Avenger

 

The Avenger is a champion of the downtrodden and a champion of the victims of the world. She is a loner wandering from town to town in constant search of wrongs to right and oppressive dictators and rulers to overthrow. Yet despite the Avengers obsession with vengeance and punishment of those who do evil to others she is not a sadistic person. She aims to temper he acts of vengeance so that the punishment suits the crime. Execution is a punishment of last resort, reserved only for truly evil and despicable acts.

Avengers must be Chaotic Good. They usually serve deities who value personal freedom or vengeance. Avengers prefer to work alone and form groups with other avengers only for brief missions. They prefer to keep their faiths personal and generally look down upon organized religious worship. To an avenger a deity is best served by action than by lip service.

Alignment: Chaotic Good

Hit Die: d10.

 

Shared Game Rules:

Dispite their different beliefs, all holy warriors share certain similar abilities and features as detailed below:

Abilities: Charisma enhances a holy warrior's ability to smite, her self-protective capabilities, and her ability to channel energy.  Strength is important for its role in combat, an area which all holy warriors are expected to excel.  A wisdom score of 14 or higher is required to get access to the most powerful holy warrior spells, and a score of 11 or higher is required to cast any holy warrior spells at all.

Alignment: All holy warriors must be of a specific alignment, as included in each of their discriptors.  If they stray from their tenets and alignment, they lose their divine powers just as a paladin would.

Class Features

All of the following are class features shared in common between all holy warriors:

Weapon and Armor Proficiency: All holy warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields).

Smite (su): all holy warriors can smite a certain type of enemy a number of times per day.  This ability targets different alignments depending on the holy warrior in question, but otherwise, it functions the same as the paladin's ability to smite evil (see below for alignment).

Divine Grace (su): All holy warriors gain this ability at 2nd level, which functions as the paladin ability of the same name.

Aura of Courage (su): All holy warriors gain this ability at 3rd level, which functions as the paladin ability of the same name.

Channeling Energy (su): All holy warriors gain the ability to channel positive energy when they reach 4th level.  The good-aligned holy warriors (avengers, Paladins, and Sentinals) can use this energy to turn undead, while the neutrally aligned holy warriors (enforcers, incarnates and anarchs) use it for other purposes.  This ability otherwise functions as the paladin ability to turn undead.  See below for further details.

Spells: All holy warriors gain the ability to cast divine spells as earily as 4th level (if their wisdom score is high enough to grant bonus to 1st level spells).  Each holy warrior has a unique spell list.  Holy warriors gain spells at the same rate as Paladins.  See below for spell list and spell progression.

 

 

Shared Game Rules:

Dispite their different beliefs, all holy warriors share certain similar abilities and features as detailed below:

Abilities: Charisma enhances a holy warrior's ability to smite, her self-protective capabilities, and her ability to channel energy.  Strength is important for its role in combat, an area which all holy warriors are expected to excel.  A wisdom score of 14 or higher is required to get access to the most powerful holy warrior spells, and a score of 11 or higher is required to cast any holy warrior spells at all.

Alignment: All holy warriors must be of a specific alignment, as included in each of their discriptors.  If they stray from their tenets and alignment, they lose their divine powers just as a paladin would.

Class Features

All of the following are class features shared in common between all holy warriors:

Weapon and Armor Proficiency: All holy warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields).

Smite (su): all holy warriors can smite a certain type of enemy a number of times per day.  This ability targets different alignments depending on the holy warrior in question, but otherwise, it functions the same as the paladin's ability to smite evil (see below for alignment).

Divine Grace (su): All holy warriors gain this ability at 2nd level, which functions as the paladin ability of the same name.

Aura of Courage (su): All holy warriors gain this ability at 3rd level, which functions as the paladin ability of the same name.

Channeling Energy (su): All holy warriors gain the ability to channel positive energy when they reach 4th level.  The good-aligned holy warriors (avengers, Paladins, and Sentinals) can use this energy to turn undead, while the neutrally aligned holy warriors (enforcers, incarnates and anarchs) use it for other purposes.  This ability otherwise functions as the paladin ability to turn undead.  See below for further details.

Spells: All holy warriors gain the ability to cast divine spells as earily as 4th level (if their wisdom score is high enough to grant bonus to 1st level spells).  Each holy warrior has a unique spell list.  Holy warriors gain spells at the same rate as Paladins.  See below for spell list and spell progression.

 

Avenger Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy(Cha), Hide(Dex) Intimidate (Cha), Knowledge (local)(int), Knowledge (Religion) (Int), Move Silently (Dex) Sense Motive(Wis),

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

Avenger Class Features

All the following are class features of the Avenger

Aura of Chaos: The Power of an Avengers Aura of Chaos (See Detect Chaos spell ) is equal to her avenger level

Detect Law(Sp): At will the avenger can use Detect Law, as the spell

Smite Law(Su): An avenger Smite Ability effects lawful creatures.

