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. 

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Rhunarian Prestige Class --- The Jungle Avatar