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View Full Version : The Avenger for Pathfinder/3.5 (based on the 4e class)



Castiel
2011-02-19, 05:52 PM
EDIT: This is not the final version. It is in the process of being edited to more closely fit the Avenger presented in 4e. Check back soon.

So, this class was created with the avenger from 4e in mind, but I took some liberties with mechanics and abilities. The witcher also added some influence. I am worried about the power level being too high, even though it is pathfinder (most classes are tier 2 on the 3.5 scale I believe) and that it has too many things to keep track of (IE lots of level dependent modifiers). Anyways, tear it apart.

THE AVENGER

http://www.gamezone.com/images/gamezone/25/4/47/s25447_pc_26.jpg

"Everything my god needs to say to you can be said with my weapon"
-Geralt of Rivia, an Avenger

In secret temples far from bustling cities and priestly hierarchies, orders of esoteric warriors train their initiates in ancient traditions now forgotten or forbidden by most religious organizations. The champions of these orders are avengers—deadly weapons in the hands of their gods, imbued with divine power through secret rites of initiation. In battle, avengers swear to execute divine vengeance, entering a mental state that gives them unerring focus on a single enemy.
As an avenger, you were trained in a monastery, initiated through secret rites, and imbued with the power to smite your god’s foes. You might be a disciple of Ioun, sworn to hunt and exterminate the minions of Vecna until you one day face the Maimed God. You could be an agent of the Raven Queen, bringing death to those who would defy your mistress. Or perhaps you serve Bahamut as an agent of justice, bringing ruin to tyrants and oppressors. The organizations devoted to your god might view you as a heretic or a hero, but you answer only to your god and to the vows you swore upon your initiation as an avenger. Where will those vows lead you? One thing is certain: Doing the will of your god is never easy and never free of peril.
ROLE: Avengers serve as light weight tanks. Their role is to single out one enemy and kill them as quickly as possible. They are the epitome of a striker. Avengers often travel alone, simply because their work is often nasty and looked down upon. However an avenger is not beyond teeming up with other adventurers and will gladly join a party if their goals fit into the scheme of his god.
ALIGNMENT: the avenger's alignment must be within one step of his god.
HD: D8

CLASS SKILLS
The Class Name's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge [dungeoneering] (Int), Knowledge [nature] (Int), Knowledge [religion] (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim (Str).
Skills Points at Each Level: 4 + int


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0| AC Bonus, Mark 1/day, Monster Lore

2nd|
+1|
+3|
+3|
+0| Domains, Combat Style

3rd|
+2|
+3|
+3|
+1| Ambush Strike +1d8, Fast Movement

4th|
+3|
+4|
+4|
+1| Bane, Mark 2/day

5th|
+3|
+4|
+4|
+1| Talent

6th|
+4|
+5|
+5|
+2| Telling Blow, Combat Style

7th|
+5|
+5|
+5|
+2| Mark 3/day, Ambush Strike +2d8

8th|
+6/+1|
+6|
+6|
+2| Talent

9th|
+6/+1|
+6|
+6|
+3| Grand Bane

10th|
+7/+2|
+7|
+7|
+3| Mark 4/day, Combat Style

11th|
+8/+3|
+7|
+7|
+3| Ambush Strike +3d8, Talent

12th|
+9/+4|
+8|
+8|
+4| Camouflage

13th|
+9/+4|
+8|
+8|
+4| Mark 5/day, Deadly Blow

14th|
+10/+5|
+9|
+9|
+4| Greater Bane, Talent, Combat Style

15th|
+11/+6/+1|
+9|
+9|
+5| Ambush Strike +4d8

16th|
+12/+7/+2|
+10|
+10|
+5| Mark 6/day, Hide in Plain Sight

17th|
+12/+7/+2|
+10|
+10|
+5| Oath of the Final Strike, Talent

18th|
+13/+8/+3|
+11|
+11|
+6| Combat Style

19th|
+x14/+9/+4|
+11|
+11|
+6| Mark 7/day, Ambush Strike +5d8

20th|
+15/+10/+5|
+12|
+12|
+6| Talent, Death Stroke [/table]

CLASS FEATURES

Weapon and Armor Proficiencies: Avengers are proficient with all simple weapons, and 4 martial weapons of her choice. She is proficient with light armors.

