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Legendary Class: The Avatar

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Legendary Class: The Avatar Empty Legendary Class: The Avatar

Post  Whitewolf Mon May 07, 2012 4:59 pm

The mover of mountains. The chosen child. The favored servant.

An avatar has attained the true essence of divine perfection. He is without peer, and is chosen to carry the hopes, dreams, and fears of all kind. He is more than just a servant; he is a messenger, handpicked to deliver the world into a new age. Avatars often come from humble backgrounds, but their divine strength exceeds that of any mortal potential. So powerful is the avatar that each deity has but one at a time, a single servant given the key to divine glory. It is the dream of almost every paladin, cleric, and druid to be chosen for this incredible honor. Many have strived for the power but few ever attain it.

The avatar must remain faithful, no matter how difficult the trial. His faith can never waver, for he must fulfill his divine fate to live his life as a benchmark for all others to follow.

Hit Die: d8.

Requirements
To qualify to become an avatar, a character must fulfill all the following requirements.

Alignment: Must be the exact alignment of his patron deity.

Skills: Knowledge (religion) 15 ranks.

Feats: Leadership, Iron Will, Skill Focus(Knowledge (religion)), any one feat of the DM’s choice.

Spellcasting: Must be able to cast at least 7th level divine spells that are granted by a deity.

Special: The character may only take levels in a divine spellcasting class during his questing period.

Quests
• A good character must perform three unique acts of heroic greatness, but these acts cannot include direct violence of any kind. An act can be as perilous as reforming an evil dragon or recovering a lost holy relic or as simple as saving a town from starvation or finding a home for an orphaned child. The character must accomplish each of these tasks in secret; he may not take credit for them, and those that benefit from these deeds cannot know his true name. This shows the character’s devotion of doing good without seeking personal glory. Evil priests must do exactly the opposite, whether that means corrupting a being of pure good or executing a plan that starves a town or causes its crops to fail. The character must also work in secrecy, so as not to bring down retribution on his god or his church.

•The character must slay at least three outsiders whose alignment is opposite of that of his deity. These outsiders must be at least CR 9 creatures, and they must be killed on the priest’s home plane.

Class Skills
The avatar’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.

Class Features
The following are class features of the avatar legendary class.

Weapon and Armor Proficiency: Avatars are proficient with all simple and martial weapons, all types of armor, and shields.

Spells: The avatar continues to grow in spiritual skill. Thus when the avatar gains 1st, 3rd, and 5th levels, the character gains new spells per day as if he had also gained a level in a divine spellcasting class that he belonged to before adding the legendary class. If a character had more than one divine spellcasting class before he became an avatar, he must decide to which class he adds each level of avatar for purposes of determining his spells per day.

LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecialSpellcasting
1+1+2+0+2Avatar Ability+1 of existing class
2+2+3+0+3Avatar Ability
3+3+3+3+3Avatar Ability+1 of existing class
4+4+4+1+4Avatar Ability
5+5+4+1+4Avatar Ability+1 of existing class

Avatar Abilities
Voice of Truth: When the avatar speaks, people listen. He is the ideal messenger and draws people together with the power of his words. The avatar gains a +1 legendary bonus to his Charisma per power level. This is a one-time bonus

Deeper Understanding: Filled with the gift of divine truth, the avatar’s sense of understanding grows in strength. People from all walks of life come to the avatar seeking wisdom. The avatar gains a +1 legendary bonus to his Wisdom per power level. This is a one-time bonus.

Divine Shield (Su): The avatar possesses an aura of divine radiance that deflects attacks and improves her defense. As a supernatural ability, he gains a +1 legendary bonus to AC per power level. This is a one-time bonus.

Hands of Power: The avatar carries the power of the gods. He gains access to one additional domain per power level. These domains must be associated with the avatar’s god, and the character gains all of the normal advantages of having access to a domain (domain ability, extra spells, etc.). Characters without access to domains cannot gain access to domains through this ability.

Divine Invulnerability (Ex): To properly deliver his message, the avatar must overcome incredible obstacles. To this end, he develops a supernatural resistance to various sources of damage. The avatar gains immunity to one of the following sources per power level: acid, cold, death, electricity, fire, petrification, and poison.

Barrier of Strength (Su): As a free action once per day per power level, an avatar can surround herself in a protective aura that acts like a globe of invulnerability spell cast by a 20th level sorcerer. In addition, this barrier protects the avatar as if he had cast stoneskin. Each use of the barrier of strength lasts for three rounds per power level.

Divine Sight (Su): Few can fool the eyes of the Avatar for he understands the essence of truth. He can see right through the tricks and disguises of his enemies. The avatar gains a +4 bonus per power level to all Sense Motive and Spot checks, and he can cast true seeing once per day per power level.
Whitewolf
Whitewolf
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