
xXxTheBeastxXx |

No, it's not an airbender, and neither is it blue. Mechanically, this class was inspired by both the 3.5 warlock and a concept to improve the monk I heard on the boards. As far as flavor is concerned, I'm not sure where I drew the inspiration. I do think the class is a little overpowered, but that's why I'm posting it, after all.
Feedback is always appreciated.
The Avatar
There are many ways to use magic. Some spend years learning the ins and outs of spells in universities. Others have the talent born into them, through a bloodline or due to a natural phenomenon coinciding with their conception. Still others forge pacts with spirits or outsiders, or even gods in an attempt to use magic.
And then there is the avatar. No truly natural birth, nor any amount of study can create such a being. Avatars are magic. They embody it in all its glory, forgoing the ability to cast “spells” in favor of natural, mystical talents. They are infused completely with magic, the rarest of creations.
Role: Avatars generally find themselves in one of three situations. In lands that revere magic, they are treated as gods, given anything and everything they want. In societies that shun magic, they are shunned above all else, their telltale spellmarks giving them away. However, in areas where magic is no more special than martial prowess, Avatars are usually adventurers, proving themselves or discovering where they came from and why they have the powers they do.
Avatars generally find themselves as backup characters, with the ability to fill a large series of roles through either a diverse set of powers or a focused path.
HD: d8
BAB: 3/4
High Save: Will
Low Saves: Fortitude, Reflex
Level
1 - Arcane bolt 1d6, magical paragon, spellmarks, touch of magic
2 - Mystic art, detect magic
3 - Arcane bolt 2d6. infused being
4 - Mystic art
5 - Arcane bolt 3d6
6 - Mystic art
7 - Arcane bolt 4d6, mana sense
8 - Mystic art, improved infused being
9 - Arcane bolt 5d6
10 - Mystic art
11 - Arcane bolt 6d6
12 - Mystic art
13 - Arcane bolt 7d6, greater infused being
14 - Mystic art, improved mana sense
15 - Arcane bolt 8d6
16 - Mystic art, mystic defense
17 - Arcane bolt 9d6
18 - Mystic art
19 - Arcane bolt 10d6
20 - Mythic art
Class Skills
The avatar’s class skills are Bluff (cha), Craft (int), Fly (dex), Intimidate (cha), Knowledge (arcana) (int), Knowledge (planes) (int), Knowledge (religion) (int), Perception (wis), Profession (wis), Sense Motive (wis), Spellcraft (int), Use Magic Device (cha)
Skill Ranks per Level: 4+int modifier
Class Features
The following are class features of the avatar.
Weapon and Armor Proficiencies: The avatar is proficient with all simple weapons. He is also proficient with light armor.
Arcane Bolt (Su): As a standard action, an avatar can unleash a ray of pure magical energy to destroy his foes. He makes a ranged touch attack against a single enemy at a range of 60 feet. If the attack hits, it deals 1d6 + the avatar’s charisma modifier force damage plus 1d6 more damage for every 2 levels beyond 1st. An avatar can use this ability at-will. An arcane bolt is affected by spell resistance, and an avatar must make a caster level check in order to bypass it. An arcane bolt is treated as a magic missile for the purposes of being blocked by the effects of shield and similar spells and abilities.
Magical Paragon (Su): An avatar is infused with magic, and is therefore a paragon of its power. He has both an arcane and divine caster level equivalent to his class level, even though he cannot cast spells.
He also has a natural magical aura that can be detected by spells such as detect magic or arcane sight. This aura’s strength is based on his caster level, as a magic item’s aura strength would be determined. The aura’s school is considered universal.
Spellmarks (Su): At 1st level, an avatar gains a strange, tattoo-like mark on his forehead known as a spellmark that identifies him as an avatar. Whenever the avatar gains a mystic art, he also gains an additional spellmark somewhere on his body. These marks normally just appear to be tattoos, but when an avatar uses his Arcane Bolt, activates a mystic art, or uses a spell-like ability, these marks glow like a torch for one round. When he uses a mythic art, these marks shine as a daylight spell for one round. These marks can be covered by mundane means, but the light generated by them cannot be suppressed.
Touch of Magic (Su): The magic infused into an avatar’s body aids him when interacting with magic items. He gains a bonus on spellcraft and use magic device checks equal to ½ his class level (minimum 1).
Mystic Art: At 2nd level, and every 2 levels thereafter, an avatar gains a magical power known as a mystic art. Some mystic arts modify his arcane bolt, adding power to it that he normally wouldn’t be able to use. Others grant him powers comparable to spells. Unless otherwise noted, all mystic art take a standard action to activate. Any save DCs granted by mystic art (except for the spell-like abilities granted by certain mystic arts) are equivalent to 10 + 1/2 the avatar’s class level + the avatar’s charisma modifier.
Some mystic arts are labeled “essence.” These specifically apply to the avatar’s arcane bolt. Only one “essence” mystic art can be applied to the arcane bolt at any given time, unless the avatar takes the “extra essence” mystic art or the “essence master” mystic art.
Arctic Bolt (essence) (Su): The avatar’s bolt becomes cold as the arctic winds, and can slow enemies to a crawl. The bolt’s damage is lowered by 1d6, but deals cold damage and a creature hit by the attack must make a fortitude save or become staggered for 1 round, plus one extra round at 5th level and every 4 levels after 5th.
Beshadowed Bolt (essence) (Su): The avatar’s bolt turns black as night, and clings to enemies’ eyes. The bolt’s damage is lowered by 1d6, but enemies hit by the bolt must make a reflex save or be blinded for 1 round, plus one extra round at 4th level and every 3 levels after 4th.
Bewitching Bolt (essence) (Su): An avatar with this mystic art can transform his arcane bolt into a beam of bewitching magic. A bewitching bolt deals no damage, but creatures hit by it are affected as if by dominate person (they are still allowed a will save). A bewitching bolt cannot be combined with other essences. An avatar must be 12th level to select this mystic art.
Brimstone Bolt (essence) (Su): The avatar’s Arcane Bolt becomes a roaring lance of fire. The bolt’s damage is lowered by 1d6, but deals fire damage and a creature hit by the attack must make a reflex save or catch fire. Creatures that catch fire take 1d6 damage at the beginning of their turn, unless they take a standard action to put the fire out or are doused by one gallon of water or more.