Mark: Calling on the divine power within them to mark a foe for death. As a swift action she may designate a foe as her mark. Doing so grants her a +1 insight bonus against her enemy. This insight bonus may be applied to one of the following stances, chosen when the mark is decided:

Martial stance: Attack and damage rolls against the target. At 4th level, the avenger is treated as having the Critical Focus feat for the purpose of attacks against the studied foe.
Defensive stance: Armor Class and saving throws against the target’s attacks. At 6th level, the avenger is treated as having the Mobility feat when provoking attacks of opportunity from the studied foe.
Tactical stance: CMB and CMD when initiating or defending against bull rush, disarm, grapple, overrun, and trip combat maneuvers. At 8th level, the avenger no longer provokes attacks of opportunity from the mark when attempting to bull rush, disarm, grapple, overrun, or trip that target; this does not affect attacks of opportunity made by any creature other than the studied foe.
An avenger may change her stance as a move action. The bonus lasts for 1 minute per class level or until the character kills the target. An avenger can have no more than one mark at a time. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the avenger sees proof that his mark is dead, he can select a new mark immediately. The bonus is equal to the avenger’s level (minimum 1). At 7th level, the avenger can mark an enemy as a free action rather than a swift action, and he may select a new mark after waiting 1 hour if he dismisses his mark.
Monster Lore: When making a knowledge check to determine the weaknesses of creatures treat all checks as if they were class skills. Additionally, they are also made with a bonus equal to your avenger level.

AC Bonus: At first level the avenger learns how to use their intellect to predict the movement of attacks, and better defend against them. Whenever the avenger is wearing light armor they gain their intelligence modifier to AC. They lose the benefits of this ability if they wear anything over light armor, or become encumbered.

Domains: At second level the avenger is granted a small amount of divine power by whatever god he worships. He may select two domains in the same manner as a cleric, except he does not gain any spells, only the domain powers. He uses his intelligence modifier instead of his wisdom modifier for determining the number of times he can use his powers per day.

Combat Style: At second level the witcher learns the basics of the three combat styles that make avengers such deadly enemies. An avenger begins play knowing all three combat styles, but can only have one active at a time. Using a style is taxing, and as such cannot be used constantly. A avenger can receive the benefits of a style a number of rounds per day equal to 4 + her constitution modifier, plus two additional rounds for every avenger level after first. These rounds do not need to be consecutive. Switching between styles is a standard action that does not provoke attacks of opportunity. At 9th level this becomes a move action.

Fast style: When wielding a light or one handed weapon an avenger can attack with such speed that his attacks are almost impossible to follow: he sacrifices accuracy for extra attacks. He loses the benefits of this style if he uses a two handed weapon or becomes encumbered.

Flurry of Blows: At 2nd level the avenger gains a flurry of blows attack very similar to the monk ability of the same name. Whenever she makes a full attack she gains a second attack at her highest base attack bonus, however she suffers penalties as if she was dual wielding her main weapon with the two weapon fighting feat (a -2 penalty if the weapon is a light weapon etc.). This cannot be used in conjunction with dual wielding.

Wall of Blades: At 6th level whenever the avenger makes a full attack action using the flurry of blows ability he gains a dodge bonus to his AC equal to ¼ his avenger level.

Greater Flurry: At 10th level the avenger gains more adept at making a flurry of blows. She gains a second extra attack, albeit at an additional -5 penalty similar to the improved two weapon fighting feat.

Double Strike: At 14th level whenever the avenger makes a standard action he may make two attacks at his highest base attack bonus instead of one. The normal penalties for dual wielding apply.

Opportune Strike: At 18th level whenever the avenger makes an attack of opportunity she may make two attacks. The penalties for dual wielding apply as normal.

