Chosen of Darkness (My take on the Champion) [Archive] - Wizards Community

Post/Author/DateTimePost
Need_A_Life

09-26-06, 03:34 PM
I cannot take credit for this class, it was thought out by Rich Burlew, the Giant in the Playground but since forgotten. When he updated his site, however, a lot of information about the class was lost and I tried to rebuild one with a more evil flavor, in addition to trying to change the parts I didn't like about the original.

The problem is, I doubted the originals' balance and having changed it I fear that I might have removed any shred of balance.

Chosen of Darkness

Chosen have the following game statistics.
Abilities: Charisma is important to the chosen’s ability to hold avatar form as long as possible, and also contributes whenever the chosen needs to end suspicions about his dual nature. Strength and Constitution are most important for the chosen's avatar form, which is likely to be interested primarily in combat.
Alignment: Any Evil
Starting Gold: 6d4 x 10 (150gp)
Hit Dice: d8
BAB: As wizard.
Good Saves: None

Class Skills
The chosen's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features:
Weapon and Armor Proficiencies: The chosen (and his avatar form) is proficient in all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Avatar (Su): Granted the imbued power of his patron, the Chosen can transform himself from his normal shape into the shape of an avatar of unholy might. Taking avatar form is a free action, but is always a spectacular affair; the chosen appears to be struck by lightning, or engulfed in flames, or glow with otherworldly energy. The display is sufficient to grant a +20 circumstance bonus to the Spot checks of anyone who has yet to detect the chosen’s presence or location. Transforming to or from avatar form requires a magic word to be spoken, so that a gag or a silence effect can prevent it from occurring.
The avatar is a Medium-size outsider (even if the chosen is a different size) with the Evil subtype, and usually bears only little resemblance to the chosen’s normal form. It is always in the prime of its life, even if the chosen is younger or older, and is obviously virile and powerful. The avatar displays an obvious magical nature; the player may supply the exact details (subject to DM approval). The avatar is different enough from the chosen’s normal appearance that it is effectively a disguise, granting a +10 circumstance bonus on a disguise check used to mask his natural form, though this cannot be used to create a disguise to appear as another specific individual, unless such individual looks a lot like the avatar (at the DMs discretion).
The avatar is in many ways entirely separate from the normal character, it has its own ability score, hit points, feats and skills. At first level, the avatar’s ability scores are based on those of the chosen, although the scores may be rearranged as desired for the avatar. Apply the ability adjustment for the chosen’s race after arranging them. Every level of chosen gained thereafter, the avatar may increase one of his ability score by one point; the standard increase to ability scores gained every four levels applies only to the chosen’s normal form. The avatar cannot access any class abilities from any class other than chosen, such as spellcasting, fighter bonus feats, smite evil, turn undead, or wild shape. The avatar loses all racial traits as well, with the sole exception of racial adjustments to ability scores. Familiars, animal companions, and paladin mounts continue to serve the avatar as they would the chosen, as do cohorts and followers gained from the Leadership feat. The chosen cannot use any of his normal feats or skills when in avatar form. All equipment carried by the chosen changes appearance slightly to match the avatar's overall image (and new size, if the avatar form is larger or smaller), but is otherwise unaffected.
The avatar also gains skill points for every chosen level (but not for levels in other classes) and chooses them from the chosen class’s normal skill list. The avatar has one feat for every 3 character levels the chosen has (regardless of the class). These may be feats he has in his normal form or they may be any feat he qualifies for by virtue of the avatar's ability scores; the avatar gains another feat whenever the chosen reaches a character level divisible by three. The avatar has full base attack bonus and all good base saving throws, based solely on the chosen's class level (that is, attack and save bonuses from other classes or monster Hit Dice do not add to the avatar's values).
