Avatar Created by: Christopher Delvo There are many ways to use magic. Some spend years learning the ins and outs of spells in universities. Others have the talent born into them, through a bloodline or due to a natural phenomenon coinciding with their conception. Still others forge pacts with spirits or outsiders, or even gods in an attempt to use magic. And then there is the avatar. No truly natural birth, nor any amount of study can create such a being. Avatars are magic. They embody it in all its glory, forgoing the ability to cast “spells” in favor of natural, mystical talents. They are infused completely with magic, the rarest of creations. Role: Avatars find themselves in one of three situations. In lands that revere magic, they are treated as gods, given anything and everything they want. In societies that shun magic, they are hated above all else, their spellmarks giving them away. However, in areas where magic is no more special than martial prowess, Avatars are usually adventurers, proving themselves or discovering where they came from and why they have the powers they do. In combat, Avatars find themselves as backup characters, with the ability to fill a large series of roles through either a diverse set of powers or a focused path. Alignment: Any HD: d8 Class Skills The avatar‟s class skills are Bluff (cha), Craft (int), Diplomacy (cha), Fly (dex), Intimidate (cha), Knowledge (arcana) (int), Knowledge (planes) (int), Knowledge (religion) (int), Perception (wis), Profession (wis), Sense Motive (wis), Spellcraft (int), Use Magic Device (cha) Skill Ranks per Level: 4+int modifier Class Features The following are class features of the avatar. Weapon and Armor Proficiencies: The avatar is proficient with all simple weapons. She is also proficient with light armor. Arcane Bolt (Sp): As a standard action, an avatar can unleash a ray of magical energy to destroy her foes. She makes a ranged touch attack against a single enemy at a range of 60 feet. If the attack hits, it deals force damage as shown on table 1-1. The avatar adds her charisma modifier to this

damage. The avatar can use arcane bolt at-will. An arcane bolt is affected by spell resistance, and is treated as a magic missile for the purposes of being blocked by the effects of shield and similar spells and abilities.

If an arcane bolt‟s damage would be lowered below 1d6 due to an “essence” mystic art, it instead deals no damage, though all mystic arts applied to the blast function normally. Bonus Feat: At 1st level and every 6 levels thereafter, an avatar gains access to a bonus feat, selectable from the following list: Allied SpellcasterAPG, Arcane Strike, Combat Casting and Magical Aptitude. At 7th level, add Disruptive*, Expanded Art, Extra Mystic Art and Spell Penetration to the list of selectable feats. At 13th level, add Greater Spell Penetration and Spellbreaker* to the list of selectable feats. And at 19th level, add Teleport TacticianAPG to the list of selectable feats. *: The Avatar counts as a fighter of her current avatar level when selecting this feat via this ability.

Magical Paragon (Su): An avatar is infused with magic, and is a paragon of its power. She has both an arcane and divine caster level equivalent to her class level, even though she cannot cast spells. He also has a natural magical aura that can be detected by spells such as detect magic or arcane sight. This aura‟s strength is based on her caster level, as a magic item‟s aura strength would be

determined. The aura‟s school is considered universal. In addition, at 1st level, an avatar gains a strange, tattoo-like mark on her forehead known as a spellmark that identifies her as an avatar. Whenever the avatar gains a mystic art, she also gains an additional spellmark somewhere on her body. These marks normally just appear to be tattoos, but when an avatar uses her Arcane Bolt, activates a mystic art, or uses a spell-like ability, these marks glow like a torch for one round. When she uses a mythic art, these marks shine as a daylight spell for one round. These marks can be covered by mundane means, but the light generated by them cannot be suppressed. Touch of Magic (Su): The magic infused into an avatar‟s body aids her when interacting with magic items. She gains a bonus on spellcraft and use magic device checks equal to ½ her class level (minimum +1). Mystic Art: At 2nd level, and every 2 levels thereafter, an avatar gains mastery over a power known as a mystic art. Some mystic arts modify her arcane bolt, adding power to it that she normally wouldn‟t be able to use. Others grant her powers

Table 1-1: The Avatar Level 1

Base Attack Bonus +0

Fort Save +0

Ref Save +0

Will Save +2

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

+1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Arcane bolt, bonus feat, magical paragon, touch of magic Mystic art, detect magic Infused being Mystic art Mana sense Mystic art Bonus feat Mystic art Improved infused being Mystic art Improved mana sense Mystic art Bonus feat Mystic art Greater infused being Mystic art Mystic defense Mystic art Bonus feat Mythic art

