Avatar of the Elements (3.5e Class)

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Avatar of the Elements
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[edit] Avatar of the Elements

This class is designed to be a heavy damage dealer with special elemental powers. Also has the option for an all or nothing option in combat, where the character becomes an avatar of whatever his element is. This class is not for those who like to not get hurt, because any serious combat will require you to do damage to yourself.


[edit] Making an Avatar of the Elements

The avatar has the ability to use elemental ability to increase damage, speed, and temporary hit points. But when using elemental ability too often the avatar will deal damage to itself (goes straight for actual hit points ignores temporary ones). This class can help the group by providing static abilities throughout the day, or being able to "burst" abilities in exchange for damaging self.

Abilities: Constitution is very important for this class due to its reliance on health and for some of its abilities. Strength and Dexterity are also important for combat purposes.

Races: Any race is welcome to join. But elementals don't really gain many benefits.

Alignment: Requires a degree of neutrality due to getting their powers from Obad-Hai or the elemental planes. Any alignment with at least one part neutral.

Starting Gold: 4d4 x 10. Average = 100 Gold.

Starting Age: Simple.

Table: The Avatar of the Elements

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Elemental Damage
Fort Ref Will
1st +1 +2 +0 +2 Chosen Element, Avatar Form, Elemental Enhancement, Focus 1 1d6


2nd +2 +3 +0 +3 <-any class features gained at this level-> 1d6
3rd +3 +3 +1 +3 <-any class features gained at this level-> 2d6
4th +4 +4 +1 +4 <-any class features gained at this level-> 2d6
5th +5 +4 +1 +4 <-any class features gained at this level-> 3d6
6th +6/+1 +5 +2 +5 <-any class features gained at this level-> 3d6
7th +7/+2 +5 +2 +5 <-any class features gained at this level-> 4d6
8th +8/+3 +6 +2 +6 <-any class features gained at this level-> 4d6
9th +9/+4 +6 +3 +6 <-any class features gained at this level-> 5d6
10th +10/+5 +7 +3 +7 <-any class features gained at this level-> 5d6
11th +11/+6/+1 +7 +3 +7 <-any class features gained at this level-> 6d6
12th +12/+7/+2 +8 +4 +8 <-any class features gained at this level-> 6d6
13th +13/+8/+3 +8 +4 +8 <-any class features gained at this level-> 7d6
14th +14/+9/+4 +9 +4 +9 <-any class features gained at this level-> 7d6
15th +15/+10/+5 +9 +5 +9 <-any class features gained at this level-> 8d6
16th +16/+11/+6/+1 +10 +5 +10 <-any class features gained at this level-> 8d6
17th +17/+12/+7/+2 +10 +5 +10 <-any class features gained at this level-> 9d6
18th +18/+13/+8/+3 +11 +6 +11 <-any class features gained at this level-> 9d6
19th +19/+14/+9/+4 +11 +6 +11 <-any class features gained at this level-> 10d6
20th +20/+15/+10/+5 +12 +6 +12 <-any class features gained at this level-> 10d6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (The Planes), Ride, Survival, Swim, Use Rope.

[edit] Class Features

<-fluff about class features->. All of the following are class features of the Avatar of the Elements.

Weapon and Armor Proficiency: An Avatar of the Elements is proficient with all simple weapons and martial weapons, and with light armor and shields (except tower shields).


<-extraordinary class feature-> (Ex): <-class feature game rule information->


<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

[edit] Ex-Avatar

When an Avatar of the Elements gives up his neutrality, he can no longer level up in this class. He loses no class features. He can continue leveling in this class as soon as he regains at least one alignment as neutral.


[edit] Human Avatar of the Elements Starting Package

Weapons: Bastard Sword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: Exotic Weapon Proficiency (Bastard Sword).

Bonus Feats: Weapon Focus (Bastard Sword).

Gear: Chain Shirt. Wristband with Ruby = Focus. Standard Adventurer's Kit (PHB2) = Backpack, Bedroll, Belt Pouch, Flint and Steel, Hempen Rope (50ft), Sunrods (2), Trail Rations (10 days), Waterskin.

Gold: 0 Gold.

[edit] Campaign Information

[edit] Playing an Avatar of the Elements

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] Avatars in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] Avatar of the Elements Lore

Characters with ranks in Knowledge: The Planes; can research Avatars of the Elements to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] Avatars in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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