Concussive Bolt (essence) (Su): The avatar’s bolt transforms into a concentrated beam of sound. The damage is lowered by 1d6 and the damage dice are changed from d6’s to d4’s, but it deals sonic damage and creatures hit by the bolt must make a fortitude save or be deafened for 1 round, plus one extra round at 4th level and every 3 levels after 4th. An avatar must be at least 6th level before selecting this mystic art.
Deflection Shield (Su): The avatar gains a deflection bonus to his AC equal to ½ his charisma modifier. The avatar must be at least 4th level to select this mystic art.
Dispelling Bolt (essence) (Su): An avatar with this mystic art can use his arcane bolt to negate magical effects on his enemies. A dispelling bolt deals no damage, but creatures and objects hit by it are affected as if by a targeted greater dispel magic. An avatar must be 14th level to select this mystic art.
Drain Life (Su): The avatar can suck the life out of his enemies, bolstering his own power. As a standard action, he can make a touch attack against an enemy. If successful, he deals damage equal to the damage dealt by his arcane bolt and gains temporary hit points equal to ½ the damage dealt. He cannot gain more temporary hit points this way than his charisma score. The temporary hit points disappear after 10 minutes.
Eldritch Strike (Su): The avatar can channel his arcane bolt into his weapon in order to deal extra damage to his enemies in melee. As a standard action, he can make a single melee attack that deals extra force damage equal to his arcane bolt damage. If the avatar also has the rapid bolt mystic art, he can apply this extra damage to all melee attacks made during a full attack.
Enervating Bolt (essence) (Su): The avatar’s arcane bolt has the power to cut straight through to a creature’s soul. The damage is lowered by 2d6, but the bolt inflicts 1 temporary negative level on the foe. These negative levels dissipate after a number of minutes equal to the avatar’s class level. An avatar must be at least 16th level to select this mystic art.
Essence Master (Su): An avatar with this mystic art can apply up to three essence mystic arts to his arcane bolt at a time. All penalties and bonuses stack when applying these essences. If all three arts change the damage type of the bolt, it instead deals 1/3 of each type of damage. An avatar must be at least 10th level and must have extra essence to select this mystic art.
Extra Essence (Su): An avatar with this mystic art can apply two essence mystic arts to his arcane bolt at a time. All penalties to the bolt stack, as do the benefits. If both arts change the damage type of the bolt, it instead deals ½ of one type of damage, and ½ the other. An avatar must be at least 6th level before selecting this mystic art.
Healing (Su)[i]: The avatar can channel his magical energies into creatures, healing their wounds. As a standard action, he can touch a creature and restore a number of hit points equal to his arcane bolt damage. He can only use this ability once per creature touched per day.
[i]Illusory Guise (Sp)[i]: The avatar can assume any identity he needs, for whatever purpose he chooses. He gains a bonus equal to ½ his level on disguise checks. In addition, he can change his appearance for a number of hours per day equal to his class level as if using
[i]disguise self. These hours need not be consecutive, but must be used in 1-hour increments. An avatar must be at least 4th level to select this mystic art.
Lightning Bolt (essence) (Su): The avatar’s bolt becomes a bolt of lightning, capable of stopping enemies in their tracks. The bolt’s damage is lowered by 1d6, but it deals electricity damage. In addition, enemies that fail their reflex save must make a fortitude save or be stunned for 1 round, plus one extra round at 5th level and every 4 levels after 5th. An avatar must be at least 4th level before selecting this mystic art.
Maddening Bolt (essence) (Su): The avatar’s Arcane Bolt blasts straight through a creatures’ body and into their mind, driving them insane. A maddening bolt deals 2d6 less damage, but deals 1d4 wisdom damage. The amount of wisdom damage dealt by a maddening bolt is reduced by 1 for every maddening bolt a creature has been hit by already, to a minimum of 1 wisdom damage per bolt. An avatar must be at least 12th level to select this mystic art.
Monstrous Form (Sp): The avatar can change his shape, transforming into a multitude of creatures, from animals to dragons. As a standard action, he can assume the form of another creature as if using beast shape I for a number of minutes per day equal to his class level x 10. These minutes need not be consecutive, but must be used in 10-minute increments. At 8th level, he can assume a shape as if using beast shape II or elemental body I. At 10th level, he can assume a shape as if using beast shape III, elemental body II, or plant shape I. At 12th level, he can assume a shape as if using beast shape IV, elemental body III, plant shape II, or form of the dragon I. At 14th level, he can assume a shape as if using elemental body IV, plant shape III, or form of the dragon II. And at 16th level, he can assume a shape as if using form of the dragon III. The avatar must be at least 6th level to select this mystic art.
Otherworldly Step (Sp): The avatar gains the ability to teleport across the battlefield. As a swift action, he can teleport as if using
dimension door. The total distance he can teleport in a day is equal to his level x 10 feet. This distance does not need to be used all at once, and can be divided throughout the day. The avatar must be at least 4th level to select this mystic art.
Overwhelming Presence (Sp): The sheer presence of the avatar allows him the ability to influence and manipulate those around him. He gains a bonus equal to ½ his class level on one skill check of his choice when trying to influence another creature: either bluff, diplomacy or intimidate. In addition, he can use suggestion as a spell-like ability at-will. A creature who succeeds on its saving throw against this ability is immune to it for 24 hours. An avatar must be at least 8th level to select this mystic art.
Piercing Bolt (Su): Your arcane bolt has the ability to pierce through enemies’ defenses. It is no longer treated as a magic missile for the purposes of shield and similar effects that block magic missiles. In addition, if an opponent has an active shield spell or similar effect that blocks magic missiles and is hit by an arcane bolt, the avatar can dispel the effect by making a caster level check against the creature as if using a targeted dispel magic. If this ability dispels the effect of an item such as a brooch of shielding, the effect is negated for a number of rounds equal to the avatar’s level. An avatar must be at least 4th level to select this mystic art.