Strong Style: When the witcher is wielding a two handed weapon, or a one handed weapon in two hands he learns how to beater utilize his strength, and is able to cause massive damage. When using this style she is treated as having the power attack feat.

Overhand Swing: At 2nd level whenever an avenger makes a single attack (this attack can be part of a charge) with a two-handed weapon, he adds double his strength bonus on damage rolls.
Backswing: At 6th level an avenger can add two times his strength modifier to all attacks he makes with a two-handed weapon.
Overpower: At 10th level as a standard attack action an avenger can make an attack at his full attack bonus. If the attack hits he may make a bulrush, or trip attempt as a free action that doesn’t provoke attacks of opportunity.

Grand Power Attack: at 14th level whenever the avenger makes a power attack the damage is doubled, instead of increased by half.

Devastating Blow: At 18th level the avenger can make a single melee attack at a -5 penalty. If the attack hits it is treated as a critical threat. Special abilities that activate only on a critical hit do not activate. If the attack would be a critical anyways, the critical multiplier is instead increased by one.

Group Style: The witcher adopts a style which allows her to better fight off multiple enemies. This style focuses on attacking multiple enemies in the same turn, and staying mobile in order to avoid being pin cushioned.

Group Sense: At 2nd level the avenger gains a +1 bonus to AC for every enemy that threatens her beyond the first and can no longer be flanked.

Whirlwind Attack: At 6th level the avenger gains the benefit of the whirlwind attack feat. If she already has this feat she instead gains a +1 competence bonus on all attacks made in this manner.

Mobile Strike: At 10th level the avenger can combine a move action with a full attack action. He may take the attacks at any point along the movement.

Greater Whirlwind: At 14th level the avenger becomes more adept at making whirlwind attacks. Whenever she makes a whirlwind attack she gains a reach of 10 ft for determining which enemies she can attack.

Retaliation: At 18th level whenever the avenger takes a full attack action any creature that attacks her in the following round provokes an attack of opportunity.


Ambush Strike: If a 3rd level avenger can catch an opponent unprepared, he can make a deadly blow. Any time the avenger’s opponent is unaware of the avenger, any successful attacks that the avenger makes deals +1d18 points of precision damage. In addition, if the damage would be lethal, it can be nonlethal instead. The avenger may use ambush attack with ranged weapons from a distance equal to total Spot bonus * 5ft. Creatures immune to critical hits are immune to precision damage. This bonus increases at seventh level and every four levels thereafter.

Fast Movement: A 3rd level avenger’s body is strengthened by the divine power of his god and he can move faster because of it. The avenger gains a divine bonus to his speed equal to the value that corresponds with his level. This ability is lost If the avenger wears medium or heavy armor, or becomes encumbered.

Bane: At 5th level the avenger can make his blade anathema to his mark. As a swift action the avenger can activate this ability to give his weapon the bane quality, although it only affects his mark. If his weapon already has the bane quality and it would affect the mark, it instead deals 1d6 extra damage. This ability can be used a number of rounds equal to the avenger’s level and do not need to be consecutive. If the weapon is dropped or leaves the avenger’s hand in any way this effect immediately ends.

Talent: At 5th level and every three levels thereafter an avenger can select a talent from the list below. An avenger can use these tricks a number of times per day equal to ½ her avenger level + her intelligence modifier. Once selected a talent can not be retrained. An avenger may never select the same talent more than once.

Aiding Attack (Ex): The avenger can use this trick as a free action when he hits an enemy with an attack. The next ally who makes an attack against the target creature before the start of the avenger’s next turn gains a +2 circumstance bonus on that attack roll.

Deft Stand (Ex): The ranger can spend a move action to stand up without provoking attacks of opportunity.

Distracting Attack (Ex): The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Hateful Attack (Ex): The ranger can use this trick as a free action when he makes an attack against his mark. The ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range such as the keen spell.

Hobbling Attack (Ex): The ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.

Quick Climb (Ex): The ranger can climb at his full speed as a move action without penalty.

