4
+8
Danger Sense +4, personification
2
2
1
-


13th
+13/+8/+3
+8
+4
+8
Damage reduction 3/-
3
2
1
0


14th
+14/+9/+4
+9
+4
+9
Two wills
3
2
1
1


15th
+15/+10/+5
+9
+5
+9
Danger Sense +5
3
2
2
1


16th
+16/+11/+6/+1
+10
+5
+10
Damage reduction 4/-, personification
3
3
2
1


17th
+17/+12/+7/+2
+10
+5
+10
Easier Incarnation
4
3
2
1


18th
+18/+13/+8/+3
+11
+6
+11
Danger Sense +6, partial manifestation (zealot)
4
3
2
2


19th
+19/+14/+9/+4
+11
+6
+11
Damage reduction 5/-
4
3
3
2


20th
+20/+15/+10/+5
+12
+6
+12
Mighty incarnation, perfect personification
4
4
3
2



Class Skills
The Avatar's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Swim (Str). In addition, avatar receive additional class skills depending upon their oracle mystery.

Skill Ranks per Level: 2 + Int modifier.

Class Features
The following are the class features of the Avatar.

Weapon and Armour Proficiency: Avatars are proficient with all simple weapons, one martial or exotic weapon of their choice, light armour, medium armour, and shields (except tower shields). Some mysteries grant additional proficiencies.

Avatar's Mark (Ex): All avatar have a brand, symbol, or alteration on their bodies that signifies the divine beings bond with it's host. This mark comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The avatar's mark cannot be removed or dispelled without the aid of a deity. An avatar's mark is based on his avatar level plus one for every two levels or Hit Dice other than avatar. Each avatar must choose one of the following curses.


Mark of Ears: Sounds you make are distinct, all warping to better fit your divine theme. You gain a sacred bonus to bluff checks and sound-based performance checks equal to half your avatar level, but also take an equal penalty on sound-based stealth checks.
Mark of Eyes: Whether you have a holy symbol of your divine spirit upon your head, your hair appears to be made of fire, or your bones are visible through your skin, having a visual mark allows all to see that you have been blessed (or cursed). You gain a sacred bonus to intimidate checks equal to half your avatar level, but also take an equal penalty on disguise checks.
Mark of Feet: As you travel, the world warps to suit your needs and wants. You gain a sacred bonus to fortitude saves against environmental conditions (such as extreme heat) equal to your class level. But as altering the world with this reality warping is vaguely visible, you also take a penalty on sight-based stealth checks equal to half your avatar level.
Mark of Heart: Your body only survives by being held together constantly through divine energies. You gain a sacred bonus to fortitude saves against disease equal to half your avatar level. In addition, when you enter your deific incarnation, your bonus to Constitution is reduced by 2. Finally, you cannot die of old age, though when you are past your maximum age you gain no bonus to constitution while in your deific incarnation.
Mark of Spirits: You are constantly followed by minor supernatural being, brought into existence by the unconscious desires of your divine parasite. This functions as a familiar, treating half your avatar level as your wizard level, except that it must possess the figment archetype. In addition, you cannot gain the benefits of the aid-other action, unless your familiar is the one attempting to aid you.
Mark of Tongues: You can innately speak one of the primal languages of creation itself. Pick one of the following languages: Abyssal (evil outsiders), Aklo (aberrations & great old ones), Aquan (water subtyped creatures), Auran (air subtyped creatures), Celestial (good outsiders), Ignan (fire subtyped creatures), Infernal (evil outsiders), or Terran (earth subtyped creatures). You speak this tongue so perfectly that you gain a bonus on all charisma based skill checks against a certain type of creature dependant on your selected language (see the brackets following each language above). Unfortunately your selected language becomes the only one you can speak, though you can still comprehend and non-verbally communicate in other languages you know.


Deceptive Incarnation (Ex): An avatars appearance and voice changes when he becomes the incarnation of his divine spirit, granting the avatar increasing the DC on perception checks by 10 + your or your divine spirit's charisma modifier (whichever is highest) to realize the avatar is the same entity as the other identity.

Eyes Behind Eyes (Su): Sharing an avatar's senses is a divine spirit, able to unconsciously communicate potential threats or aid in searches. The avatar gains a sacred bonus to perception checks equal to his class level.