Rapid Bolt (Ex): An avatar with this mystic art can unleash a rapid flurry of bolts. He can fire additional bolts as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An avatar must be at least 8th level before selecting this mystic art.
Shining Bolt (essence) (Su): The avatar’s bolt turns into a searing ray of purifying light. A shining bolt deals fire damage, and the damage die is increased to d8 when dealing damage to undead, instead of d6.
Spellmaster (Sp): The avatar gains minor mastery over a select spell. He selects 1 spell from the sorcerer/wizard or cleric/oracle spell list of a level equal to ½ his level or less. He can cast that spell as a spell-like ability a number of times per day equal to his caster level/the spell’s level (rounded down). If an avatar selects this mystic art more than once, he must choose a new spell to cast. All bonuses and save DCs are based on the avatar’s charisma modifier.
Still Bolt (Ex): An avatar who selects this mystic art can launch his arcane bolt without moving, usually through his eyes or the spellmark on his forehead. His arcane bolt no longer provokes attacks of opportunity. An avatar must be at least 8th level before selecting this mystic art.
Telepathic (Sp): The avatar gains a bonus equal to ½ his level on sense motive checks to determine if a creature is lying. In addition, he can target a single creature and detect their thoughts as if using detect thoughts as a spell-like ability at-will. Any creature who succeeds on their save against this effect is immune to the ability for 24 hours. An avatar must be at least 6th level to select this mystic art.
Vitrolic Bolt (essence) (Su): The avatar’s bolt is infused with acidic compounds, capable of piercing even through magical protection. The bolt’s damage is lowered by 1d6, but deals acid damage and bypasses spell resistance. An avatar must be at least 4th level to select this mystic art.
Wand Mastery (Su): An avatar with this mystic art treats wands and other spell-trigger items as if they were a part of his being. He uses his charisma modifier when determining bonuses and save DCs for any wands he uses, instead of the lowest score required.
Detect Magic (Sp): At 2nd level, an avatar’s ability to sense magic becomes natural. He can use detect magic as a spell-like ability at will.
Infused Being (Su): At 3rd level, the magic within an avatar actually takes over his bodily systems, literally holding his cells together and protecting him from harm. He replaces his constitution modifier on hit point rolls every level with his charisma modifier. In addition, he gains his charisma modifier as a bonus on his fortitude saves, and makes a charisma check instead of a constitution check to remain stable after dropping below 0 hit points.
Mana Sense (Su): At 7th level, an avatar’s magical infusion allows him to physically sense magic being used around him. If a spell is cast or a spell-like ability is activated within 5 feet per caster level of the avatar, he automatically senses it. He does not sense where the magic came from, or what type it is, or the strength of the magic. He only senses that it occurred.
At 14th level, the avatar gains the ability to pinpoint and identify any spell being cast or spell-like ability being activated within his range. He can make a spellcraft check (DC 15 + 2 x the spell level) to pinpoint the origin of the spell, and a second spellcraft check to identify the spell as if he saw it being cast.
This ability is blocked by 5 feet of wood, one foot of stone, one inch of steel (or similar metals), or a thin sheet of lead.
Improved Infused Being (Su): At 8th level, an avatar’s magic physically prevents him from dying, stitching his body back together should he ever be close to death. Whenever an avatar’s hit points are below 0, he is automatically considered stable and gains Fast Healing 1 until his hit points equal 0 or higher. In addition, the avatar does not die until his hit points equal a negative number equal or higher than his charisma score, and no longer dies if his constitution score is dropped to zero. However, if both his constitution and charisma score are dropped to zero, he does die.
Greater Infused Being (Su): At 13th level, an avatar’s control over his magical infusion allows him limited control over his own bodily functions, right down to the cellular level. He is no longer required to eat or drink in order to survive, and he can now hold his breath for a number of minutes per day equal to his charisma score.
In addition, he can now control his own body’s healing abilities to a certain extent. As a free action, he can grant himself Fast Healing at a rate equivalent to his charisma modifier for a number of rounds equal to his class level per day. These rounds need not be consecutive.
Mystic Defense (Su): At 16th level, an avatar’s magic adapts, that it might defend the avatar even from other magic. He gain spell resistance equal to 10 + his class level.
Mythic Art: At 20th level, the avatar gains access to a single power known as a mythic art.
Eternal (Su): The magic inside the avatar keeps him from death, no matter what. He remains his current age category forever and no longer takes penalties from aging effects. Even if the avatar comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The avatar must have visited the place in which he returns back to life at least once.
Magical Prowess (Ex): The avatar’s mastery over magical energies is beyond reproach. He gains a permanent +2 to his charisma score.
Eldritch Doom (Su): The avatar’s Arcane Bolt becomes an all-consuming whirlwind of energy. As a full-round action, the avatar can make a single ranged touch attack against all creatures within 30 feet of him. These creatures are all affected by an Arcane Bolt. He may apply any essences he could normally apply to an Arcane Bolt to eldritch doom. He may exclude a number of creatures equal to his charisma modifier from this effect.
Utterdark Blast (Su): The avatar can summon forth dark energies to utterly destroy a target. An avatar can make a single attack with his Arcane Bolt against a single target as a full-round action. If the attack is successful, the creature hit must make a fortitude save or die immediately. This is a death effect. A creature killed in this way has its body and soul consumed by the utterdark bolt and cannot be brought back to life except by miracle or wish. Its equipment is destroyed when it dies. A creature who succeeds on its saving throw against this attack cannot be affected by it for 24 hours.