Arcane Bolt Damage 1d6 1d6 1d6 1d8 1d8 1d8 1d8 1d10 1d10 1d10 1d10 2d6 2d6 2d6 2d6 2d8 2d8 2d8 2d8 2d10

comparable to spells. Unless otherwise noted, all mystic art take a standard action to activate. Any save DCs granted by mystic art are equivalent to 10 + 1/2 the avatar‟s class level + the avatar‟s wisdom modifier. Some mystic arts are labeled “essence.” These specifically apply to the avatar‟s arcane bolt. Only one “essence” mystic art can be applied to the arcane bolt at any given time, unless the avatar takes the “extra essence” mystic art or the “essence master” mystic art. Arctic Bolt (essence) (Sp): The avatar‟s bolt becomes cold as the arctic winds, and can slow enemies to a crawl. The bolt‟s damage is lowered by one step (to a minimum of 1d4 damage), but deals cold damage and a creature hit by the attack must make a fortitude save or become staggered for 1 round, plus one extra round at 5th level and every 4 levels thereafter. The avatar must be at least 4th level to select this arcana. Beshadowed Bolt (essence) (Sp): The avatar‟s bolt turns black as night, and clings to enemies‟ eyes. The bolt‟s damage is lowered by one step, but enemies hit by the bolt must make a reflex save or be blinded for 1 round, plus one extra round at 4th level and every 3 levels thereafter. Bewitching Bolt (essence) (Sp): The avatar can transform her arcane bolt into a beam of bewitching magic. A bewitching bolt deals no damage, but creatures hit by it are affected as if by dominate person (they are still allowed a will save). A bewitching bolt cannot be combined with other essences. An avatar must be 12th level to select this mystic art. Brimstone Bolt (essence) (Sp): The avatar‟s Arcane Bolt becomes a roaring lance of fire. The bolt‟s damage is lowered by one step, but deals fire damage and a creature hit by the attack must make a reflex save or catch fire. Creatures that catch fire take 1d6 damage at the beginning of their turn, unless they take a standard action to put the fire out or are doused by one gallon of water or more. Concussive Bolt (essence) (Sp): The avatar‟s bolt transforms into a concentrated beam of sound. The damage is lowered by one step, but it deals sonic damage and creatures hit by the bolt must make a fortitude save or be deafened for 1 round, plus one extra round at 4th level and every 3 levels thereafter. An avatar must be at least 6th level before selecting this mystic art. Deflection Shield (Su): The avatar gains a deflection bonus to her AC equal to ½ her wisdom modifier. The avatar must be at least 4th level to select this mystic art.

Dispelling Bolt (essence) (Sp): The avatar can use her arcane bolt to negate magical effects on her enemies. A dispelling bolt deals no damage, but creatures and objects hit by it are affected as if by a targeted greater dispel magic. An avatar must be 14th level to select this mystic art. Drain Life (Su): The avatar can suck the life out of her enemies, bolstering her own power. As a standard action, she can make a touch attack against an enemy. If successful, she deals damage equal to the damage dealt by her arcane bolt and gains temporary hit points equal to ½ the damage dealt. She cannot gain more temporary hit points this way than her wisdom score. The temporary hit points disappear after 10 minutes. Eldritch Strike (Su): The avatar can channel her arcane bolt into her weapon in order to deal extra damage to her enemies in melee. As a standard action, she can make a single melee attack that deals extra force damage equal to her arcane bolt damage. Enervating Bolt (essence) (Sp): The avatar‟s arcane bolt has the power to cut straight through to a creature‟s soul. The damage is lowered by two steps, but the targeted creature must make a fortitude save or receive 1 temporary negative level. These negative levels dissipate after a number of minutes equal to the avatar‟s class level. An avatar must be at least 16th level to select this mystic art. Essence Master (Su): An avatar with this mystic art can apply up to three essence mystic arts to her arcane bolt at a time. All penalties and bonuses stack when applying these essences. If all three arts change the damage type of the bolt, it instead deals 1/3 of each type of damage. An avatar must be at least 10th level and must have extra essence to select this mystic art. Extra Essence (Su): An avatar with this mystic art can apply two essence mystic arts to her arcane bolt at a time. All penalties to the bolt stack, as do the benefits. If both arts change the damage type of the bolt, it instead deals ½ of one type of damage, and ½ the other. An avatar must be at least 6th level before selecting this mystic art. Healing (Su): The avatar can channel her magical energies into creatures, healing their wounds. As a standard action, she can touch a creature and restore a number of hit points equal to her arcane bolt damage. She can only use this ability once per creature touched per day. Illusory Guise (Sp): The avatar can assume any identity she needs, for whatever purpose she chooses. She gains a bonus equal to ½ her level on disguise checks. In addition, she can change her appearance for a number of hours per day equal to