The avatar has a number of 12-sided Hit Dice equal to the chosen's class levels and its own pool of hit points, modified by the avatar form's Constitution. Damage the chosen takes when in avatar form comes from this set of hit points, rather than the chosen's own hit points. Likewise, damage suffered while in normal form does not affect the avatar's health. The hit point total for each form "freezes" when the chosen switches forms, so that if the avatar is wounded, it will still be equally wounded the next time the chosen calls on it. If the avatar is reduced to negative hit points, the chosen immediately reverts to normal form (complete with whatever hit point total he had before changing.) If the avatar is outright killed, the chosen loses the ability to take avatar form (see below).
The chosen and his avatar must each be healed separately, but the chosen can choose to mentally direct any healing spell or effect to which he is subject to heal his avatar rather than his normal self. If either form is subject to a healing effect that would heal more hit points than that form has suffered in damage, the leftover healing may be transferred to the other form.
The avatar is immune to ability drain, ability damage, disease, energy drain, fatigue, poison, and polymorph; any of these effects that have taken hold on the chosen are cancelled when avatar form is assumed. Any other spell or ability affecting the chosen is temporarily suppressed when the avatar manifests itself, but their durations are paused and continue as normal once the change ends. The avatar is affected by spells that specifically target or affect outsiders, and is immune to spells that target humanoids only. The avatar gains darkvision out to 60ft., due to being an outsider and has no need to eat, drink or sleep during transformations (though transformations are usually too short for it to matter).
The chosen may take avatar form once at first level and an additional time a day at 5th level and every five levels after, and he may maintain it for 3 minutes + 1 minute per point of the chosen's Charisma bonus (minimum 0). At the end of this period, he reverts back to his normal shape, and is fatigued for an amount of time equal to the length of time he held avatar form. While the transformation itself is magical, remaining in avatar form is not and thus is not suppressed in an antimagic field.
Fiend's Claw: At first level, the chosen gains two claw attacks as a creature of his size. At 4th, 8th, 12th, 16th and 20th level this damage is advanced by one step (as per p. 114 of the PHB). See the table below for damage.
Energy Resistance (Ex): At 3rd level and every four levels afterwards, the chosen gains energy resistance 5 to an energy type (acid, cold, electricity, fire, or sonic). He may either pick a different type of energy each time or pick the same twice and have them stack. Any energy resistance that would hit 25 becomes a natural immunity to the chosen type of energy instead. This ability works in both natural and avatar form.
Silent Transformation (Su): At 4th level, a chosen can simply will a change and no longer needs to be able to speak to change into (or out of) his avatar form.
Fly (Su): At 6th level, the chosen may fly at a speed of 30ft. per round with good manoeuvrability as long as they are in avatar form. This amount increases by 20ft. at 12th and 18th level.
Domain Power (Su): At 8th level, a Chosen may gain the domain power of any domain offered by his master. If his master does not traditionally offer domains (such as is the case when granted powers by a non-deity) the chosen may simply pick one.
Damage Reduction (Ex): At 9th level, the chosen gains damage reduction 5/evil and silver (if lawful) or evil and cold iron (if chaotic). Neutral evil chosen may choose, but once the choice is made it cannot be undone, even if he later changes alignment. This ability works both in natural and avatar form.
Perfect Unison (Su): At 20th level, the chosen may remain in avatar form indefinitely and may change between forms at will. All of his energy resistances increase by 5 (no energy resistance is interpreted as energy resistance 0 for this purpose), any energy resistance that hits 25 becomes immunity as normal. In addition, whenever the chosen assumes avatar form, it always begins fully healed as long as it is at least 24 hours since its last manifestation.