Deific Incarnation (Su): An avatar can call upon inner his divine spirit, causing it to possess and transform his physical form. Starting at 1st level, an avatar can incarnate for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from deific incarnation and spells like bear's endurance, do not increase the total number of rounds that an avatar can handle incarnating per day. An avatar can incarnate as a free action. The total number of rounds of deific incarnation per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While incarnating, an avatar gains a +4 sacred bonus to her Strength and Constitution. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the incarnation ends and but are lost first like temporary hit points. While in incarnation an avatar's divine spirit takes control causing his ability scores and skill ranks to change to that of the spirits; the spirit's mental ability scores are to 14, 12, and 10 (placed as the avatar's player desires at first level), it has 2 + intelligence modifier skill ranks per avatar level, and has the same class skills as it's avatar. Every three avatar levels, increase one of the spirits mental ability scores by 1.

While incarnating, the avatar's true mind can sense anything their body can sense, but cannot communicate or take action. When not incarnating, the avatar's divine spirit can sense anything their host can sense, but cannot communicate or take action.

An avatar's divine spirit can end this incarnation as a free action and is fatigued after incarnating for a number of rounds equal to 2 times the number of rounds spent in the incarnation. An avatar cannot enter a new incarnation while fatigued or exhausted but can otherwise enter incarnation multiple times during a single encounter or combat. If an avatar falls unconscious, immediately ceases incarnating, placing him in peril of death.

Mystery: Each avatar draws upon a divine mystery to grant him supernatural powers. This mystery grants additional class skills and other special abilities. This mystery represents the nature of the avatar's individual divine spirit. For example, an avatar with the waves mystery might host a minor god of a coast, or an avatar with the flames mystery might be bonded with a mighty solar deity. Regardless of its source, the mystery manifests in a number of ways as the avatar gains levels. An avatar must pick one mystery upon taking his first level of avatar. Once made, this choice cannot be changed. At first level, the avatar gains only the basic power and class skills from his mystery.

Partial Incarnation (Su): Upon reaching 2nd level, while not incarnating, an avatar can partially manifest their divine spirit. By spending a full-round action, the divine spirit gains control over the avatar's voice until the start of the avatar's next round, allowing them to speak as they wish.

At 6th level, the avatar that is not incarnated can expend a move-action to show the awe-inspiring intangible aura of their divine spirit around their body to someone within 30 ft. This functions as a intimidate check to demoralize that witnessing creature, except that it only takes a move-action and you count as one-size larger than normal.

At 18th level, the avatar can temporarily manifest the strength of their deific form. While not incarnated, the avatar can expend a swift-action to gain a +6 sacred bonus to strength for the purposes of carry capacity and strength checks to break objects, until the end of the avatar's turn.

Uncanny Dodge (Ex): At 2nd level, an avatar that isn't incarnated gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An avatar with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If an avatar already has uncanny dodge from a different class, he instead constantly gains the benefits of uncanny dodge and gains the benefits of improved uncanny dodge while not incarnated.

Danger Sense (Ex): At 3rd level, an avatar that isn't currently incarnated gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite. The bonuses gained from this ability stack with those gained from trap sense (if the avatar has trap sense from another class).

Domains: Fourth level avatars must select three domains, one of which must be from his mystery. The avatar gains abilities from these domains as if he was a cleric -3 levels lower than his class level. Any abilities from these domains that are determined by the avatar's wisdom score change to be dependant on the avatar's charisma score. In addition, the avatar must select one of his domains to be his primary domain, spells from that domain count as one level lower than they otherwise would.

Orisons: Avatars have a single level zero spell. This spell is cast like any other spell, but does not consume any slots and may be used again.

Personification: At 4th level and every four levels thereafter until 16th, an avatar's incarnation uncovers a new secret about his mystery that grants him powers and abilities and becomes closer to the true form of their divinity. The avatar must select a personification from the list of personifications available to his mystery.

Spells: Beginning at 4th level, an avatar gains the ability to cast a small number of divine spells drawn from the divine spirit's domain spell lists. To learn or cast a spell, an avatar must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against an avatar's spell is 10 + the spell level + the avatar's Charisma modifier.

Like other spellcasters, an avatar can cast only a certain number of spells of each level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. The avatar does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level.