her class level as if using disguise self. These hours need not be consecutive, but must be used in 1-hour increments. An avatar must be at least 4th level to select this mystic art. Lightning Bolt (essence) (Sp): The avatar‟s bolt becomes a bolt of lightning, capable of stopping enemies in their tracks. The bolt‟s damage is lowered by one step, but it deals electricity damage. In addition, enemies that fail their reflex save must make a fortitude save or be paralyzed for 1 round, plus one extra round at 5th level and every 4 levels thereafter. An avatar must be at least 4th level before selecting this mystic art. Maddening Bolt (essence) (Sp): The avatar‟s Arcane Bolt blasts straight through a creatures‟ body and into their mind, driving them insane. A maddening bolt „s damage is lowered by 2 steps, but it also deals 1d4 wisdom damage. The amount of wisdom damage dealt by a maddening bolt is reduced by 1 for every maddening bolt a creature has been hit by already, to a minimum of 1 wisdom damage per bolt. An avatar must be at least 12th level to select this mystic art. Monstrous Form (Sp): The avatar can change her shape, transforming into a multitude of creatures, from animals to dragons. As a standard action, she can assume the form of another creature as if using beast shape I for a number of minutes per day equal to her class level. These minutes need not be consecutive, but must be used in one-minute increments. At 10th level, she can assume a shape as if using beast shape II or elemental body I. At 14th level, she can assume a shape as if using beast shape III, elemental body II, or plant shape I. At 18th level, she can assume a shape as if using beast shape IV, elemental body III, plant shape II, or form of the dragon I. The avatar must be at least 6th level to select this mystic art. Otherworldly Step (Sp): The avatar gains the ability to teleport across the battlefield. As a swift action, she can teleport as if using dimension door. The total distance she can teleport in a day is equal to her level x 10 feet. This distance does not need to be used all at once, and can be divided throughout the day. The avatar must be at least 4th level to select this mystic art. Overwhelming Presence (Sp): The sheer presence of the avatar allows her the ability to influence and manipulate those around her. She gains a bonus equal to ½ her class level on one skill check of her choice when trying to influence another creature: either bluff, diplomacy or intimidate. In addition, she can use suggestion as a spell-like ability at-will, but it can only be used once on any

individual creature per day. An avatar must be at least 8th level to select this mystic art. Piercing Bolt (Sp): The avatar‟s arcane bolt has the ability to pierce through enemies‟ defenses. It is no longer treated as a magic missile for the purposes of shield and similar effects that block magic missiles. In addition, if an opponent has an active shield spell or similar effect that blocks magic missiles and is hit by an arcane bolt, the avatar can dispel the effect by making a caster level check against the creature as if using a targeted dispel magic. If this ability dispels the effect of an item such as a brooch of shielding, the effect is negated for a number of rounds equal to the avatar‟s level. An avatar must be at least 4th level to select this mystic art. Rapid Bolt (Ex): An avatar with this mystic art can unleash a rapid flurry of bolts. She can fire additional bolts as a full-round action if her base attack bonus is high enough to grant her additional attacks. This functions just like a full-attack with a ranged weapon. An avatar must be at least 8th level before selecting this mystic art. Shining Bolt (essence) (Sp): The avatar‟s bolt turns into a searing ray of purifying light. A shining bolt deals fire damage, and the damage die is increased by one step when dealing damage to undead (a bolt that deals 2d10 damage instead deals 4d6 damage). Spellmaster (Sp): The avatar gains minor mastery over a select spell. She selects 1 spell from the sorcerer/wizard or cleric/oracle spell list of a level equal to ½ her level or less. This spell can not have a material component or focus worth more than 1 gp. She can cast that spell as a spell-like ability a number of times per day equal to her caster level/the spell‟s level (rounded down). An avatar can select this mystic art more than once, but she must choose a new spell to cast each time. All bonuses and save DCs are based on the avatar‟s wisdom modifier. Still Bolt (Su): The avatar can launch her arcane bolt without moving, usually through her eyes or the spellmark on her forehead. Her arcane bolt no longer provokes attacks of opportunity. An avatar must be at least 8th level before selecting this mystic art. Telepathic (Sp): The avatar gains a bonus equal to ½ her level on sense motive checks to determine if a creature is lying. In addition, she can target a single creature and detect their thoughts as if using detect thoughts as a spell-like ability at-will. She can only use this ability once per day one any individual creature. An avatar must be at least 6th level to select this mystic art.

