By John Grigsby, Staff Reviewer d20 Magazine Rack
Sizing Up the Target
The Avatar’s Handbook is part of the Master Class series from Green Ronin Publishing, intended for use with the d20 System. Written by Jesse Decker (with input from Chris Thomasson) , this perfect-bound, 80-page work features a cover by James Ryman and interior artwork from Liz Danforth, Jennifer Meyer, Britt Martin, and Kent Burles. It retails for $16.99.
First Blood
Normally, I don’t like to see new classes introduced to the D&D game. The first question I always ask myself is, “Why is this class being introduced? Is it necessary, or could the role be filled by tailoring an existing class?” There have been some that were justified, but more often than not, the new class simply serves as an example (often overpowered) of a highly customized character that could be accomplished using the core rules.
Jesse Decker is no stranger to role-playing games, with numerous contributions to both the short-lived STAR WARS Gamer magazine and Dragon magazine. He also contributed to the new Arms and Equipment Guide and Savage Species from Wizards of the Coast, as well as Denizens of Freeport, Pocket Magica, and Hammer and Helm: A Guidebook to Dwarves from Green Ronin Publishing. In addition, he has served as the editor-in-chief of Dragon magazine since October 2001.
The avatar is a good-aligned divine spellcaster, a mortal tasked with calling the celestial host into battle whenever the need arises. In many ways, the avatar resembles a paladin, but their beliefs are not quite as unyielding. Avatars can be of any good alignment and many do not limit themselves to the teachings of a single god, choosing instead to serve the entirety of the celestial host.
The avatar is a divine spellcaster, but knows only a limited number of spells. They learn new spells from their mentors in the celestial host as they advance. In this way, avatars are very similar to divine sorcerers. In fact, like sorcerers, the avatar does not prepare spells in advance, but instead casts them as they are needed (limited by the number of spells of each level they may cast in a given day).
As they progress in level, they also earn special abilities. The most powerful of these is the ability to all the might and purity the celestial host into their own body and transform into a celestial or other upper planar being. Use of this ability is limited, but it can be very useful indeed. They are also granted special gifts, called sacred boons, from their masters as they gain experience.
There are four new feats described in this volume. Though not avatar-specific, they do fit the class very well and it is unlikely that other classes would choose to draw on them, though the option remains open. All four new feats have to do with the summoning of celestial beings (one of the avatar’s primary capabilities).
Since the avatar is a divine spellcaster, it stands to reason that some new spells would be provided, and there are in fact 21. As with the feats, not all are avatar-specific, though several are exclusive to the new class. A new type of spell is described here, the banner spell, which literally conjures a mystical banner with specific powers that often serve to bolster allies in combat. Also presented is a unique variant on the use of summoning spells; customized summoning lists.
Since the avatar specializing in calling the energy of and summoning celestial allies, a host of new celestial beings is included. Also presented are a handful of creatures that are not celestials, but still inhabit the upper planes and generally serve the cause of good. The highest servants of good are the archangels. These are unique individuals that should be crafted by the GM to fit his or her campaign, but a pair of sample characters should help generate some ideas.
Finally, there are some new templates: the half-celestial dragon (to go with the new dragons introduced in this supplement), the reforged (a being (often evil) that has been turned around and recruited to serve the cause of good), the sublime (a creature with a higher purpose), the uncalled (a good-aligned undead whose true purpose has not yet been realized), and the wordbearer (a mortal chosen to deliver the word of the gods to others). All present some interesting options, particularly for players who might wish to play an “evil” race but do not relish the idea of committing evil acts. Some of these templates are quite powerful, however, and their use for player characters should be carefully considered by the DM.
I do believe that the avatar class falls under the heading of “deserves a look,” though I wouldn’t go so far as to say that it is necessary. It fills an interesting niche, a gap created by the introduction of the sorcerer into 3rd edition. While arcane spellcasters had a class that did not need to prepare spells in advance (two, actually), the divine spellcasters had no such representative, and the avatar serves to fill that role. It may serve to attract those who wanted to play a divine spellcaster, but with the flexibility of the sorcerer or bard.
A question of power levels arises, however. The avatar represents a blending of the cleric and the sorcerer, which is as it should be, but they also gain some potentially very powerful benefits as they increase in level, an advantage that neither of the other two classes gains. The class combines the saving throw matrix of the cleric with the spell progression and attack matrix of the sorcerer. The only drawbacks the avatar suffers are a limited spell selection and proficiency with only simple weapons and light armor. To my mind, this seems a bit overpowering, particularly when their special abilities are taken into consideration (the power to assume a celestial form, even on a limited basis, is easily equivalent to the barbarian’s rage capability).
I felt the same apprehension on looking over some of the templates. The sublime, for example, has some impressive ability score adjustments, gains two supernatural abilities that are effectively unlimited as to how often they can be used, and also gains three spell-like abilities, usable at will at the 6th level of ability, an unlimited number of times per day. Yet, for all of this, the CR is only increased by +1? And this is hardly the extreme example; almost all of the templates seem to be low on the CR adjustment. I understand that the CR of a creature is based on the idea that the PCs will only be meeting it once (when its abilities are at full strength), but I still find these to be a bit underrated.
Browsing through the celestial allies section, a few of the CRs there also seem to be off by a little, though most are closer than on the templates. A CR 1 encounter that is immune to electricity and fire, is incorporeal, has acid and cold resistance 10, has celestial traits, and a special ability?! I don’t know, it seems just a little off to me.
Critical Hits
The book is well presented, and takes a good idea (filling the “empty” divine spellcaster niche created by the sorcerer) and expands upon it. I like the avatar class; it fills a need and it presents a new way of looking at a cleric or paladin. I like the idea of the banner spells (the imagery of a warrior waving a magical banner to inspire his allies is very compelling). I even like some of the new creatures (particularly the celestial dragons). If I tinker with their alignments, I may even find a use for them.
Critical Misses
About the biggest problem I can see is the aforementioned skewing of the CRs. The best way I can see to fix them is to limit some of the special abilities in their usage. Right now, many of them can be used an unlimited number of times per day, and several are quite powerful. Cutting these back to once, twice, or even thrice per day can help. Even so, since it is assumed that a creature will only get the opportunity to use a special ability once per combat, this still leaves many of them a little low for my tastes. I think the CRs need to be completely re-examined and checked for balance.
Coup de Grace
Most of the book (about 80%) is designated as OGL, including all of the important stuff that you would want to port over to your own works and, with the exception of the CR ratings, everything seems to be pretty d20 compliant (but these are no small error). The idea, while perhaps not wholly original, has yet to be touched on by any mainstream gaming company that I’ve seen and the class will probably see equal use by GMs and players alike. However, all of the creatures described herein are of good alignment. While the avatar class itself and the new spells are a decent addition, but the rest is going to see pretty limited usage in a typical campaign. If you’re really intrigued by the idea behind the class, by all means, pick this book up. Otherwise, you’re better off passing it over for something with broader horizons.
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