Avatar (Druid Archetype)
The_Warden.jpg
The Warden
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The very embodiment of nature itself, the avatar is a druid that is a master of natural magics, fusing mastery over the primal energies of nature itself with the beasts that make nature their home. An avatar is a master of nature in all its forms, and may not only control it to her whim, but may eventually become a physical manifestation of nature’s wrath and fury.

Proficiencies

An avatar is proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, she may select a martial tradition of her choice.

This alters weapon and armor proficiencies.

Base Attack Bonus

The avatar’s base attack bonus is equal to half her level (rounded down). This alters base attack bonus.

Casting

At 1st level, the avatar may combine spheres and talents to create magical effects. The avatar is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

This replaces the spells and orisons class features.

Spell Pool

An avatar gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum 1).

This pool replenishes once per day after roughly 8 hours of rest.

Blended Training

An avatar gains a combat or magic talent every time she gains a class level. Avatars use their casting ability modifier as their practitioner modifier.

Primal Ward (Su)

The avatar begins to gain subtle power from the essence of nature around her. While unarmored and not carrying a shield, the avatar may add her casting ability modifier (minimum 2) to her AC and CMD. She gains an additional +1 bonus to her AC and CMD at 2nd level, and every 4 levels thereafter.

This bonus to AC applies even against touch attacks or when the avatar is flat-footed. She loses these bonuses when she wears any armor or when she carries a shield. This does not stack with the monk’s AC bonus class feature or similar abilities.

This replaces spontaneous casting

Wild Bond

At 1st level, an avatar gains the Nature sphere as a bonus magic talent, and the Beastmastery sphere as a bonus combat talent. The avatar uses her class level as her base attack bonus when determining the effects of the Beastmastery sphere.

This replaces nature bond.

Nature’s Voice

At 2nd level, the avatar gains her choice of the Speak With The Elements or Speak With Wildlife talents from the Nature sphere as a bonus talent.

This replaces wild empathy.

Animate Nature (Sp)

At 2nd level, as a full-round action, the avatar can spend a spell point and target a portion of appropriate material within her geomancing range from one of her Nature sphere packages to create a primal elemental of the corresponding (geomancing) package. The avatar may create elementals of greater strength at certain levels, shown by the table below.

The elemental is friendly towards her, and while she has no special connection with it, the elemental serves her in specific tasks if the avatar communicated her desires to it. This elemental remains for 1 minute per class level, and she may only have one elemental active at a time; animating a new elemental causes the original to return to its original, inanimate form.

Class Level Creature Created Required Target
2nd Small primal elemental 5-ft. cube of material, or a Smallsized object of metal
5th Medium primal elemental 10-ft. cube of material, or a Mediumsized object of metal
8th Large primal elemental 15-ft. cube of material, or a Largesized object of metal
11th Huge primal elemental 20-ft. cube of material, or a Hugesized object of metal
14th Greater primal elemental 25-ft. cube of material, or a Gargantuan-sized object of metal
17th Elder primal elemental 25-ft. cube of material, or a Gargantuan-sized object of metal

Beginning at 14th level, the avatar may also create even stronger elementals to fight for her. When creating a greater primal elemental, in addition to the normal costs, she must also spend an additional spell point. Additionally, at 17th level, when creating an elder primal elemental, she must instead take 1 round and spend 2 additional spell points to create it, in addition to the normal costs.

This replaces the wild shape and a thousand faces class features.

Spiritual Bond (Su)

At 3rd level, whenever the avatar would be under the effects of a (spirit) talent, any tamed creatures (including summoned primal elementals) and animal allies under her control also gain its benefits, with the shared effect having a maximum caster level equal to the creature’s Hit Dice (minimum 1).

Ally of Nature (Su)

At 4th level, the avatar’s attachment to nature intensifies, providing shelter against the harshness of nature. Whenever the avatar would be affected by a sphere ability from the Nature or Weather spheres that she is unwilling for, the original caster must succeed a magic skill check against the avatar’s magic skill defense. If they succeed, the sphere ability functions normally. If they fail, the sphere ability remains, but has no effect on the avatar.

This replaces resist nature’s lure.

Avatar of Nature (Sp)

At 20th level, once per day as a fullround action the avatar can call upon nature to lend her aid, altering her body with the primal energies around her, and shifting to her avatar form. While within this form, the avatar gains a +4 natural armor bonus to her AC, and gains the plant type instead of her original type, becoming immune to mind-affecting effects, paralysis, poison, polymorph, sleep and stunning effects. Additionally, she also gains damage reduction 10/— when within this form. The avatar may remain within this form for up to 10 minutes.


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Treasures of the Spheres The Wraith ClassU Wild Magic Woodfaring Adventures
Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk

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