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The Avenger

"I am called to a higher purpose. You, my friend, are not. May death find one for
you," -- Sethrin, Human Avenger of Wee Jas.
Requirements: Must worship a deity
Alignment: Must be within one step of worshipped deity's alignment
Hit die: d8
Level

BAB

Fort

Ref

Will

Special

1st

+1

+0

+2

+2

Trapfinding, Divine Censure 1d6

2nd

+2

+0

+3

+3

Armored Stealth, Aura of Anonymity

3rd

+3

+1

+3

+3

Trap Sense +1, Divine Censure 2d6

4th

+4

+1

+4

+4

Faith Rewarded (1st), Armored Evasion

5th

+5

+1

+4

+4

Divine Censure 3d6

6th

+6/+1

+2

+5

+5

Trap Sense +2, Blessed Cover

7th

+7/+2

+2

+5

+5

Divine Censure 4d6

8th

+8/+3

+2

+6

+6

Faith Rewarded (2nd)

9th

+9/+4

+3

+6

+6

Trap Sense +3, Divine Censure 5d6

10th

+10/+5

+3

+7

+7

Slippery Mind

11th

+11/+6/+1

+3

+7

+7

Divine Censure 6d6

12th

+12/+7/+2

+4

+8

+8

Trap Sense +4, Faith Rewarded


(3rd)

13th

+13/+8/+3

+4

+8

+8

Divine Censure 7d6

14th

+14/+9/+4

+4

+9

+9

Stricken From the Records

15th

+15/+10/+5

+5

+9

+9

Trap Sense +5, Divine Censure 8d6

16th

+16/+11/+6/+1

+5

+10

+10

Faith Rewarded (4th)

17th

+17/+12/+7/+2

+5

+10

+10

Divine Censure 9d6

18th

+18/+13/+8/+3

+6

+11

+11

Trap Sense +6, Divine Concealment

19th

+19/+14/+9/+4

+6

+11

+11

Divine Censure 10d6

20th

+20/+15/+10/+5

+6

+12

+12

Deific Censure, Faith Rewarded


(5th)

Class Skills (6 + Int modifier): Balance, Climb, Concentration, Craft, Decipher


Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information,
Hide, Intimidate, Jump, Knowledge (history, local, religion, planes), Listen, Move
Silently, Open Lock, Perform, Profession, Search, Sense Motive, Spot, Swim,
Tumble, and Use Rope.
Proficiencies: All simple and martial weapons, as well as one exotic weapon.
Avengers are proficient with light armor.
Trapfinding: As Rogue.
Divine Censure (Su): Avengers are the deliverers of divine punishment and as
such are experts in the instruments of war most closely associated with their deity.
All Avengers gain the Weapon Proficiency feat for their deity's favored weapon (if
they don't have it already). If they are already proficient in that weapon they gain
the Weapon Focus feat for it instead.
Furthermore, as a swift action, an Avenger may designate a single foe as the target
of their divine wrath. Doing so fills them with powerful divine energy causing their
attacks to deal an extra 1d6 damage to the designated foe, and dealing any other
foes that damage them with attacks 1d6 damage. This effect lasts until the end of
the encounter or until the designated foe is reduced to 0 or fewer hit points. This
effect only applies to one attack per round.
Every two levels after 1st the extra damage added by Divine Censure increases by
1d6. This extra damage is divine damage and not subject to damage reduction or
energy resistance of any kind. It is not precision damage and therefore damages
creatures immune to critical hits normally.
Armored Stealth (Su): Starting at 2nd level, granted guidance from their deity,
Avengers ignore armor check penalties to Hide and Move Silently, as well as gaining
a sacred bonus to those skills equal to 1/2 his class level.
Aura of Anonymity (Su): At 2nd level an Avenger is able to conceal his alignment
to effects that might detect it. The Avenger is considered True Neutral for all effects
that would detect alignment and has Spell Resistance 13+Class Level, but only
against Divination spells and effects. If a Divination effect fails to penetrate the
Avenger's SR it is automatically redirected via divine power to another suitable
creature within 60ft (if there is such a creature; this new creature gets a saving
throw as normal).
Trap Sense (Ex): As Rogue.