xXxTheBeastxXx |

I like it. Power wise I don't feel it is over powerful. Actually I may tweek it a little and use it as a divine "channeler" for a game I have coming up.
Would you have the meta magic feats affect their essense? Like maximize, empower, lingering etc..? Cause they seem aplicible to me.
As written, the arcane bolt and essence arts are supernatural abilities, and are, thus, unable to be affected by metamagic feats. There could be "meta-bolt" feats, but it just feels a little unnecessary.
-The Beast

Borthos Brewhammer |

I think maybe tone down Monstrous Form a little bit. IF you have that, you really don't need a druid for any reason.maybe only go up to form of the dragon II or I even, not sure though.
I don't see much reason to not take the Reincarnate mythic power every time I'd play one of these guys.
What about putting a save on Enervating Bolt? I realize it's a 16th level ability, but wow that's still pretty powerful especially when combined with rapid bolt. 18d6+18 (I'm assuming a 22 cha, should probably be higher) and 3 negative levels every round? wow.
EDIT: other than that, I love it. Feels very universal Warlock, and the Warlock was my favorite class from 3.5 flavorwise. If my DM would allow this I'd play one.

xXxTheBeastxXx |

I think maybe tone down Monstrous Form a little bit. IF you have that, you really don't need a druid for any reason.maybe only go up to form of the dragon II or I even, not sure though.
I don't see much reason to not take the Reincarnate mythic power every time I'd play one of these guys.
What about putting a save on Enervating Bolt? I realize it's a 16th level ability, but wow that's still pretty powerful especially when combined with rapid bolt. 18d6+18 (I'm assuming a 22 cha, should probably be higher) and 3 negative levels every round? wow.
EDIT: other than that, I love it. Feels very universal Warlock, and the Warlock was my favorite class from 3.5 flavorwise. If my DM would allow this I'd play one.
A save on enervating bolt does feel in order.
And monstrous form was the biggest concern I had with the class. I'll take another look at it, see what I can do.-The Beast
EDIT: And while I do agree that I probably went too far with monstrous form, I don't agree that it would replace the druid, which also has a powerful animal companion and 9th level spells to contend with, besides obvious flavor differences.