I cannot take credit for this class, it was thought out by Rich Burlew, the Giant in the Playground but since forgotten. When he updated his site, however, a lot of information about the class was lost and I tried to rebuild one with a more evil flavor, in addition to trying to change the parts I didn't like about the original.

The problem is, I doubted the originals' balance and having changed it I fear that I might have removed any shred of balance.
Need_A_Life

09-26-06, 03:34 PM
PLAYING A CHOSEN OF DARKNESS
As a chosen of darkness, you have already given up any pretence of being a creature of good, your soul is every bit as dark as the creature who share your body with. Maybe you do it for the power or maybe you do it because the powers you intend to battle are impossible to defeat without a supernatural nudge, but regardless of your reasons your soul is now the plaything of whatever creature you serve.
While most stories of Chosen describe them as living in far-away towers, you know better. Most of your kind lives amongst mortals and everyday you hunger for dominance over them. You know how frustrating it is to have to obey a mortal, whose neck you could easily snap, because it would reveal your dark secret to forces you have little hope of defeating at present.

Combat
While your mortal body might be weak and unfit for combat, your avatar is likely to be impossibly hard to defeat. In combat, you need to press this advantage and make sure that your opponents understand that they have little chance of survival and no chance of victory, but that if they lay down their arms you might just allow them to become your slaves. Don’t wait until combat to manifest your avatar form, because while it seems smart it means you’ll have to kill every one of your opponents to keep your secret and should an enemy manage to escape you, then your secret is out.

Advancement
Every Chosen of Darkness has a powerful bond to evil, usually having origin in some great event in their childhood. A plague might have killed his family might inspire him to seek out dark arts in order to bring them back, or maybe the chosen might be the sole survivor of an inquisition at the hand of a good-aligned religion and seeks vengeance at any cost, or (for a darker feel) the priests of a local dark god might have seen the child as the incarnate deity and given him/her great power within their church, before the deity itself decided that she should be its servant.
Need_A_Life

09-29-06, 02:14 PM
I feel justified to bump this, seeing as how I looked through four pages and failed to find the thread.

Just a single response, that's all I'm asking.
AZNsupermarket

09-30-06, 09:04 PM
I remember seeing this class a long time ago. Could you point out which changes you made?
d24478667

09-30-06, 09:31 PM
looks like he changed all the good references to evil ones. I'm guessing the OP couldn't see the class table either?
AZNsupermarket

09-30-06, 10:04 PM
looks like he changed all the good references to evil ones. I'm guessing the OP couldn't see the class table either?
here's the original article (pre-website update) with the table:
http://www.giantitp.com/Func0007.html
Need_A_Life

10-01-06, 05:39 AM
First change was pointed out, yes this changes all good references to evil, but that can be changed back.

BAB is now poor, rather than average
Keeping in style with being a commoner who happens to to gain some mystical I kept with the commoner save progression and made all saves poor.

I expanded the text of the 'avatar' class ability, seeing as how I found much of the wording in the original ambiguous(sp?).

The energy resistance now applies in both forms, so to make them slightly useful even when outside of avatar form.

Added Silent Transformation, allowing the chosen to assume his avatar form without having to speak (such as the 'silent spell' does for spellcasters).

Fly speed works only in avatar form and has a less drastic progression than the original class.

Instead of spellcasting AND two domains, he merely gains two domain powers.

Damage Reduction is made slightly better and works in both forms.

At level 20, the chosen may change between forms at will, but the avatar is not automatically healed (as it was originally) barring a rest period.
periscope

10-01-06, 02:20 PM
I like the concept but I feel it is still to much like the good version. I would suggest giving him natual weapon while in avatar form (HE'S A FREAKING SCION OF UNHOLY MIGHT! BIG TEETH AN CLAWS ARE STANDARD!).

How about once every 4 levels he takes on a characteristic of an evil outsider with a challenge rating no higher than the chosens hit dice (Im talking stuff like a swallow whole attack, disease or poison, energy drain, stuff like that).
Need_A_Life

10-01-06, 04:51 PM
Wow, I was expecting people to call it broken.

Well, adding a claw attack shouldn't mean much, but I am hesitant to add special abilities as it could quickly get out of hand.

Perhaps, adding a set of claw attack and at level 4 and every six levels thereafter (10, 16, 22 etc.), he gets 2d6 worth of rend (2d6+str at level 4, 4d6+str at 10th, 6d6+str at 16th etc.)?

Or is that too much?

I'd rather keep it a bit on the weak side than making it an "Über Creature of Doom" x/day.
periscope

10-02-06, 01:22 AM
rend might get to high. How about he gets the improved natural attack feat for all his natural weapons gained fromt this class (start of with two claws 1d4 and a bite 1d6. at 4th level they become 1d6 and 1d8 then 8th 1d8 and 2d6) or they could get an enhancement bonus equal to his level divided by 2 half of which must go to enhancing his attack and damage rolls.
Need_A_Life

10-02-06, 10:45 AM
The way it is now, a chosen deals 1d4 at 1st, 1d6 at 4th, 1d8 at 8th, 2d6 at 12th, 2d8 at 16th and 4d6 at 20th.
Need_A_Life

11-18-06, 09:35 AM
How many bumps could a threadbumper bump, if a threadbumper could bump threads?

AKA

:bump: