Indeed...well, at least for Dumbledore. Carson has more than once gone into pissing contests with government agents harassing her students, so there is a chance she might not be in the best favor with the School Officials of any organization. Anyway, here's the start of the Supers stuff. I will have occupations, the Avatar (not the anime kind...) advanced class, and the Informant prestige class later. Basically, this class is all brute force, not much else, so he 's not what you want for a variety character.
GM'S WARNING: Super classes can be some serious business...if you don't want to run a higher-powered showoff with your players, don't let them have this stuff in their arsenal.
New Advanced Class: Brick
Bricks. The brutes of Supers, the guys that can lift trucks, smash concrete walls, bend steel...the muscle-men. It isn't uncommon for a Super team to have a Brick in its upper echelons (Superman of the Justice League, for instance. These Bricks, of course, need other advanced classes to bolster their..umm...lack of any features other than being a stone walled power-monkey), or an "Uber-grunt" in a villains group be a Brick (IE Juggernaut). All in all, Bricks can be nasty business. The fastest path into this advanced class is through the Strong hero advanced classes, but other paths are possible.
Requirements
To become a Brick, a character must fulfill the following criteria.
BAB: +3.
Abilities: Strength 18+, Constitution 16+.
Feats: Brawl, Improved Brawl, Power Attack.
Talents: The entire Ignore Hardness tree.
Class Information
The following information pertains to the Brick advanced class.
Hite Die
The Brick gains 1d12 hit points per level. The character's Constitution modifier applies.
Action Points
The Brick gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills
The Brick's class skills are as follows.
Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str).
Class Features
The following features pertain to the Brick advanced class.
Brute Strength
At 1st level, a Brick has a carrying capacity as if he was a Large-sized creature.
DR
At 2nd, 5th, and 8th levels, the Brick gains DR. On top of any natural or talent-based DRs, the Brick has DR 6/magic at 2nd level, which increases to 12/magic at 5th, and finally increases again to 24/magic at 8th level.
Bonus Feats
At 3rd, 6th, and 9th level, the Brick gets a bonus feat. The bonus feat must be selected from the following list, and the Brick must meet all the prerequisites of the feat to select it.
Advanced Combat Martial Arts, Archaic Weapons Proficiency, Armor Proficiencies (Light, medium, heavy, and powered), Blind-Fight, Cleave, Combat Martial Arts, Combat Throw, Defensive Martial Arts, Endurance, Frightful Presence, Great Cleave, Great Fortitude, Heroic Surge, Improved Combat Martial Arts, Improved Damage Threshold, Improved Grapple, Improved Overrun, Nerve Pinch, Precise Strike, Renown, Toughness.
Forceful Strength
At 4th level, the Brick has a carrying capacity as if he was size Huge.
Raw Strength
At 7th level, the Brick has a carrying capacity as if he was size Gargantuan, and no longer suffers from medium encumbrance.
Paragon Strength
At 10th level, the Brick has a carrying capacity as if he was size Colossal, and no longer suffers speed loss from heavy encumbrance.
New Advanced Class: Avatar
There are some superheroes and supervillains that gain their powers not from mutations, gadgets, or magic, but from a spirit that exists within them. These are the Avatars, supers that are either respected or envied by their peers. The most famous of the Avatar Fictions is the Champion, a collected superhero force that can rival Superman in power ((doesn't hurt that it is usually part Brick)). Former Champions have included Miss Champion, the now headmistress of Whateley Academy Ms. Carson. The fastest path into this advanced class is through the Dedicated Hero class, though other paths are possible.
Requirements
To become an Avatar, a character must fulfill the following criteria.
BAB: +3.
Abilities: Wisdom 14+.
Skills: Knowledge (Arcane lore) 6 ranks, Sense Motive 6 ranks.
Feats: Attentive.
Class Information
The following information pertains to the Avatar advanced class.
Hite Die
The Avatar gains 1d8 hit points per level. The character's Constitution modifier applies.
