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    Milo v3's Avatar

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    Aug 2010
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    Australia
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    Default Avatar: Barbarian/Cleric Hybrid Class [PF]

    Past few days I've been writing up a giant list of potential hybrid classes, and going in alphabetical order this was the first. It's sorta like a divine bloodrager, but hopefully different enough to be justifiable.
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    Some warriors are said to be able to enter a divine state, where the essence of a god flows from their body empowering all that they do. These avatars may have some deific blood within them, maybe they understand more about the world than most, or perhaps they are a chosen warrior of their religion. Just like clerics, an avatar can get their power from a concept rather than a deity.

    Alignment: An avatar's alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis.

    Role: Avatars are front-line fighters that can unleash large amount of destruction, while still being protected by blessings and armour.

    Hit Die: d10

    Parent Classes: Barbarian/Cleric

    Class Skills
    The Avatar's class skills (and the key ability for each skill) are acrobatics (dex), climb (str), craft (int), intimidate (cha), knowledge (nobility)(int), knowledge (religion)(int), perception (wis), profession (wis), sense motive (wis).

    Skill Ranks per Level: (4 + Int modifier)

    Avatar
    Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
    1st
    +1
    +2
    +0
    +0
    Aura, Domains, Wrath, Wrath Power - - - -
    2nd
    +2
    +3
    +0
    +0
    Channel Wrath 1d6, Fearsome Wrath - - - -
    3rd
    +3
    +3
    +1
    +1
    Symbolism - - - -
    4th
    +4
    +4
    +1
    +1
    Channel Wrath 2d6, Divine Wrath 0 - - -
    5th
    +5
    +4
    +1
    +1
    Spontaneous Domains 1 - - -
    6th
    +6/+1
    +5
    +2
    +2
    Channel Wrath 3d6, Wrath Power 1 - - -
    7th
    +7/+2
    +5
    +2
    +2
    Damage Reduction 1/-, Divine Inspiration 1/Day 1 0 - -
    8th
    +8/+3
    +6
    +2
    +2
    Channel Wrath 4d6 1 1 - -
    9th
    +9/+4
    +6
    +3
    +3
    Improved Symbolism 2 1 - -
    10th
    +10/+5
    +7
    +3
    +3
    Channel Wrath 5d6, Damage Reduction 2/- 2 1 0 -
    11th
    +11/+6/+1
    +7
    +3
    +3
    Greater Wrath 2 1 1 -
    12th
    +12/+7/+2
    +8
    +4
    +4
    Channel Wrath 6d6, Wrath Power 2 2 1 -
    13th
    +13/+8/+3
    +8
    +4
    +4
    Damage Reduction 3/-, Divine Inspiration 2/Day 3 2 1 0
    14th
    +14/+9/+4
    +9
    +4
    +4
    Channel Wrath 7d6, Indominable Will 3 2 1 1
    15th
    +15/+10/+5
    +9
    +5
    +5
    Perfected Symbolism 3 2 2 1
    16th
    +16/+11/+6/+1
    +10
    +5
    +5
    Channel Wrath 8d6, Damage Reduction 4/- 3 3 2 1
    17th
    +17/+12/+7/+2
    +10
    +5
    +5
    Tireless Wrath 4 3 2 1
    18th
    +18/+13/+8/+3
    +11
    +6
    +6
    Channel Wrath 9d6, Wrath Power 4 3 2 2
    19th
    +19/+14/+9/+4
    +11
    +6
    +6
    Damage Reduction 5/-, Divine Inspiration 3/Day 4 3 3 2
    20th
    +20/+15/+10/+5
    +12
    +6
    +6
    Channel Wrath 10d6, Mighty Wrath 4 4 3 3

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

    Weapon and Armour Proficiencies: An avatar is proficient with all simple and martial weapons, light armour, medium armour, and shields (except tower shields).

    Aura (Ex): An avatar of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

    Domains: An avatars chooses two domains from among those belonging to his deity. An avatar can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If an avatar is not devoted to a particular deity, he still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. What domains you select determine what wrath powers you can gain, and increase your spell list once you gain access to spellcasting. Your selected domains should be a factor in the appearance of your wrath.

    Wrath (Su): The avatar's divine essence grants him the ability to show your wrath. At 1st level, an avatar can show your wrath for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can show his wrath for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from showing your wrath or spells like bear's endurance) don't increase the total number of rounds that an avatar can show his wrath per day. The total number of rounds of wrath per day is renewed after resting for 8 hours, although these hours need not be consecutive.

    An avatar can show your wrath as a free action. While showing your wrath, an avatar gains a +4 sacred bonus to his Strength and Constitution, as well as a +2 sacred bonus on Will saves. In addition, he takes a –2 penalty to Armour Class. The increase to Constitution grants the avatar 2 hit points per Hit Die, but these disappear when you stop showing your wrath and are not lost first like temporary hit points. While in wrath, an avatar cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

    An avatar can stop showing his wrath as a free action. When showing your wrath ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the wrath. An avatar cannot show his wrath while fatigued or exhausted, but can otherwise display their wrath multiple times during a single encounter or combat. If an avatar falls unconscious, he immediately stops showing his wrath, placing him in peril of death.