Quick Healing (Ex): As a swift action, the ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the ranger can administer a potion to an unconscious character as a move action.

Quick Swim (Ex): The ranger can swim at his full speed as a move action without penalty.

God’s Counsel (Ex): As a swift action, the ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.

Catfall (Ex): The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage.

Rattling Strike (Ex): The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Second Chance Strike (Ex): When he misses with a melee attack, the ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.

Skill Sage (Ex): As a free action, the ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability. of the divination is equal to the ranger’s level.

Devoted Leap (Ex): As a free action, the ranger can attempt a running jump without moving 10 feet before the jump.

Surprise Shift (Ex): Whenever your mark moves (5ft step or a move action) the avenger can move 5-feet as an immediate action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Tangling Attack (Ex): The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Uncanny Senses (Ex): As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.

Upending Strike (Ex): The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Vengeance Strike (Ex): The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

Telling Blow: At 6th level, an avenger can aim her blows at the weakest point in her mark’s defense. Whenever she chooses a mark she may make an appropriate knowledge check to determine the weaknesses of the creature (DC 10 + HD). If the check succeeds the avenger ignores up to 5 points of damage reduction. This ability cannot be used against creatures that are immune to critical hits or otherwise lack discernible weak points. This ability stacks with the Penetrating Strike feat. If she fails the check the first time she must wait three rounds before trying again.

Grand Bane: At 9th level the avenger’s weapons are even more powerful against her mark. The damage from her bane ability increases by 1d6.

Deadly Blow: At 10th level, the avenger’s awareness of her studied foe allows her to find weak spots where none should exist. Whenever an avenger makes a knowledge check to determine her marks weakness and beats the Knowledge check DC by 10 or more may ignore the target’s natural damage reduction and immunity to critical hits and sneak attacks. This does not apply to immunities granted by spells, environmental effects, or equipment. If she fails the check the first time she must wait three rounds before trying again.

Camouflage: At 12th level the avenger gains the camouflage ability. This functions as the ranger ability of the same name.

Greater Bane: At 14th level the avenger’s weapon is like poison to her mark. The damage from het bane ability further increases by 2d6.

Hide in Plain Sight: At 16th level the avenger gains the hide in plain sight ability. This functions as the ranger ability of the same name.

Oath of the Final Strike: At 17th level the avenger learns to purge the humanity from her body and strike with a divine clarity. An avenger can make a full attack action against her mark, and declare that she is making an oath of the final attack. Every attack made that round does her full ambush attack damage. Once this attack is used it cannot be used again until three rounds have passed.

Death Stroke: At 20th level the avenger becomes the master of the art of killing. She can, as a standard action, make a single attack against a mark at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the avenger’s level + the avenger’s intelligence modifier. An avenger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. An avenger can use this ability once against each mark.

Mando Knight
2011-02-19, 05:59 PM
The original Avenger is a Wis-based character, though...

...Also, it should gain a small amount of spellcasting, probably a progression similar to the Paladin, and have Channel Energy/Turn/Rebuke Undead.


Other than that, you've got an everlasting flurry of new abilities. That should probably be simplified.

The Tygre
2011-02-19, 08:08 PM
Also, not to lay on, but you've got some copy-pasta on the abilities. Keeps saying 'ranger'.

Fail
2011-02-20, 03:27 AM
Lacks what made the avenger interesting: Stealth (though it's a just typo, given the class abilities), as well as the unique things - teleportation and the zones. Also, no radiance, or doubled rolls. And, IIRC, Geralt, despite not being the exact avenger class, was also loaded with magical stuff - and hey, he's inspired by Elric (which sets a new level for "loaded with magic", even without Stormbringer). :P

Hazzardevil
2011-02-20, 04:38 AM
I have a question and a caveat, my question is why doesn't it have full BAB?
I think this may need a new name because there are 2 classes called Avenger already, a paladin variant and a prestige class available online.

Castiel
2011-02-20, 08:21 AM
Alright, Here's a completely new thing. For the speed bonuses use the monk table, and I'm not sure whether to give them a spell progression or not. Right now I'm leaving it off for fear of making it too powerful. If need be I can add it back in and make the class a medium BAB. I tried to take everyones suggestions into consideration, so tell me if its closer to 4e than before. Still need ideas for the prayer ability.

Edit: Also, add stealth to the skill list, it should definitely be there.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0| Armor of Faith, Oath of Enmity 1/day, Monster Lore

2nd|
+2|
+3|
+3|
+0| Domains, Ambush Strike +1d8

3rd|
+3|
+3|
+3|
+1| Fast Movement, Deadly Finesse

4th|
+4|
+4|
+4|
+1| Bane, Oath of Enmity 2/day

5th|
+5|
+4|
+4|
+1| Avenger’s Readiness, Prayer

6th|
+6/+1|
+5|
+5|
+2| Telling Blow, Ambush Strike +2d8

7th|
+7/+2|
+5|
+5|
+2| Oath of Enmity 3/day, Prayer

8th|
+8/+3|
+6|
+6|
+2| Grand Bane

9th|
+9/+4|
+6|
+6|
+3| Oath of the Relentless Hunter, Prayer

10th|
+10/+5|
+7|
+7|
+3| Oath of Enmity 4/day, Ambush Strike +3d8

11th|
+11/+6/+1|
+7|
+7|
+3| Deadly Blow, Prayer

12th|
+12/+7/+2|
+8|
+8|
+4| Camouflage, Greater Bane

13th|
+13/+8/+3|
+8|
+8|
+4| Oath of Enmity 5/day, Prayer

14th|
+14/+9/+4|
+9|
+9|
+4| Ambush Strike +4d8

15th|
+15/+10/+5|
+9|
+9|
+5| Executioners Justice, Prayer

16th|
+16/+11/+6/+1|
+10|
+10|
+5| Oath of Enmity 6/day, Hide in Plain Sight

17th|
+17/+12/+7/+2|
+10|
+10|
+5| Oath of the Final Strike, Prayer

18th|
+18/+13/+8/+3|
+11|
+11|
+6| Ambush Strike +5d8

19th|
+x19/+14/+9/+4|
+11|
+11|
+6| Oath of Enmity 7/day, Prayer

20th|
+20/+15/+10/+5|
+12|
+12|
+6| Aspect of Death [/table]

Armor of Faith: When unarmored and unencumbered the avenger adds his wisdom modifier to his AC and his CMD. In addition, the avenger gains a +1 divine bonus to his AC and CMD at 4th level and every 4 levels thereafter, to a maximum of +5 at 20th level.

Oath Of Enmity: Once per day an avenger may call down divine judgment on one enemy that is in her line of sight and marks it for death. When facing the target of her oath she gains several benefits. First she gains an insight bonus to her attacks equal to ½ her avenger level (minimum 1). Secondly, once per round she may re-roll a melee attack. She must declare she is using this ability after the roll is made, but before it is declared a success or a failure. If the new roll is lower than the original discard it, but the ability has still been used. Because she is so focused on the Target of her oath, she takes a -2 to all melee attacks against all targets not part of the oath.

This ability lasts until the target of the oath is killed, or the avenger dismisses it as a free action. If she dismisses her target she can not take another one until a 4 hours have passed. If she kills her target, or sees proof that it is dead she may take a new target immediately.

Monster Lore: When making a knowledge check to determine the weaknesses of creatures treat all checks as if they were class skills. Additionally, they are also made with a bonus equal to your avenger level.

Domains: At second level the avenger is granted a small amount of divine power by whatever god he worships. He may select two domains in the same manner as a cleric, except he does not gain any spells, only the domain powers. He uses his intelligence modifier instead of his wisdom modifier for determining the number of times he can use his powers per day.

Ambush Strike: If a 2nd level avenger can catch an opponent unprepared, she can make a deadly blow. Any time the avenger’s opponent is unaware of the avenger, any successful attacks that the avenger makes deals +1d18 points of precision damage. In addition, if the damage would be lethal, it can be nonlethal instead. The avenger may use ambush attack with ranged weapons from a distance equal to total Spot bonus * 5ft. Creatures immune to critical hits are immune to precision damage. This bonus increases at sixth level and every four levels thereafter.

Fast Movement: A 3rd level avenger’s body is strengthened by the divine power of his god and he can move faster because of it. The avenger gains a divine bonus to his speed equal to the value that corresponds with his level. This ability is lost If the avenger wears armor, or becomes encumbered.

Deadly Finesse: An Avenger’s speed has reached new heights. At third level she may now add either his dexterity or his wisdom modifier in place of strength when making attack and damage rolls. The avenger uses whichever ability is higher. This ability does not stack with weapon finesse. She looses this ability if she wears armor or becomes encumbered.

Bane: At 4th level the avenger can imbue her weapon with the bane quality as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the avenger wields the weapon. This ability lasts for a number of rounds per day equal to the avenger’s level. These rounds do not need to be consecutive.

Avenger’s Readiness: At 5th level the avenger is always ready to act. She gains a +4 bonus to all initiative checks. This bonus stacks with the improved initiative feat.

Prayer: At 5th level and every two levels thereafter an avenger can select a [rayer from the list below. An avenger can use these prayers a number of times per day equal to ½ her avenger level + her wisdom modifier. Once selected a talent cannot be retrained. An avenger may never select the same talent more than once.

Angelic Alacrity: Every Time you attack you may shift 5ft in any direction. You may only use this ability once per round. This doesn’t count as a five-foot step. The movement may be taken before or after the attack.

Blessing of Vengeance: Gain temporary hitpoints equal to ½ your avenger level + your wisdom modifier. These hit points last a number of rounds equal to your wisdom modifier and follow all of the normal rules for temporary hitpoints.

River of life: The power of your god flows through you and you gain fast healing 5 for a number of rounds equal to your wisdom modifier. You must have Blessing of Vengeance to take this prayer.

Vengeful Revenent: Once per day when you are reduced to 0 hp you may expend a use of the prayer ability and gain temp hit points equal to ½ your normal amount of HP, fast healing 5, and gain +5 to all attack rolls, damage rolls, and to your AC. This ability lasts a number of rounds equal to your wisdom modifier. You must have river of life to take this prayer.

Censure of retribution: When any enemy other than the target of your oath of enmity hits you, you gain a bonus equal to your wisdom modifier on damage rolls against the target of your oath until the end of your next turn.

Splinter the formation: As a standard action you can make an attack against your oath of enmity. If the attack hits all enemies within ten feet of you are pushed back ten feet. If a wall would prevent them from moving then the are not effected. You must have censure of retribution to take this ability.

Warding Blade: Whenever you use your splinter the formation ability any creature other than your target enters a square adjacent to you, or hits or misses you they provoke an attack of opportunity. You must have splinter the formation to take this ability.

Censure of pursuit: Whenever the target of your oath of enmity ability willingly moves away from you, you gain a bonus to damage rolls equal to your wisdom modifier against the target of your oath until the end of your next turn.

Bond of justice: If the target of your oath of enmity is not adjescent to you, you can teleport adjescent to it as a free action and make a single melee attack at your highest base attack bonus. You must have censure of pursuit to use this ability.

Inexorable pursuit: Whenever you use the bond of justice ability to teleport to your target you may make a full attack action instead of only one attack. You must have bond of justice to take this ability.

Enmity’s reach: As a move action can use your divine power to pull an enemy within your line of sight ten feet closer in a straight line. If this would pull them into a wall or person they instead take five damage and stop moving.

Astral cloak: As a standard action you may become invisible for a number of rounds equal to your wisdom modifier. Attacking or interacting with an object ends the effect.

Aspect of Agility: Whenever you move ten feet in the same round you gain a +2 to AC and all reflex saves until the start of your next turn.

Eye of Justice: As a swift action you can see invisibility for a number of rounds equal to your intelligence modifier.