Improved Uncanny Dodge (Ex): At 5th level and higher, the avatar gains the benefits of uncanny dodge even when not incarnating. In addition an avatar that is incarnating can no longer be flanked. This defence denies a rogue the ability to sneak attack the avatar by flanking him, unless the attacker has at least four more rogue levels than the target has avatar levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. If a character already has improved uncanny dodge from another class, the avatar no longer needs to be incarnating to gain the benefits of improved uncanny dodge.

Damage Reduction (Ex): At 7th level, an avatar gains damage reduction. Subtract 1 from the damage the avatar takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three avatar levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Incarnation (Su): At 11th level, the avatar gains one of the following benefits while he incarnates. This which benefit is gained can be changed once a day as part of restoring your spells.
Aligned: Your incarnation is infused with moral energies. This functions as either protection from chaos, protection from evil, protection from good, or protection from law. You must select one of the spells which shares a descriptor with one aspect of your alignment.
Ascension: Your incarnation never needs to touch the earth. This functions as air step, except your fly rank counts as 5 at minimum.
Titan: Your incarnation is immense. This functions as enlarge person.
Veil: Your incarnation is protected from ranged attack. This functions as entropic shield.

Two Wills (Ex): Having two minds grants the avatar so extra security when it comes to mental magic. At fourteenth level, the avatar gains a +4 sacred bonus on will saves against mind-affecting spells.

Easier Incarnation (Ex): Starting at 17th level, an avatar no longer becomes fatigued at the end of his incarnation.

Mighty Incarnation (Su): At 20th level, when the avatar enters incarnation, the sacred bonus to her Strength and Constitution increases to +6. In addition even when not incarnating, the avatar ceases to age, loses any penalties gained through ageing, becomes immune to polymorph and petrification effects, and counts as an outsider whenever beneficial.

Perfect Personification (Su): Upon reaching his twentieth level, the avatar gains the perfect personification from his mystery. You only gain the benefits of the perfect personification while incarnating.


Battle
Class Skills: Knowledge (Engineering) and Ride.
Domains: Community, Death, Destruction, Liberation, Nobility, Protection, Strength, and War.
Basic Power: You gain proficiency in all martial weapons and heavy armour. In addition, while incarnating you gain proficiency in all exotic and improvised weapons.
Personifications:

Aegis: Your incarnated body either formed with glorious armour, or ascends armour you are already wearing (choose when you incarnate). This grants either an armour bonus equal to your constitution modifier + divine spirit's charisma modifier, or you gain a sacred bonus to armour class equal to your divine spirit's charisma modifier. By spending 10 minutes in meditation while not incarnated, the avatar can trade away the bonuses granted by this ability for armour special abilities with enhancement bonus costs equal to the bonuses being traded. You cannot trade away more bonuses than your divine spirit's charisma modifier with this ability. As a free-action, the avatar can revert any armour special ability gained in this away back into bonuses to armour class.
Chariot: While incarnated your speed is not reduced by armour you wear, you can make an additional 5 ft. step each round, and any mount you ride gains damage reduction equal to your avatar level that is bypassed by magic. In addition, even while not incarnated, you can summon a supernatural mount as a standard action, this mount functions as a phantom steed, using the avatar's level as his effective caster level. Unlike a normal phantom steed, this mount is immune to damage from hustling and forced marches, is always at least the minimum size category that the avatar is capable of riding (modifying the steed's armour class as appropriate), and need not appear quasi-real nor horse-like.
Disciple: Select an outsider with HD 6 or less that you share an alignment with. When you incarnate, an outsider of that kind is immediately called to an available space within 60 ft. and starts to aid you in combat until you stop incarnating, at which point it is returned to it's plane of origin. If you know a specific outsider of the selected type that you wish to call as part of this ability, you can attempt it though that specific outsider can choose to ignore the request and instead the avatar gains the service of a generic outsider of the selected type. Whenever you gain an avatar level, you may change which type of outsider is affected by this personification. At 12th level, you may select an outsider with 12 HD or less that you share an alignment with to be affected this personification. At 16th level, you may select an outsider with 18 HD or less that you share an alignment with to be affected this personification. You must be at least 8th level to select this personification.
Nephilim: When you incarnate your body becomes a living weapon. You gain the Unarmed Strike ability of a monk equal in level to your avatar level. In addition, you can deal bludgeon, piercing, and or slashing damage with your unarmed strikes, your unarmed strikes count as magical for the purposes of bypassing damage reduction, and your unarmed strike gains an enhancement bonus equal to a quarter of your avatar levels as if it was a magical weapon.
Relic: Your incarnated form possesses a special bond with a weapon. Select anyone a type of weapon. This selection is permanent and can never be changed. The relic is masterwork quality and the avatar gains it at no cost. The relic is immune to the broken condition for as long as the avatar lives. An avatar wielding their relic can cast divine spells with the somatic component as if they had a hand free. If an avatar dies and is restored to life, the relic is also restored if it was destroyed. Any magic powers associated with an avatar's relic function only for the avatar; in the hands of anyone else it is only a masterwork item. While you are incarnating; your relic becomes immune to damage, can be summoned to your empty hand as a free action, and deals damage as if it was a number of sizes larger equal to half of your divine spirit's charisma bonus (minimum 0).
Scripture: Your spirit can access innate, if somewhat supernatural, knowledge of battle. When you roll for initiative, you may choose to immediately incarnate if you still have uses remaining. If you do roll initiative an additional number of times equal to a quarter of your avatar level, and take any one of those results as your initiative check result.
Perfect Personifications: The avatar can take a full-attack action and move up to twice his speed as a full-round action (you can move before or after the attacks). Whenever you score a critical hit, you can ignore any DR the target might possess. When you are below 0 hit points, you do not die until your negative total is in excess of your Constitution score plus Charisma score.

Bones
Class Skills: Bluff and Stealth.
Domains: Darkness, Death, Destruction, Repose, Trickery.
Basic Power: You gain a +2 sacred bonus on saves against diseases, mind-affecting effects, and poisons. At 7th level, this bonus also applies on saves against death effects, sleep effects, and stunning. The bonuses from this power double when the avatar is incarnated. At 11th level, the bonus increases to +4.
Personifications:
Aegis: Defensive
Chariot: Movement
Disciple: Companion
Nephilim: Combat
Relic: Item
Scripture: Knowledge

Perfect Personification:

Flame
Class Skills: Acrobatics and Perform.
Domains: Artifice, Destruction, Fire, Healing, Sun, War.
Basic Power:
Personifications:

Aegis:
Chariot:
Disciple:
Nephilim:
Relic:
Scripture:

Final Personification:

Heavens
Class Skills: Knowledge (Arcana) and Survival.
Domains: Air, Darkness, Knowledge, Madness, Sun, Weather
Basic Power:
Personifications:

Aegis:
Chariot:
Disciple:
Nephilim:
Relic:
Scripture:

Final Personification:

Life
Class Skills: Handle Animal and Heal.
Domains: Animal, Charm, Community, Glory, Healing, Plant, Strength.
Basic Power:
Personifications:
Aegis:
Chariot:
Disciple:
Nephilim:
Relic:
Scripture:

Final Personification:

Lore
Class Skills: Appraise and one Knowledge skill of your choice.
Domains: Artifice, Charm, Knowledge, Madness, Magic, Rune, Trickery.
Basic Power:
Personifications:
Aegis:
Chariot:
Disciple:
Nephilim:
Relic:
Scripture:

Final Personification:

Nature
Class Skills: Knowledge (Nature) and Survival.
Domains: Air, Animal, Earth, Fire, Plant, Travel, Water, Weather.
Basic Power:
Personifications:
Aegis:
Chariot:
Disciple:
Nephilim:
Relic:
Scripture:

Final Personification:

Stone
Class Skills: Appraise and Survival.
Domains: Artifice, Darkness, Earth, Protection, Strength
Basic Power:
Personifications:
Aegis:
Chariot:
Disciple:
Nephilim:
Relic:
Scripture:

Final Personification:

Waves
Class Skills: Acrobatics and Escape Artist.
Domains: Knowledge, Luck, Madness, Travel, Water, Weather
Basic Power:
Personifications:
Aegis:
Chariot:
Disciple:
Nephilim:
Relic:
Scripture:

Final Personification:

Wind
Class Skills: Acrobatics and Fly.
Domains: Air, Liberation, Luck, Nobility, Travel, Weather.
Basic Power:
Personifications:
Aegis:
Chariot:
Disciple:
Nephilim:
Relic:
Scripture:

Final Personification: