An old tradition of the elves has resurfaced since Linaerelesti's downfall, as they grow closer once more to the forests and jungles of their ancestors. Old mysticism and savage hunting skills are dredged up and lead a few jungle elves to strengthen their bonds to nature, especially the primal side. Primeval Nari tempers are rekindled by the harsh and reclusive lifestyle of the jungle elves, since they've largely been spurned by other races, and must struggle to survive or gain acceptance. Jungle Avatars arise amongst those jungle elves with the greatest bond to nature's primal rhythm, whom the spirits of fury, death, passion, and growth show a certain favor for. These elves develop vicious tempers and a strong desire to destroy their enemies, and eventually their savage focus on slaying and nigh-constant anger overcomes them. Their rage consumes them at some point as discordant spirits incite them further, and eventually the elf awakens to find themselves amidst a pile of ruin and rubble, the remains of their destructive outburst. Spirits of rage, vengeance, and strength whisper to them constantly thereafter, goading them on with promises of power and revenge. The elf becomes a Jungle Avatar and is frequently impulsive, impassioned, and ill-tempered from the whispers of these spirits. Jungle Avatars are motivated to enjoy life as much as they can, and when something would interrupt or deny their revelry, the Avatar strikes down the obstacle with ruinous fury, taking pleasure in the destruction and falling further into the grips of discordant spirits. While some Jungle Avatars maintain their sense of justice and compassion despite this, most fall into violent depravity when they cannot resist the most terrible of the spirits' whispers. Hit Dice: D10 Alignment: Any chaotic Prerequisites: Must be a jungle elf; must know and be able to cast at least one 2nd-level druid, ranger, or shaman spell; proficiency in all simple and martial weapons; favored enemy ability or ability to rage; Animal Empathy or Handle Animal 5+ ranks, Climb 5+ ranks, Knowledge (nature) or Knowledge (spirits) 5+ ranks, Wilderness Lore 5+ ranks; Endurance, Power Attack Skill Points Per Level: 4 + Int Mod Class Skills: Animal Empathy, Balance, Climb, Concentration, Handle Animal, Heal, Intuit Direction, Jump, Knowledge (geography), Knowledge (nature), Knowledge (spirits), Listen, Spellcraft, Spot, Wilderness Lore. Weapon And Armor Proficiencies: Jungle Avatars gain no additional proficiencies. Spellcasting: At designated levels, increases spellcasting ability as though gaining a level in one of the divine spellcasting classes they had already possessed levels in prior to becoming a Jungle Avatar. May only choose to increase their spellcasting ability in this way with the classes that they possessed which allowed them to fulfill the spellcasting prerequisites for becoming a Jungle Avatar, but may alternate their spellcasting improvement between those classes if they wish, in any way they choose. In addition, each Jungle Avatar increase to effective spellcasting likewise improves any Domain granted powers from the chosen class or classes if they are based on class level, such as the granted powers of the Protection, Travel, and Magic Domains, amongst others. This benefit increases the character's caster level, spells known, spells per day, and effective class level for Domain granted powers only, with the chosen class or classes, and does not affect their actual level in the chosen class or classes, nor does it affect any of their other level- dependent abilities or features. Rage (Ex): A Jungle Avatar gains the capacity to enter a savage blood frenzy, exactly like the ability of a 1st-level Barbarian to enter a Rage. The Avatar has the same benefits, penalties, and restrictions of raging as per a 1st-level Barbarian, although further levels in this class can yield more significant Rage effects. The character can enter a Rage once per day after gaining 1st level in this class, then twice per day upon reaching 5th-level as a Jungle Avatar, then finally three times per day at 9th-level onward as a Jungle Avatar. These Rage uses per day are separate from those of other classes. Likewise, any improvements to Rage from other classes do not apply to the Jungle Avatar rages, unless the other classes specify that their Rage improvements apply to rages from other classes. As noted below, Rage improvements from the Jungle Avatar class do apply to all other Rage abilities of the character, however. Nature's Fury (Su): Jungle Avatars are quite capable at harnessing the fury of nature's spirits and other forces, the outrage against humanoids and monsters destroying, defiling, and altering so many places. Nature's Fury is a supernatural ability, and has a few varied effects. Firstly, levels in this prestige class stack with any other applicable levels for purposes of any Smite ability the character may possess, in cases where class level matters rather than character level. Secondly, levels in this prestige class stack with Cleric levels and Shaman levels, as appropriate, for purposes of turning/destroying undead. It does not stack for purposes of rebuking/commanding undead, however. Thirdly, Nature's Fury allows the Jungle Avatar to add their level in this prestige class to weapon, natural weapon, unarmed strike, and grapple check damage for 1 round, but that benefit only applies in melee combat, and activating that benefit is a free action that does not provoke attacks of opportunity. The third benefit can only be activated at the beginning of the Avatar's turn, and it can be used during a Rage or Deeper Rage. The bonus damage is not multiplied in the event of a critical hit, and it is normal or subdual as appropriate to each attack's base damage. The third benefit of Nature's Fury is only useable once per day. Lastly, Nature's Fury allows the jungle elf to vaguely sense when nature is threatened or suffering nearby, and the general direction and distance (i.e. close when it's less than a mile away, moderately far when it is between 1 and 100 miles away, and far off when it's 100 to 1,000 miles distant). Spirits often motivate the Avatar to investigate and fix these problems, but the elf need not obey them most of the time. If they do not help at least once in a while, however, the spirits may revoke their boons from the jungle elf, removing any divine spellcasting of the character and the class abilities of any divine spellcasting classes, including the abilities of the Jungle Avatar class (see Ex-Avatars, below). Atonement is usually possible. Speed of Fury (Ex): When a 2nd-level or higher Jungle Avatar enters a Rage, whether from this class or not, they add +10 feet to their base speed unless they are wearing heavy armor or carrying more than a medium load. Also, whenever they are Raging, they gain the capacity to perform a Flurry of Blows with any full-attack action. This Flurry of Blows cannot be combined with other special full-attack actions, such as another Flurry of Blows ability or the Whirlwind Attack feat. When the Jungle Avatar performs a Flurry of Blows with a full-attack action, they must declare the use of this ability at the start of their action and it incurs a -3 penalty on all attack rolls they make until the beginning of their next turn. Flurry of Blows grants the Jungle Avatar one additional attack with their full-attack action, at their highest Base Attack Bonus (before factoring in modifiers). Speed of Fury is an additional adjustment to any Rages the Jungle Avatar may possess, whether from this class or not, and it is not superceded by Greater Rage, Mighty Rage, or the like. Deeper Rage (Ex): Whenever a Jungle Avatar of 3rd-level or higher enters a Rage, they may choose immediately to lose nearly all control over themselves, going into a Deeper Rage than normal and drawing forth greater primal power. In a Deeper Rage, the Jungle Avatar's bonuses to Strength, Constitution, and Will saves are each increased by +2, while the base duration of their Rage is increased by 2 rounds. In addition, Jungle Avatars in a Deeper Rage gain Damage Reduction 2/-, meaning that they suffer 2 less damage each time they would suffer hit point or subdual damage, except by starvation, dehydration, suffocation, or fatigue. In a Deeper Rage, the Jungle Avatar suffers a further -2 penalty to Armor Class. Once a Jungle Avatar's Deeper Rage has ended, regardless of how it has ended, the Jungle Avatar suffers an amount of subdual damage from fatigue equal to the number of rounds they had spent in a Deeper Rage. The benefits and penalties of Deeper Rage stack with those of any other Rage ability or Rage modification. While the Jungle Avatar is in a Deeper Rage, he or she has little control over what they do, and instinctively attacks the nearest creature (if there are multiple creatures equally close, the Jungle Avatar chooses which to apply each attack against, and he or she may still divide their attacks amongst foes if they have a high enough Base Attack Bonus, or the Flurry of Blows ability, or the like). Whenever the Jungle Avatar is in a Deeper Rage and drops a creature (whether he or she slays, trips, knocks unconscious, or otherwise drops the creature), he or she may choose to attack the next-nearest creature if desired, otherwise they will just continue attacking the previous victim, even if that victim is already dead; if the victim is utterly destroyed with little or no remains, then the Jungle Avatar must turn his or her attention to the next-closest victim. If the Jungle Avatar has already attacked a creature while in a Deeper Rage, he or she may continue attacking that same creature even if other creatures have gotten closer, until the Jungle Avatar has dropped that victim. If the Jungle Avatar is in a Deeper Rage and cannot see, hear, or smell where the closest creature is, he or she will attack the next-closest creature, and so on. If he or she is in a Deeper Rage and cannot easily find any creatures besides him- or herself within 300 feet, the Jungle Avatar may choose to attack the surrounding environment or may instead start moving to go find some new victims. The Jungle Avatar is not limited to melee attacks while in a Deeper Rage, and may use ranged attacks or the like if desired, and may use special attacks like tripping, attacking a creature's equipment, bull rushing, grappling, overrunning, or the like. However, if the Jungle Avatar is in a Deeper Rage and can currently perceive some other creatures within 300 feet, he or she must move to attack such creatures and must begin attacking them as soon as possible with whatever weapon they may be wielding at the time, if any, though they are allowed to switch weapons first or along the way, but only one such switch per creature they intend to attack during that Deeper Rage. The Jungle Avatar need not throw a melee or projectile weapon in order to fulfill this imperative, but must engage the creature in melee if they have no weapons that likely have a reasonable chance of reaching the target. Any time the Jungle Avatar would attack an ally while in a Deeper Rage, he or she may choose to attempt a Will saving throw immediately before attacking that ally. The Difficulty Class of this Will save is 20 + the number of rounds the Jungle Avatar has been Raging so far, and a successful Will save results in the Jungle Avatar choosing a different creature nearby to attack, even if it's just the remains of a fallen creature; their new target must be within 300 feet and perceived by the Jungle Avatar, or else the Jungle Avatar attacks his or her ally. The Jungle Avatar is only allowed up to one such saving throw per round, even if he or she would attack multiple allies in a round; a successful save does not prevent the Jungle Avatar from attacking different allies that round. On any round in which the Jungle Avatar is in a Deeper Rage but perceives no enemies within 300 feet, only allies or no one at all, the Jungle Avatar may choose to attempt one Will saving throw at the beginning of his or her turn, against the same DC noted above, and a success on this saving throw ends the Jungle Avatar's Rage. A Jungle Avatar cannot voluntarily end their Rage in any other way when they are in a Deeper Rage, so this Will save is the only recourse for ending such a Rage prematurely, short of using up the entire duration of the Rage or being rendered unconscious, asleep, or dead. A Jungle Avatar's Rage ends if they lose consciousness in such a way. Greater Rage (Ex): Jungle Avatars of 4th-level or higher gain greater benefits from Raging. Whenever the Jungle Avatar enters a Rage, whether from this class or not, their total Strength increase from the Rage is +6, their total Constitution increase from the Rage is +6, and their total morale bonus on Will saves is +3 from the Rage. This does not change any other benefits or penalties the Rage may incur. The benefits from Greater Rage supercede (override and do not stack with) the standard benefits of Rage. Mettle (Ex): After reaching 5th-level in this prestige class, the Jungle Avatar gains the Mettle extraordinary ability. Whenever they make a successful saving throw against any spell or effect that normally allows a Fortitude or Will save for half or partial effect, the Jungle Avatar instead negates the entire effect against them, not just the part that would normally be negated or reduced. Tireless Rage (Ex): After reaching 6th-level in this prestige class, the Jungle Avatar is able to draw upon their fury without being winded afterwards. Whenever