Borthos Brewhammer |

Borthos Brewhammer wrote:I think maybe tone down Monstrous Form a little bit. IF you have that, you really don't need a druid for any reason.maybe only go up to form of the dragon II or I even, not sure though.
I don't see much reason to not take the Reincarnate mythic power every time I'd play one of these guys.
What about putting a save on Enervating Bolt? I realize it's a 16th level ability, but wow that's still pretty powerful especially when combined with rapid bolt. 18d6+18 (I'm assuming a 22 cha, should probably be higher) and 3 negative levels every round? wow.
EDIT: other than that, I love it. Feels very universal Warlock, and the Warlock was my favorite class from 3.5 flavorwise. If my DM would allow this I'd play one.
A save on enervating bolt does feel in order.
And monstrous form was the biggest concern I had with the class. I'll take another look at it, see what I can do.-The Beast
I think limiting it to Form of the Dragon I, Plant Shape I, and Elemental Body II would be better. Right now it looks like it's a must have if you were doing a treantmonk guide to it
EDIT: it would still be a must have, but not druid level awesomeness. Also, would you still be able to fire the bolt in Monstrous Form?

xXxTheBeastxXx |

I think limiting it to Form of the Dragon I, Plant Shape I, and Elemental Body II would be better. Right now it looks like it's a must have if you were doing a treantmonk guide to itEDIT: it would still be a must have, but not druid level awesomeness. Also, would you still be able to fire the bolt in Monstrous Form?
I will probably disallow the arcane bolt and any mystic arts the avatar has while in monstrous form. It's intended to be a method of utilizing melee.
-The Beast

Ksorkrax |

No, it's not an airbender, and neither is it blue.
Yes, it is an airbender. You would not have used the term "Avatar" if it wasn't (well, the word exists but you'd rather use flavor text about a god who incarnated to the mortal plane since that's a much more common meaning outside of the airbender universe or you'd use it's original meaning that stands for some spirits incarnated in a higher plane of existence and are stoned from birth on)
Don't deny it. It's not bad to build a class after a movie (or the japanese stuff the movie is based on), especially a jedi knight class would rule, just do it without denying.
Borthos Brewhammer |

A couple more things I see, and some of these are kind of nitpicky.
Might want to change Utterdark Blast to Utterdark Bolt to keep with the bolt concept like all the other essences.
Infused being seems kind of op now that I'm not sleep deprived. I'd change it to "You now use your charisma modifier instead of your constitution bonus for your fortitude saves." The class really only has 2 ability score needs: Con and Cha, so stacking the 2 highest ones might be a bad idea.
"and no longer dies if his constitution score is dropped to zero. However, if both his constitution and charisma score are dropped to zero, he does die." I might consider taking that out of Improved Infused Being. If you have no constitution, you cannot be alive. I understand how the ability is supposed to work, but wow, this character might never die at a table.
The abilities that aren't mystic bolts don't seem to have any order as to when you get them except the Infused being chain. Maybe straighten that out? Like start the Chain at 3rd (like it is now) and then give them a new perk every 4 levels (which does work with the current number of abilities.

VM mercenario |

Infused being seems kind of op now that I'm not sleep deprived. I'd change it to "You now use your charisma modifier instead of your constitution bonus for your fortitude saves." The class really only has 2 ability score needs: Con and Cha, so stacking the 2 highest ones might be a bad idea.
"and no longer dies if his constitution score is dropped to zero. However, if both his constitution and charisma score are dropped to zero, he does die." I might consider taking that out of Improved Infused Being. If you have no constitution, you cannot be alive. I understand how the ability is supposed to work, but wow, this character might never die at a table.
I find that the class ONLY needs cha. Infused being gradually replaces everything that con does with cha, every ability is cha based, with mostrous form it only needs small scores in str and dex and it can melee. You could start with str10, dex10, con7, int10, wis10 and put everything in charisma. If you survive to 3rd level, or worse start the game with a character over 3rd level, you don't need any other attribute. It's the most SAD class I've ever seen.
Maybe you could key Infused Being to one attribute and Arcane Bolt and Mystic Art to another. Heck, if he IS an avatar of ALL magic maybe he should be based on the three attributes that magic can key into, with Infused Being based of cha (Your force of personality keeps you on this plane), Mystic Arts going with int (You understand how the world really works and how to change it) and Arcane Bolt based on wiz (Your strong conviction allow you to gather pure magic to harm your enemies).
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Infused being strikes me as too powerful. I get the idea of the ability but having saves, AC (from deflective shield), and everything that should be constitution based actually based on charisma seem too powerful. If I were playing this class all of my resources would go into boosting my charisma as that (and a tiny bit of dex) is all I need.