Lay on Hands (Su): Beginning at 2nd level, an avenger with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An avenger may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, an avenger can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The avenger decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Slippery Mind (Ex.): The avenger has a powerful sense of self and free will, as such his mind fights much harder against magical control than most other minds. If an avenger is affected by an enchantment spell or effect and fails his saving throw, he can attempt the saving throw again one round later to break free of the effect. Failing this saving throw does not grant the avenger further saving throws against the enchantment.

Turn Undead (Su): When an avenger reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Animal Minion (Su): At 5th level the Avenger gains an animal minion that can as a scout, combatant, or guardian. Most avengers select some sort of bird as their minion. The animal minion must be equal to or smaller in size than the avenger, since they are never used as mounts. The animal minion is otherwise treated as a paladins special mount in all ways, including additional abilities gained as the avenger gains levels and the repercussions if the minion is lost.

Break Enchantment: At 6th level an avenger can cast break enchantment as per a spell like ability once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, 3 times at 12th, and so on.)

 

Code of Conduct: An avenger must be of chaotic good alignment as loses all class abilities if he ever commits an evil act or willingly allies with a lawful government or affiliated agency. While avengers life is based around achieving vengeance and retribution for the oppressed and downtrodden, she must temper this vengeance appropriately. Killing should be the last resort of the avenger when a more appropriate and less destructive form of vengeance will do, and even then, slaying the oppressor should be reserved only for the most evil villains. Avengers must aid and assist anyone who asks for help (within reason) and must not join any organized association, order, or group. She may attend the services of her church but is encouraged to worship in private.

Associates: An Avenger may adventure with characters of any good or neutral alignment. Although she can associate with lawful characters for a limited time, she will never knowingly associate with evil characters nor will she continue an association with someone who consistently violates her moral code. An avenger may only accept henchmen, followers, or cohorts who are chaotic good.

 

Avenger Spell List:

1st level : bless, bless water, Bless Weapon, disguise self, cure light wounds, detect poison divine favor, endure elements, lesser restoration, magic stone, magic weapon, mending, protection from evil, protection from law, read magic shield of faith.

2nd level: Align weapon, alter self, cat’s grace, cure moderate wounds, eagle’s splendor, fox cunning, invisibility, resist energy, shield other, undetectable alignment.

3rd level: cure moderate wounds, dispel magic, flame arrow, greater magic weapon, magic vestment magic circle against evil, magic circle against law, nondetection, obscure object,

4th level: Cure Serious Wounds, Detect Scrying, dispel law, dispel evil, freedom of movement, greater invisibility, holy sword, neutralize poison, restoration, stone shape

 

Table: The Avenger

 

 

 

 

 

 

— Spells per Day —

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

1st

+1

+0

+0

+2

Aura of chaos, detect law, smite law 1/day

—

—

—

—

2nd

+2

+0

+0

+3

Divine grace, lay on hands

—

—

—

—

3rd

+3

+1

+1

+3

Aura of courage, slippery mind

—

—

—

—

4th

+4

+1

+1

+4

Turn undead

0

—

—

—

5th

+5

+1

+1

+4

Smite law 2/day, animal minion

0

—

—

—

6th

+6/+1

+2

+2

+5

Break Enchantment 1/week

1

—

—

—

7th

+7/+2

+2

+2

+5

 

1

—

—

—

8th

+8/+3

+2

+2

+6

 

1

0

—

—

9th

+9/+4

+3

+3

+6

Break Enchantment 2/week

1

0

—

—

10th

+10/+5

+3

+3

+7

Smite law 3/day

1

1

—

—

11th

+11/+6/+1

+3

+3

+7

 

1

1

0

—

12th

+12/+7/+2

+4

+4

+8

Break Enchantment 2/week

1

1

1

—

13th

+13/+8/+3

+4

+4

+8

 

1

1

1

—

14th

+14/+9/+4

+4

+4

+9

 

2

1

1

0

15th

+15/+10/+5

+5

+5

+9

Break Enchantment 3/week, smite law 4/day

2

1

1

1

16th

+16/+11/+6/+1

+5

+5

+10

 

2

2

1

1

17th

+17/+12/+7/+2

+5

+5

+10

 

2

2

2

1

18th

+18/+13/+8/+3

+6

+6

+11

Break Enchantment 5/week

3

2

2

1

19th

+19/+14/+9/+4

+6

+6

+11

 

3

3

3

2

20th

+20/+15/+10/+5

+6

+6

+12

Smite law 5/day,

3

3

3

3