    Wrath counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. If the avatar is evil in alignment, the bonuses are profane rather than sacred, while if the avatar is neutral he may select either profane or sacred when he gains this ability.

    Wrath Power (Su): As an avatar gains levels, he learns to manifest his domains while in the throes of wrath. When the avatar shows his wrath, he must select one of his two domains, and gains the wrath powers as appropriate for their level from that domain. An avatar can change what domain they are exemplifying a move action while showing their wrath.

    Though, despite having to select one domain to be manifesting, an avatar always has minor traits from their other domain present. At first level the avatar must select one first level wrath power from each of their domains, these selected wrath powers are always active when they show their wrath regardless of which domain they select. The avatar does not gain the benefits of the first level wrath powers that are not selected, regardless of which domain they select.

    Channel Wrath (Su): Upon reaching second level, an avatar can channel a surge of divine energy during combat. When the avatar successfully makes a critical hit or hits a creature while in wrath, he can spend a swift action to channel wrath. Channelling wrath causes a burst that affects all allies or enemies (chosen as part of the swift action) in a 20-foot radius centred on the avatar. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two avatar levels beyond 2nd (2d6 at 4th, 3d6 at 6th, and so on). The energy type of this damage is selected as part of the swift action, and must be one of the energy types listed in your selected domains.

    Creatures that take damage from channelled wrath receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the avatar's level + the avatar's Wisdom modifier. Creatures healed by channelled wrath cannot exceed their maximum hit point total—all excess healing is lost. An avatar may channel energy a number of times per day equal to 3 + her Wisdom modifier. An avatar can choose whether or not to include herself in this effect.

    Fearsome Wrath (Ex): While a second level avatar is in wrath, they gain a bonus to intimidation checks equal to half of their class level against creatures that do not worship the same deity or concept as the avatar.

    Symbolism (Su): At 3rd level, an avatar in wrath radiates with their deities energy enough so that it can allow others to channel divine magic. All allies within 30 ft. of the avatar in wrath that worship the same deity or concept as the avatar, count as holding their divine focus for the purposes of casting spells and using class abilities. At levels 9 and 15, the range of this ability increases to 60 ft., and 120 ft.

    Divine Wrath (Su): At 4th level, the avatar gains the ability to cast spells even while in wrath. He can also cast these spells defensively and can make concentration checks for these spells during wrath. While in wrath, he can cast and concentrate on only his avatar spells; spells from other classes cannot be cast during this state.

    Spells: Beginning at 4th level, an avatar gains the ability to cast a small number of divine spells which are drawn from the avatar spell list. An avatar must choose and prepare his spells in advance.

    To prepare or cast a spell, an avatar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an avatar's spell is 10 + the spell level + the avatar's Wisdom modifier.

    Like other spellcasters, an avatar can cast only a certain number of spells of each spell 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 Wisdom score. When the table indicates that the avatar gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

    An avatar must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. An avatar may prepare and cast any spell on the avatar spell list and his domains spell lists, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

    Spontaneous Domains: A fifth level avatar can channel stored spell energy into domain spells that she did not prepare ahead of time. The avatar can “lose” any prepared spell in order to cast any spell of the same spell level or lower from his domain's spell lists.

    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 3 levels thereafter, this damage reduction increases by 1 point. Damage reduction can reduce damage to 0, but not below 0.

    Divine Inspiration: After attaining seventh level, the avatar can fill an empty spell slot when he enters his wrath. When he enters wrath, he can select one spell and immediately prepare it in an empty spell slot that is equal to it's level or higher, rather than spending 15 minutes to do so. This requires the avatar leaving a spell slot empty when preparing his spells, and can be done once per day. At 13th and 19th level, the avatar gains an additional use of this ability per day.

    Greater Wrath (Ex): At 11th level, when an avatar enters rage, the sacred (or profane) bonus to his Strength and Constitution increases to +6 and the bonus on his Will saves increases to +3. In addition, he can select one energy type that he can channel with channel wrath, and during the wrath all his attacks deal an additional 1d4 points of damage of that energy type. This additional damage is not multiplied as part of a critical hit.

    Greater wrath counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

    Indomitable Will (Ex): At 14th level, an avatar gains a +4 bonus on Will saves to resist enchantment spells while in wrath. This bonus stacks with all other modifiers, including the bonus on Will saves he also receives during his wrath.

    Tireless Wrath (Su): At 17th level, an avatar no longer becomes fatigued at the end of his wrath.

    Mighty Wrath (Su): At 20th level, when an avatar enters his wrath, the sacred (or profane) bonus to his Strength and Constitution increases to +8, and the bonus on his Will saves increases to +4. Furthermore, he gains one of the Domain Apotheosis's listed from his selected domains. Which domain apotheosis is gained is chosen when the avatar prepares his spells.

    Chaotic, Evil, Good, and Lawful Spells: An avatar can't cast spells of an alignment opposed to his own or his deity's (if he has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

    Ex-Avatars
    An avatar who grossly violates the code of conduct required by his god loses all spells and class features, except for proficiencies. He cannot thereafter gain levels as an avatar of that god until he atones for his deeds (see the atonement spell description).
    Last edited by Milo v3; 2015-02-12 at 11:06 PM.
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