xXxTheBeastxXx |

I find that the class ONLY needs cha. Infused being gradually replaces everything that con does with cha, every ability is cha based, with mostrous form it only needs small scores in str and dex and it can melee. You could start with str10, dex10, con7, int10, wis10 and put everything in charisma. If you survive to 3rd level, or worse start the game with a character over 3rd level, you don't need any other attribute. It's the most SAD class I've ever seen.
Maybe you could key Infused Being to one attribute and Arcane Bolt and Mystic Art to another. Heck, if he IS an avatar of ALL magic maybe he should be based on the three attributes that magic can key into, with Infused Being based of cha (Your force of personality keeps you on this plane), Mystic Arts going with int (You understand how the world really works and how to change it) and Arcane Bolt based on wiz (Your strong conviction allow you to gather pure magic to harm your enemies).
I see where you're going, and for the most part agree. The original concept WAS to base everything off of charisma, to represent the natural magic flowing through the class (a la Sorcerer), but dividing it into multiple ability scores does seem like a needed fix. I'm loath to integrate intelligence, just because I feel it represents study as opposed to natural force, and this class is all about the natural force; about how magic affects its body. However, I can see my way into basing its arcane bolts and mystic arts off of wisdom, while infused being is based off of charisma. This would at least somewhat alleviate the SAD of the class.
Also, I've already thrown in a (possible) fix for Monstrous form, in that its progression is halved, ending at dragon form I at lvl 18.
More later. Have to leave.
-The Beast

Borthos Brewhammer |

VM mercenario wrote:I find that the class ONLY needs cha. Infused being gradually replaces everything that con does with cha, every ability is cha based, with mostrous form it only needs small scores in str and dex and it can melee. You could start with str10, dex10, con7, int10, wis10 and put everything in charisma. If you survive to 3rd level, or worse start the game with a character over 3rd level, you don't need any other attribute. It's the most SAD class I've ever seen.
Maybe you could key Infused Being to one attribute and Arcane Bolt and Mystic Art to another. Heck, if he IS an avatar of ALL magic maybe he should be based on the three attributes that magic can key into, with Infused Being based of cha (Your force of personality keeps you on this plane), Mystic Arts going with int (You understand how the world really works and how to change it) and Arcane Bolt based on wiz (Your strong conviction allow you to gather pure magic to harm your enemies).I see where you're going, and for the most part agree. The original concept WAS to base everything off of charisma, to represent the natural magic flowing through the class (a la Sorcerer), but dividing it into multiple ability scores does seem like a needed fix. I'm loath to integrate intelligence, just because I feel it represents study as opposed to natural force, and this class is all about the natural force; about how magic affects its body. However, I can see my way into basing its arcane bolts and mystic arts off of wisdom, while infused being is based off of charisma. This would at least somewhat alleviate the SAD of the class.
Also, I've already thrown in a (possible) fix for Monstrous form, in that its progression is halved, ending at dragon form I at lvl 18.
More later. Have to leave.
-The Beast
What about basing it off of wisdom? It's supposed to be an amalgam of Divine and Arcane magic naturally flowing through him, right?
Base infused being off of wisdom, showing he is infused not only with the arcane via Arcane Bolt, but the Divine with the healing and protection.
EDIT: Keep Arcane Bolt and it's saves based off of Cha, because that's a very...well...ARCANE power. It should be Charisma based, but base the rest of it off of Wisdom

Borthos Brewhammer |

Does casting an Arcane Bolt provoke Attacks of Opportunity or require concentration checks/casting defensively?
It is listed as a supernatural ability, so no it does not. It should probably be changed to a Spell-like ability, so as to fix that and make the Still Bolt Essence worth something.