Faith Rewarded (Sp): At 4th level, an Avenger begins to wield divine spell power
in his crusade. After 8 hours of rest choose a number of spells from the Cleric spell
list equal to your Wisdom modifier. At 4th level you may only choose 1st level
spells, but every four levels thereafter you may choose spells one level higher. You
are able to cast these spells during the day as spell-like abilities each usable 1/day.
You may choose the same spell more than once each day gaining additional uses of
that particular spell-like ability.
Armored Evasion (Su): Starting at 4th level an Avenger is able to avoid unusual
attacks with ease. This ability functions as a Rogue's Evasion. Against the effects
this ability applies to the Avenger gets a sacred bonus to his Reflex saves equal to
1/2 the combined total of his armor bonus + his shield bonus (enhancements
included).
Blessed Cover (Su): Starting at 6th level, an Avenger can use the Hide skill
without the need of cover or concealment. Unlike Camouflage, this ability functions
in any sort of terrain or structure.
Slippery Mind (Ex): Starting at 10th level. As Rogue (special ability).
Stricken From the Records (Su): Beginning at 14th level, an Avenger is so
prized by his divine patron that he has become impossible to locate even with the
most powerful divination effects. Any effect attempting to detect the Avengers
alignment, thoughts, or location is automatically redirected to the nearest creature
within 1 mile. Likewise, supernatural senses such as Lifesight and Mindsight
automatically fail to detect the Avenger.
Objects created through divination effects, such as scrying sensors or Prying Eyes,
are automatically suppressed within 1 mile of the Avenger.
Finally, attempts to gain information on the Avenger through supernatural or spelllike means, such as via a Commune or Contact Other Plane effect, always result in
non-specific, puzzling, and often untrue responses.
Divine Concealment (Su): An Avenger of 17th level or higher can use the Hide
skill even while being observed. Unlike Hide in Plain Sight, this ability functions in
any sort of terrain or structure.
Deific Censure (Su): A 20th level Avenger is a terrifying instrument of their
deity's wrath. Anytime a foe you've designated via Divine Censure willingly moves
out of one of your threatened squares that foe must succeed on a Will save (DC

12+1/2 Avenger level+Wisdom modifier) or be Immobilized for 1 minute. Anytime a


foe other than a foe designated via Divine Censure damages you with an attack
that foe must succeed on a Will save (DC 12+1/2 Avenger level+Wisdom modifier)
be Frightened for 1 minute. During that time, at the beginning of your turns, that
foe is dealt 5d6 divine damage (not subject to DR or Energy Resistance).
AVENGER FEATS
Armor of God
Prerequisites: Armored Evasion feature, Wis 15
Benefit: You gain a sacred bonus to resist Bull Rush, Grapple, Overrun, and Trip
attempts equal to 1/2 the total of your armor and shield bonuses to AC. Further,
you add the same bonus to your Touch AC.
Sacred Shell
Prerequisites: Armored Evasion feature, Armor of God, Wis 17
Benefit: You gain Spell Resistance equal to 10+Your Wisdom modifier+1/2 the
total of your armor and shield bonuses to AC. You may lower or raise this SR as a
free action.
Dogged Censure
Prerequisites: Divine Censure 3d6, Con 13
Benefit: When you deal damage to the creature designated by your Divine Censure
feature until the end of your next turn you gain the benefits of a Freedom of
Movement effect as the spell.
Chivalrous Punisher
Prerequisites: Divine Censure 2d6, Knight's Challenge, Bulwark of Defense
Benefit: Your Knight and Avenger levels stack for determining your Divine Censure
damage and your uses per day of Knight's Challenge. Further, if you drop the
creature designated by your Divine Censure feature you may spend a use of your
Knight's Challenge feature as a free action to designate another creature.
Faithful Knight
Prerequisites: Faith Rewarded (1st), Knight's Challenge, Test of Mettle
Benefit: Your Knight and Avenger levels stack for determining the level of spells
you are able to choose as spell-like abilities for your Faith Rewarded feature, for
determining the bonus you gain from Fighting Challenge, and for determining the
additional abilities you would gain as part of your Knight's Challenge feature.
Further, you may use the higher of your Wisdom or Charisma modifier to determine
the uses per day of your Knight's Challenge feature, and the save DCs of your Faith
Rewarded spell-like abilities and your Knight's Challenge abilities.

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