Avatar of Aendar (3.5e Class)

Summary:: Minimum Level::0 Class Ability::Other Class Ability Progression::Other

Avatar of Aendar
An Avatar of Aendar, generally known as a Herald, is a warrior with spell casting ability who is protective of his allies & is skilled in the elimination his enemies. Motivated by the preservation of good & seeking the balance of things.

Making a Avatar of Aendar
The Avatar of Aendar is versatile in combat, using a limited range of spells & auras to bolster allies & defend the weak.

Abilities: An Avatar who wishes to be on the front lines requires Strength, while Constitution allows survival in close combat. Abilities are predominantly driven by Charisma.

Races: Any race may choose to be Avatar unless restricted by alignment.

Alignment: Max 1 step from Lawful Good

Starting Gold: 6d6&times;10 gp.

Starting Age: Complex.

Class Features
All of the following are class features of the Avatar of Aendar hereafter referred to as Avatar or herald interchangeably.

Weapon and Armor Proficiency:

Proficient with all simple & martial weapons, with medium & light armors, & with shields (except tower shields). While wearing light or medium armors with a shield the Avatar suffers no Spell failure from their spell list.

Favors: These quick prayers allow the herald to call upon abilities granted by Aendar. An Avatar may only prep 1+CHA mod of these favors, no limits on uses per day. They function as level 0 spells with preparation as other herald spells. Choose from the following list.

Detect Magic, Guidance, Create Water, Light, Purify Food & Drink, Read Magic, Magic Missile (Lesser), Sweet Talk, Mage Hand, Quantum Blip.

Herald's Zest:

At 1st level, a herald adds his charisma modifier as a sacred bonus to weapon damage rolls. If a herald is multiclassed the maximum bonus to damage from this ability cannot exceed his Avatar level.

Spells: Has the ability to cast a small number of spells from the spell list. Can cast any spell known without preparing it ahead of time (see below).

To learn or cast a spell, must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a slayer’s spell is 10 + the spell level + the slayer’s Charisma modifier.

Like other spell-casters, the herald can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table: Avatar of Aendar. In addition, receives bonus spells per day for a high Charisma score.

The Avatar need not prepare spells in advance. May cast any spell known at any time, assuming he has not yet used up his spells per day for that spell level. Does not have to decide ahead of time which spells he’ll cast.

Each avatar must spend 1 hour each day in quiet contemplation to regain his daily allotment of spells. Time spent resting has no effect on the ability to prepare spells. The Avatar's caster level is equal to his class level. Aendar provides spells from her domains (Glory, Good, Healing, Strength) to be used by her heralds as well as spells from the following list:

1st&mdash; Endure Elements, Entropic Shield, Protection vs Evil/Good/Law/Chaos, Remove Fear, Call Weapon, Bound Weapon, Resistance,

2nd&mdash; Align Weapon, Delay Poison, Spider Climb, Resist Energy

3rd&mdash; Darkvision, Fly, Protection from Energy, Water Breathing, Remove Curse,

4th&mdash; Death Ward, Dimension Door, Freedom of Movement, Neutralize Poison, Restoration

Bonus Feat:

At 1st level a herald gains a bonus feat from the following list. Spontaneous Domain Spell, Toughness, Ambidextrous, Combat Casting, Combat Expertise, Dodge, Exotic Weapon Proficiency, Improved Initiative, Improved Shield Bash, Power Attack, Weapon Focus

Avatar's Edge:

At 2nd level, a herald gains a bonus equal to Charisma bonus (if any) on all saving throws & as a deflection bonus to AC. If multiclassed, the maximum bonus to damage from this ability cannot exceed Avatar level.

Herald's Bravado:

Beginning at 3rd level, a slayer is immune to fear (magical or otherwise).

Divine Health:

At 3rd level, the Avatar gains immunity to all diseases, including supernatural and magical diseases.

Aendar's Equilibrium:

At 5th level, as an immediate action, may choose to expend spell slots equal to 1/3 of total spell slots (rounded down) to attempt to dispel magical effects. Functions like dispel magic except it has no caster level limit & can potentially affect any spell that has a non-instantaneous duration. May also use this ability to counter spells in a manner similar to using dispel magic as a counterspell but given the immediate action requirement, may do this without readying an action.

Smite Evil:

At 7th level, Once per day, may attempt to Smite Evil 1/day with one normal melee attack. Adding his Charisma bonus (if any) to his attack roll & deals 1 extra point of damage per Avatar level. At 12th level, & at every five levels thereafter, may smite one additional time per day.

Herald's Grace:

At 9th level, once per day as a standard action, may choose to emulate spells not on existing spell list or even higher than 4th level using a combination of existing spell slots. To do this, must have a scroll (the scroll need not be a divine spell but the result is a divine spell) with a caster level no higher than his own & a charisma score of at least 10 + the level of the spell. Must then expend spell slots at least equal to the level of the spell on the scroll after which the spell is successfully cast at the herald's caster level without expending the scroll (thus may use the same scroll again at a later time by repeating this process). Spells with an XP or expensive material component (greater than 1 gp) require the herald to provide that component. At 14th level & every 5 levels thereafter, may use this ability an additional time per day. This ability qualifies the Avatar for prerequisites requiring the ability to cast spells of up to the level of which he can emulate through a scroll.

Bonus Feat: At 15th level, a herald gains a bonus feat.

Auspice of Aendar: At 20th level, the herald gains Auspice, a faint ethereal glow around the head akin to a circlet or crown featuring a symbol of Aendar which grants the following, a permanent effect equal to Crown of Glory, as well as Moment of Prescience 2/day, Wish 1/week. The Auspice may be activated as a move action & is deactivated at the heralds discretion (or when rendered unconscious or upon death).

Code of Conduct
Respect legitimate authority, help those in need, and punish those who harm or threaten innocents.

Must be of non evil & non chaotic alignment and loses all class abilities if he ever changes to a prohibited alignment until he regains a proper alignment. The alignment is resilient & is willing to work with law or chaos to achieve his goals but he should not completely embrace them.

Associates: May adventure with characters of any good or neutral alignment, will not knowingly associate with evil characters, may accept only henchmen, followers, or cohorts who are neutral & good.

Multiclassing:Like a member of any other class, a herald may be a multiclass character, but multiclassed face a special restriction. A herald who gains a level in any class other than Avatar may never again raise his Avatar level, though he retains all his Avatar abilities.

Epic Avatar of Aendar
Spells: The epic Avatar’s caster level is equal to his or her class level. The number of spells per day does not increase after 20th level.

Greater Equilibrium: Continues to add his caster level to dispel checks made with this ability as normal.

Greater Herald's Grace: The epic Avatar may choose to emulate spells with levels above 9th provided he expends the requisite number of spell slots and has the scroll containing the spell available. He can use this ability one additional time per day for every five levels higher than 19th.

Smite Evil: The epic Avatar adds his class level to damage with any smite attack, as normal. He can smite one additional time per day for every five levels higher than 17th.

Bonus Feats: The epic Avatar of Aendar gains a bonus feat (from the list of epic bonus feats) every 3 levels after 20th.

Epic Avatar of Aendar Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting*, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Overwhelming Critical, Perfect Health, Permanent Emanation, Spectral Strike*.

The * means he does not need to meet the prerequisites to select these feats.