xXxTheBeastxXx |

What about basing it off of wisdom? It's supposed to be an amalgam of Divine and Arcane magic naturally flowing through him, right?Base infused being off of wisdom, showing he is infused not only with the arcane via Arcane Bolt, but the Divine with the healing and protection.
EDIT: Keep Arcane Bolt and it's saves based off of Cha, because that's a very...well...ARCANE power. It should be Charisma based, but base the rest of it off of Wisdom
My plan is to take a look at the class's powers and determine which will work for charisma, and which for wisdom. The ultimate goal is to both make the class balanced and simple. I don't want to throw around wisdom and charisma randomly and confuse people.
At the moment, the setup is:
- Arcane Bolt: Charisma. It's arcane.
- Mystic Arts (including essence arts): Wisdom. These powers are more based around discipline and mastery.
- Infused Being: Charisma. It's the natural magic that's holding their body together. Also, charisma is the least-useful stat in the game, so giving it an extra ability doesn't seem too bad. I will be editing the ability a bit, as well. I can see justification for wisdom, with the healing/protection bit, but I feel that, from a balance standpoint, giving wisdom HP, Fast Healing, and 2 saves along with all mystic arts is a little much.
Does casting an Arcane Bolt provoke Attacks of Opportunity or require concentration checks/casting defensively?
The arcane bolt provokes an attack of opportunity because it is a ranged attack. You don't actually cast it, but rather fire it like a bow and arrow. The Still Bolt mystic art, however, negates the attack of opportunity (selectable at level 8).
-The Beast

Borthos Brewhammer |

AerynTahlro wrote:Does casting an Arcane Bolt provoke Attacks of Opportunity or require concentration checks/casting defensively?The arcane bolt provokes an attack of opportunity because it is a ranged attack. You don't actually cast it, but rather fire it like a bow and arrow. The Still Bolt mystic art, however, negates the attack of opportunity (selectable at level 8).
-The Beast
It may be a ranged attack, but it is supernatural as well. Does that matter? Supernatural abilities don't provoke.

Adam Christman |

Just a thought: for those Mystic Arts (essence) that require 1d6 of damage to be subtracted in order to get another effect (cold, blindness, fire, etc), it might make more sense to explicitly require the Avatar to be minimum 4th level on those. The user already has so many good choices at level 2 that restricting those wouldn't make too big a difference...would it?

xXxTheBeastxXx |

Just a thought: for those Mystic Arts (essence) that require 1d6 of damage to be subtracted in order to get another effect (cold, blindness, fire, etc), it might make more sense to explicitly require the Avatar to be minimum 4th level on those. The user already has so many good choices at level 2 that restricting those wouldn't make too big a difference...would it?
Available at 2nd level (non-essence):
- Drain Life
- Eldritch Strike
- Healing
- Spellmaster (0 or 1st level spells only)
- Wand Mastery
Available at 2nd level (essence):
- Arctic Bolt
- Beshadowed Bolt
- Brimstone Bolt
- Shining Bolt (doesn't subtract 1d6)
Available at 4th level:
- Deflection Shield
- Illusory Guise
- Lightning Bolt
- Otherworldly Step
- Piercing Bolt
- Vitrolic Bolt
I could see my way into moving Arctic bolt over to the 4th level slot (it does stagger), but the others just don't seem good enough IMO. And I actually like the idea of having an essence chosen at 2nd level essentially turn the bolt into a status-effect attack. It deals no damage, but blinds/burns the enemy. Just my opinion.
-The Beast

Adam Christman |

Adam Christman wrote:Just a thought: for those Mystic Arts (essence) that require 1d6 of damage to be subtracted in order to get another effect (cold, blindness, fire, etc), it might make more sense to explicitly require the Avatar to be minimum 4th level on those. The user already has so many good choices at level 2 that restricting those wouldn't make too big a difference...would it?Available at 2nd level (non-essence):
- Drain Life
- Eldritch Strike
- Healing
- Spellmaster (0 or 1st level spells only)
- Wand Mastery
Available at 2nd level (essence):
- Arctic Bolt
- Beshadowed Bolt
- Brimstone Bolt
- Shining Bolt (doesn't subtract 1d6)
Available at 4th level:
- Deflection Shield
- Illusory Guise
- Lightning Bolt
- Otherworldly Step
- Piercing Bolt
- Vitrolic Bolt
I could see my way into moving Arctic bolt over to the 4th level slot (it does stagger), but the others just don't seem good enough IMO. And I actually like the idea of having an essence chosen at 2nd level essentially turn the bolt into a status-effect attack. It deals no damage, but blinds/burns the enemy. Just my opinion.
-The Beast
Good point.

xXxTheBeastxXx |

xXxTheBeastxXx wrote:It may be a ranged attack, but it is supernatural as well. Does that matter? Supernatural abilities don't provoke.AerynTahlro wrote:Does casting an Arcane Bolt provoke Attacks of Opportunity or require concentration checks/casting defensively?The arcane bolt provokes an attack of opportunity because it is a ranged attack. You don't actually cast it, but rather fire it like a bow and arrow. The Still Bolt mystic art, however, negates the attack of opportunity (selectable at level 8).
-The Beast
After giving Supernatural Abilities a second look, I don't know whether the ranged attack or the ability would usurp the other. Regardless, however, I did notice something else:
Supernatural abilities bypass spell resistance.
So, the arcane bolt will be changed to a spell-like ability. Thanks for making me reference my books again. Wouldn't have caught that otherwise.
Question: If the arcane bolt is a spell-like ability, and an essence is a supernatural ability modifying it, would the bolt then bypass spell resistance (barring vitrolic bolt)?
Hmm...
EDIT: Note that changing the arcane bolt into a spell-like ability also allows it to be modified by certain metamagic feats (empower spell-like ability and the like).
-The Beast