Cloud of Souls: The avenger can curse the target and cause him to be tormented by all of his innocent victims. As a standard action his ability creates a zone of shrieking souls in a five-foot area around one enemy within line of sight. Any creature in this zone, or who passes through it, becomes dazed until the end of your next turn or until you dismiss it as a minor action. If the target is also the target of your oath of enmity they also take damage equal to your ambush attack.

Spectral Charge: whenever you charge you become insubstantial and can pass through walls and other creatures freely. In addition you no longer provoke attacks of opportunity. You must have the Inexorable Pursuit prayer to take this.

Oath of the Inevitable Blade: Whenever you dismiss an oath of enmity you can select a new one after waiting only one hour, and the next attack you make against that enemy, no matter how far in the future, is treated as a critical threat.

Telling Blow: At 6th level, an avenger can aim her blows at the weakest point in her mark’s defense. She may make an appropriate knowledge check to determine the weaknesses of a creature (DC 10 + HD). If the check succeeds the avenger ignores up to 5 points of damage reduction. This ability cannot be used against creatures that are immune to critical hits or otherwise lack discernible weak points. This ability stacks with the Penetrating Strike feat. If she fails the check the first time she must wait three rounds before trying again on the same creature, but may attempt to read another creature immediately after.

Grand Bane: At 8th level the avenger’s weapons are even more damaging to her enemies. The damage from her bane ability increases by 1d6.

Oath of the Relentless Hunter: At 9th level the Avenger becomes very aware of the target of her oath of enmity ability. As a Move Action the avenger may focus her energy and determine the exact location of the target. This ability will tell you distance and direction to the target. If the target is on another plane than you than you know which plane, but no other information until you are on the same plane. In addition, whenever you use your oath of enmity ability you can re-roll two attacks per round.

Deadly Blow: At 11th level, the avenger’s awareness of her studied foe allows her to find weak spots where none should exist. Whenever an avenger makes a knowledge check to determine a creature’s weakness and beats the Knowledge check DC by 10 or more she may ignore the target’s natural damage reduction and immunity to critical hits and sneak attacks. This does not apply to immunities granted by spells, environmental effects, or equipment. If she fails the check the first time she must wait three rounds before trying again.

Greater Bane: At 12th level the avenger’s weapon is like poison to her enemies. The damage from het bane ability further increases by 2d6.

Camouflage: As the ranger ability of the same name.

Executioners Justice: At 15th level the avenger learns to purge the humanity from her body and strike with a divine clarity. An avenger can make a full attack action against her oath of enmity, and declare that she is using this ability. Every attack made that round does her full ambush attack damage. Once this ability is used it cannot be used again until three rounds have passed.

Hide in Plain Sight: As the ranger ability of the same name.

Oath of the Final Strike: At 17th level the avenger becomes the master of the art of killing. She can, as a standard action, make a single attack against the target of her oath of enmity ability at her full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the avenger’s level + the avenger’s wisdom modifier. An avenger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage.

Aspect of Death: At 20th level the Avenger can call upon the divine power within her to temporarily become an aspect of death itself. Once this ability is activated as a full round action the Avenger gains a divine rank of 0 and is given the following abilities:

Maximum hit points per Avenger hit die, immunity to Polymorphing, petrification, or any other attempt to alter their form (unless they are willing), immunity to Energy Drain, Ability Drain, and Ability Damage, immunity to Mind-Affecting effects, damage reduction 10/epic, and spell resistance 32.

In addition, the bonus to attacks received from the oath of enmity ability is now equal to her class level, instead of ½ class level and she may re-roll any attack she makes in a round.

An Avenger may end this ability as another full-round action. The maximum amount of time possible for the Avenger to spend as a God is equal to their wisdom score in rounds. Once this ability ends they are immediately given the exhausted condition, and suffers a -1 ability burn (see psionics SRD) to all ability scores. No ability score can be reduced to below 0 by using this ability.

true_shinken
2011-02-20, 09:25 AM
A for effort, but Inquisitor already does it better.