Vitrolic Bolt (essence) (Sp): The avatar‟s bolt is infused with acidic compounds, capable of piercing even through magical protection. The bolt‟s damage is lowered by one step, but deals acid damage and bypasses spell resistance. An avatar must be at least 4th level to select this mystic art. Wand Mastery (Su): An avatar with this mystic art treats wands and other spell-trigger items as if they were a part of her being. She uses her wisdom modifier when determining bonuses and save DCs for any wands she uses, instead of the lowest score required. Detect Magic (Sp): At 2nd level, an avatar‟s ability to sense magic becomes natural. She can use detect magic as a spell-like ability at will. Infused Being (Su): At 3rd level, the magic within an avatar actually takes over her bodily systems, literally holding her cells together and protecting her from harm. She replaces her constitution modifier on hit point rolls every level with her charisma modifier. In addition, replaces her constitution modifier with her charisma modifier on her fortitude saves, and makes a charisma check instead of a constitution check to remain stable after dropping below 0 hit points. Mana Sense (Su): At 5th level, an avatar‟s magical infusion allows her to physically sense magic being used around her. If a spell is cast or a spell-like ability is activated within 5 feet per caster level of the avatar, she automatically senses it. She does not sense where the magic came from, or what type it is, or the strength of the magic. She only senses that it occurred. At 11th level, the avatar gains the ability to pinpoint and identify any spell being cast or spelllike ability being activated within her range. She can make a spellcraft check (DC 15 + 2 x the spell level) to pinpoint the origin of the spell, and a second spellcraft check to identify the spell as if she saw it being cast. This ability is blocked by 5 feet of wood, one foot of stone, one inch of steel (or similar metals), or a thin sheet of lead. Improved Infused Being (Su): At 9th level, an avatar‟s magic physically prevents her from dying, stitching her body back together should she ever be close to death. Whenever an avatar‟s hit points are below 0, she is automatically considered stable and gains Fast Healing 1 until her hit points equal 0 or higher. In addition, the avatar does not die until her hit points equal a negative number equal or higher than her charisma score, and no longer dies if her constitution score is dropped to zero. Instead, she dies if her charisma score is dropped to zero.

Greater Infused Being (Su): At 15th level, an avatar‟s magical infusion allows her limited control over her own body, right down to the cellular level. She is no longer needs to eat or drink, and she can now hold her breath for a number of minutes per day equal to her charisma score. In addition, she can now control her own body‟s healing abilities to a certain extent. As a free action, she can grant herself Fast Healing at a rate equivalent to her charisma modifier for a number of rounds equal to her class level per day. These rounds need not be consecutive. Mystic Defense (Su): At 17th level, an avatar‟s magic adapts, that it might defend the avatar even from other magic. She gain spell resistance equal to 10 + her class level. Mythic Art: At 20th level, the avatar gains access to a single power known as a mythic art. Eternal (Su): The magic inside the avatar keeps her from death, no matter what. She remains her current age category forever and no longer takes penalties from aging effects. Even if the avatar comes to a violent end, she spontaneously reincarnates (as the spell) 24 hours later in a place of her choosing within 20 miles of the place she died. The avatar must have visited the place in which she returns back to life at least once. Magical Prowess (Ex): The avatar‟s mastery over magical energies is beyond reproach. She gains a permanent +2 to her charisma and wisdom scores. Eldritch Doom (Su): The avatar‟s Arcane Bolt becomes an all-consuming whirlwind of energy. As a full-round action, the avatar can make a single ranged touch attack against all creatures within 30 feet of her. These creatures are all affected by an Arcane Bolt. She may apply any essences she could normally apply to an Arcane Bolt to eldritch doom. She may exclude a number of creatures equal to her charisma modifier from this effect. Utterdark Bolt (Su): The avatar can summon forth dark energies to utterly destroy a target. An avatar can make a single attack with her Arcane Bolt against a single target as a full-round action. If the attack is successful, the creature hit must make a fortitude save (DC 10 + ½ the avatar‟s level + the avatar‟s wisdom modifier) or die. This is a death effect. A creature killed in this way has its body and soul consumed by the utterdark bolt and cannot be brought back to life except by miracle or wish. Its equipment is destroyed when it dies (except for artifacts that cannot be destroyed by an utterdark bolt). A creature who succeeds on its saving throw against this attack cannot be affected by it for 24 hours.

Feats The following feats are compatible with the Avatar. Expanded Art One of your mystic arts is now more effective. Prerequisites: A mystic art with limited use based on level. Benefit: Select one mystic art you possess which has usage based on the avatar‟s level (ex. Monstrous Form or Otherworldly Step). You are treated as being 2 levels higher in regards to the use of that mystic art (ex. A 5th level avatar that selects this feat and designates Otherworldy Step can now teleport 20 more feet that day). Special: You can take this feat multiple times. Each time you select this feat, you select a new mystic art to modify. Extra Mystic Art You gain access to another mystic art. Prerequisites: Mystic Art class feature. Benefit: You gain access to an additional mystic art for which you meet the prerequisites. Special: You can take this feat multiple times. Each time you select it, you gain access to another new mystic art. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Christopher Delvo’s Ideas © 2011 Christopher D. Delvo All Rights Reserved This base class uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This base class is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

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