Action Points
The Avatar gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Brick's class skills are as follows.
Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Disguise (Cha), Diplomacy (Cha), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (Arcane lore, earth and life sciences, history) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).
Class Features
The following features pertain to the Avatar advanced class.
Inner Spirit
At 1st level, the Avatar has a spirit that comes to preside within herself for some reason. This trigger is deposited by the GM, and he may choose if the spirit is without question entered or may be rebuked. If the latter, the character may choose to make a Will save (DC 10 + the spirit's living class level; usually 20 for cases like the Faerie Queen and Champion Force) to rebuke the spirit and prevent its entry. The spirit is a (for the most part) harmless symbiotic being, providing power and protection in exchange for a mortal "house" to stay in. At the start, an Avatar may only have a single spirit. Even if the original Prime Spirit has since (if able) left the body or "died", the post-Avatar retains her previous genetic rewrite Body Template and other abilities of this class. An Avatar may choose to be "homeless" concerning spirits until she finds one she likes.
Body Template
When the 1st spirit (hereafter known as the Prime Spirit) enters the Avatar as a host, it will reform the body to its prime choosing. This change may be instantaneous or take months, it may be just some strengths and a costume, or a full species, age, even gender rewrite. The below table gives some examples of Prime Spirits (some such as Bast are already taken by Fictions but are given for completeness and basis for similar Prime Spirits).
Spirit Commune
At 2nd level, an Avatar gains the ability to commune with her inner spirit and let it "pilot" the nerves to allow special powers to flow forth. At 2nd level, this can only be done once a day, but the amount per day doubles every three levels. To perform a spirit commune, an Avatar must sit and focus for 2d6 rounds. The specific effect of a commune depends on the Prime Spirit (see examples above.)
Bonus Feats
At 3rd, 6th, and 9th level, the Avatar gets a bonus feat. The bonus feat must be selected from the following list, and the Avatar must meet all the prerequisites of the feat to select it.
Advanced Combat Martial Arts, Agile Riposte, Archaic Weapons Proficiency, Armor Proficiency (Light), Blind-Fight, Combat Martial Arts, Combat Throw, Defensive Martial Arts, Dodge, Elusive Target, Endurance, Great Fortitude, Heroic Surge, Improved Combat Martial Arts, Improved Damage Threshold, Improved Grapple, Mobility, Precise Strike, Renown, Toughness, Trustworthy.
Spirit Defense
At 4th level, the Avatar can use her spirit as a mental shield. She gains a +4 bonus to saves against mind-affecting abilities, spells, equipment, and psionics.
Spirit Sucker
At 5th level, the Avatar can touch an unprotected spirit (one that is not in a body or some form of complete covering such as possessing an inanimate object without seams) and literally suck it into her body, allowing for a Secondary Spirit to exist alongside the prime. The Avatar may call upon that spirit in the commune and gains a further +4 bonus to saves against the various forms of mind-affecting, but does not gain the body template of the secondary spirit.
Spirit Possession
At 7th level, the Avatar's spirit can be allowed to "full drive" its host's body, giving her powerful access. When the Prime Spirit goes into a mode of control, and may give knowledge, cast any spells, and cast any psionics it knew in life. The effect lasts for a number of rounds equal to 2d8 + the Avatar's class level, and may be stopped prematurely with a Will save (the same save amount as rebuking a spirit).
Spirit Habitat
At 8th level, the Avatar can sustain another spirit in her mind, maximizing the amount of spirits to 3. The Third Spirit gives the same bonuses as a Secondary Spirit.
Paragon Strength
At 10th level, the Avatar can call on her Prime Spirit to energize her in battle with near unstoppable power. Once per day, she may call upon the spirit to aid her in full-on combat strength. She is treated as 2 levels higher for the purposes of casting spells or psionics and gains DR 10/+3. The effect lasts the same number of rounds as her Spirit Possession special ability, and after it subsides, she is fatigued for the rest of the encounter.