Borthos Brewhammer |

Wondering about the Telepathic mystic art... It seems a little over-powered since it's described as an "at will" equivalent of the Detect Thoughts spell. Restricting this one to the Avatar's CHA bonus or maybe 1.5x her CHA bonus per day might be better.
What do you guys think?
Detect thoughts doesn't really come up in my games a whole lot, so I don't think it overpowered simply from not enough experience as a GM with it. I can see where you're coming from though, with no need to make sense motive checks or really do any investigation. I think your suggestion is great.

xXxTheBeastxXx |

Wondering about the Telepathic mystic art... It seems a little over-powered since it's described as an "at will" equivalent of the Detect Thoughts spell. Restricting this one to the Avatar's CHA bonus or maybe 1.5x her CHA bonus per day might be better.
What do you guys think?
With the Healing, Overwhelming Presence, and Telepathic arts, my goal was to avoid a "per day" mechanic. In that vein, I based them off certain witch hexes (healing and slumber, for example) which are essentially at-will, but can only be used once on any given person per day.
I don't think it's that bad as far as telepathic is concerned, since you can't get it until 2 levels after any sorcerer, and it only detects surface thoughts after 3 full rounds of study. Compound that onto the fact that it can only be used on one person at a time, it's basically just an interrogation tool and a flavor-based art.
I could be wrong.
-The Beast

Borthos Brewhammer |

I'm sorry but I really disapprove of the "charisma sucking" argument for making it still charisma based. Even with new wisdom aspect I still feel that the class is one sided towards charisma and still unbalanced.
Maybe I'm bullheaded but It's a little too much for me
Umm...No oneis saying Charisma sucks. We're arguing that by having every ability charisma based, this class is almost more SAD than a wizard, whom only really needs CON to survive and Int for spells.

xXxTheBeastxXx |

I'm sorry but I really disapprove of the "charisma sucking" argument for making it still charisma based. Even with new wisdom aspect I still feel that the class is one sided towards charisma and still unbalanced.
Maybe I'm bullheaded but It's a little too much for me
Honestly, I'm not a fan of using "charisma sucks" as an argument either, and I'm also a big fan of Rule 0. But I'm designing a class, and I have to face facts. Charisma, when it comes to combat (which infused being is almost exclusively about, from a sheer mechanical standpoint), blows chunks. Don't get me wrong, I use charisma and diplomacy all the time in my games, I'm just trying to defend my argument.
The problem I see is that if Infused being is cha based, then the class becomes VERY cha-centric (though no more than a sorcerer). It gets buckets of HP, limited fast-healing, and fort saves all for 1 stat.
Playing the devil's advocate, I could easily refute that by saying that martial characters get (almost) the same thing, only using con and able to dump charisma completely. And they don't have to survive until 3rd level to do it.
As it stands (with the current changes), in order to be really effective, the class needs 3 stats:
- Primary: Charisma
- Secondary: Wisdom
- Tertiary: Dexterity
They also need some decent strength if they want to wade into melee.
That's no different than a caster (primary casting stat, con, dex), a secondary caster (primary casting stat, con, str or dex), a monk (wisdom, con, dex, str), a martial warrior (str or dex, con, dex), a rogue (dex, con, str).
Consider if I switched wis over to Infused Being and Cha over to Mystic Arts. Does ANYTHING really change? No. It just makes wisdom a near-mega stat, controlling 2 saves, hp, death point, fast healing, etc.
However, I am not without recognition. And I do see your point. In the end, I think the problem is not whether to use Cha or Wis, it's that Infused Being might be too strong itself. I'll release v2 today or tomorrow, and I'll playtest it to see how everything unfolds. If infused being ends up too powerful, then I will adjust it accordingly.
-The Beast

xXxTheBeastxXx |

Note also, as far as this class being "too cha-centric" goes, that's kind of the point. It's like a story, everything's interconnected in order to produce the narrative of the class.
This man/woman is a manifestation of magic. At 20th level, they could practically be called a God. Their very body is stitched together by magic. Of COURSE they're going to have a high charisma. Imagine the very Presence these characters carry with them.
They come into town and the townsfolk don't just say "Oh wow, look at that sorcerer/wizard/cleric/whatever!"
They say, "It's an Avatar..." There's a certain amount of awe that comes with the territory, and with that awe comes presence. That presence is represented by charisma, which also happens to be the score of choice for natural (spontaneous) mages. It all fits together.
-The Beast