they enter a Rage, whether from this class or not, they no longer suffer any fatigue or exhaustion effects afterwards. However, they still suffer subdual damage from Deeper Rage and similar abilities, when applicable. Nature's Might (Su): When a Jungle Avatar of 7th-level or higher enters a Rage, regardless of what class or feat granted that Rage, the Jungle Avatar gets the benefits of the Nature's Might supernatural ability. Spirits or other forces of nature flow through the Jungle Avatar's body when they rage, empowering him or her to fight harder and longer. Nature's Might does not apply when unconscious. This gives them the quality of Regeneration 1 while raging, which means that the Jungle Avatar takes subdual damage from all attacks instead of normal damage, but he or she heals 1 point of subdual damage at the start of each of the Jungle Avatar's turns. Only acid, cold, electricity, fire, and sonic damage ignores this Regeneration, as does any magical backlash damage from the character's own abilities and items that could not be altered. Unlike some other Regeneration abilities, Nature's Might can heal subdual damage that was inflicted before the Regeneration activated. This Regeneration will allow the Jungle Avatar to reattach any of his or her severed body parts instantly by just holding them in place for a moment, at which point he or she regains use of those previously-severed body parts. Unlike some other Regeneration abilities, this will allow reattachment of body parts that were severed prior to the activation of Nature's Might, as long as those body parts have not rotted, decayed, or otherwise withered away to any significant extent (generally, 7 days after a body part's separation is the point where its decay goes beyond what Nature's Might can revitalize and reattach; anything that preserves the body part against decay will extend this timeframe). Even if the Jungle Avatar does not reattach any of his or her severed body parts, this Regeneration ability will regrow any severed or destroyed body parts of his or hers. Such body parts regrow at the rate of one per 1d4+2 rounds, starting with the most vital parts; this will even regrow body parts that were destroyed or severed prior to the activation of Nature's Might. In addition to the Regeneration effect, Nature's Might allows the character to expend divine spell slots to empower their Rage. When Nature's Might is in effect, at the start of the Jungle Avatar's turn, he or she can expend a divine spell slot (as though having cast a spell with that slot, except it takes no action, is not spell-like, and does not provoke attacks of opportunity) to gain a +1 enhancement bonus to Strength per level of the spell slot expended (counting 0-level; so a 0-level slot gives +1, a 1st-level slot gives +2, a 2nd-level slot gives +3, and so on). This enhancement bonus lasts until the beginning of the Avatar's next turn, if the slot was 2nd-level or lower; if the slot was 3rd, 4th, or 5th-level, the enhancement lasts one extra round; if the slot was 6th, 7th, or 8th-level, the enhancement lasts for another two rounds beyond that; if the expended slot was 9th-level or higher somehow, then the Strength enhancement bonus lasts for a further two rounds. Thus, expending a 9th-level slot would grant a +10 enhancement bonus to Strength for 6 rounds, though the minimal spellcasting improvements of this prestige class mean that, after reaching this point in the class, only an epic level character could obtain 9th-level spells. This benefit of Nature's Might can be used any number of times during the rage, but no more than once per turn, and enhancement bonuses to the same statistic do not stack. Mighty Rage (Ex): Jungle Avatars of 8th-level and higher are able to summon forth even greater strength from within through their mighty Rages. Whenever the Jungle Avatar enters a Rage, whether from this class or not, their total Strength increase from the Rage is +8, their total Constitution increase from the Rage is +8, their total morale bonus on Will saves is +5 from the Rage, their total AC penalty for Raging is -4, and their Rage lasts an additional 3 rounds in total. This does not change any other benefits or penalties the Rage may incur. Mighty Rage supercedes (overrides and does not stack with) Rage and Greater Rage. Indefatigueable (Ex): Jungle Avatars of 9th-level and higher are immune to all fatigue and exhaustion effects, as an extraordinary ability. They are still limited in how long they can run at any given time, as normal. While they still need sleep and rest normally, they can literally walk for days without rest, until their mind gives out and they cannot go on without sleep. Generally, it takes 1d4+2 days of activity for the character's mind to demand sleep; by that point, the character can barely keep themselves awake without constant effort, preventing them from doing anything else or paying attention to anything else, making them effectively unaware and insensate from the onset of sleep-deprivation delirium. Indefatigueable does not render the Jungle Avatar immune to the subdual damage from Deeper Rage or similar abilities of their own, though it does make them immune to subdual damage from fatigue spells and effects. Force of Nature (Ex/Su): Jungle Avatars of 10th-level have developed a strong bond with nature's primal side, and they feel nature's pulse within their own veins. Their creature type changes to Fey, but this does not affect any of their racial hit dice or the qualities associated with them; they retain any racial qualities they already possessed, and any subtypes they possessed. They also gain the Chaotic subtype if they did not already have it. Along with becoming Fey, the Jungle Avatar gains low-light vision, which stacks with any low-light vision they already possessed (for instance, if they could already see twice as far as a human in low light, they now see three times as far as a human in low light). They gain immunity to any Enchantment, Charm, Compulsion, and Fear effects generated by Fey. In addition, the Jungle Avatar's unarmed strikes and natural weapons can harm creatures as though they had a +1 enhancement bonus, though they do not gain any actual enhancement bonus. These are all extraordinary qualities. As a supernatural quality, the Jungle Avatar gains the following benefits during any Rage. Firstly, any weapon they wield in melee gains the benefits of the Thundering magic quality, if it did not already have that quality. Secondly, the Jungle Avatar is immune to paralysis, stunning, and fear while in any Rage. Thirdly, they add their Wisdom or Charisma modifier, whichever is higher, to melee attack rolls while raging, as an Insight bonus. Ex-Avatars: A Jungle Avatar who ceases to meet the prerequisites for this prestige class, or who grossly violates their religious oaths for this class or those they needed to meet the prerequisites for this prestige class, loses the capacity to progress in level as a Jungle Avatar and loses all Jungle Avatar class abilities, until they atone. Class Base Fort Ref Will Special Spellcasting Level Attack Save Save Save Abilities Ability 1 +0 +2 +2 +0 Rage 1/day, Nature's Fury +1 Level 2 +1 +3 +3 +0 Speed of Fury --------- 3 +2 +3 +3 +1 Deeper Rage --------- 4 +3 +4 +4 +1 Greater Rage +1 Level 5 +3 +4 +4 +1 Rage 2/day, Mettle --------- 6 +4 +5 +5 +2 Tireless Rage --------- 7 +5 +5 +5 +2 Nature's Might +1 Level 8 +6 +6 +6 +2 Mighty Rage --------- 9 +6 +6 +6 +3 Rage 3/day, Indefatigueable --------- 10 +7 +7 +7 +3 Force of Nature +1 Level Disclaimer: 3rd Edition Dungeons & Dragons, Oriental Adventures, base attack bonus, Fort save, Ref save, Will save, saving throw, Fortitude save, Reflex save, Armor Class, AC, prestige class, tireless rage, mighty rage, rage, greater rage, the atonement spell, hit dice, alignment, proficiencies, martial weapons, extraordinary ability, supernatural ability, spell-like ability, divine spells, arcane spells, skill names, feat names, skill ranks, check, DC, Difficulty Class, ability scores, smite ability, favored enemy, domains, domain granted powers, caster level, barbarian class, cleric class, ranger class, druid class, shaman class, turning/destroying undead, rebuking/commanding undead, natural weapon, grapple check, free action, standard action, full-round action, move-equivalent action, subdual damage, attacks of opportunity, low-light vision, damage reduction, regeneration, insight bonus, creature types, creature subtypes, spell schools, spell subschools, enhancement bonus, Thundering magic quality, spell slots, spell levels, bull rushing, grappling, and mettle are, so far as I know, property of Wizards of the Coast, Inc., which is a division of Hasbro Corporation. All other content on this webpage is copyright (c) 2004-2005, property of John J. Korsog, Jr., internet aliases Arkhandus and Mist Phantom. This material free for personal use but not for commercial distribution. |
Rhunarian Prestige Class --- The Jungle Avatar |
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