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Avenger

Sometimes a professional is needed to settle the score.  Merchants and Kings keep special individuals around for just that purpose.  Something between Assassins and Bounty Hunters, Avengers make the wrong things right.  They fulfill a special notch in society with their special skills and devotion to their code.

Requirements
        To Qualify as an Avenger, the character must fulfill the following requirements.
        Alignment:  (Any) Lawful
        Base Attack Bonus:    +5
        Feat:  Track
        Move Silently:  8 Ranks

Hit Dice:    d8

Class Skills:  An Avenger's class skills are:  Balance, Bluff, Climb, Concentration, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Listen, Move Silently, Open Locks, Ride, Search, Spellcraft, Spot, Tumble, Use Magical Device, Use Rope, Survival, and Handle Animal.

        Skill Points at Each Level:  6 + Int mod.

Weapon and Armor Proficiency:    An Avenger is proficient in all simple, martial, and a single Exotic Weapon.  The Avenger is also proficient in Light Armor but not shields.  The Exotic Weapon that the Avenger chooses to become proficient in is the weapon that the Avenger chooses to make himself known.  A Halfling Avenger using a Dwarven Waraxe will definitely become known for using such an exotic weapon.
Class 
Level
Base
Attack 
Bonus
Fort
Save
Ref 
Save
Will 
Save
Special
0
123456
1st
+1
+0
+2
+1

SA +1d6, Death Attack, Weapon Focus (Exotic Weapon)

3
1-----
2nd
+2
+0
+3
+1

Uncanny Dodge (Dex to AC)

4
1-----
3rd
+3
+1
+3
+2

SA +2d6, Animal Companion

4
21----
4th
+4
+1
+4
+2
 
4
21----
5th
+5
+1
+4
+2

SA +3d6, Uncanny Dodge (can't be flanked)

4
321---
6th
+6/+1
+2
+5
+3

Weapon Specialization

4
321---
7th
+7/+2
+2
+5
+3

SA +4d6

4
4321--
8th
+8/+3
+2
+6
+3
 
4
4321--
9th
+9/+4
+3
+6
+4

SA +5d6

4
44321-
10th
+10/+5
+3
+7
+4

Uncanny Dodge (+1 to traps)

4
443211

Sneak Attack:  Any time a person would be denied their Dex bonus to AC, the Avenger's attack deals +1d6 extra damage.  This damage increases +1d6 every other level.  Should the Avenger score a critical hit, this extra damage is not multiplied.  If the Avenger gains sneak attack bonuses from other classes, then these bonuses stack.

Death Attack:    If an Avenger studies a victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Avenger's choice).  If the victim of such an attack fails her Fortitude saving throw (DC 10 + Avenger's class level + Wis modifier) against the kill effect, she dies.  If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the Avenger.  If the saving throw succeeds, the attack is a regular sneak attack.

Weapon Focus:    The Avenger gains a free Weapon Focus feat at 1st level.  This represents the Avenger's need to be distinct and build his reputation.  The weapon chosen must be an Exotic Weapon that the character has proficiency in.

Uncanny Dodge:    Starting at 2nd Level, the Avenger gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it.  At 2nd level and above, he retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker.

At 5h Level, the Avenger can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker.  This defense denies rogues the ability to use flank attacks to sneak attack the Avenger.  The exception to this defense is that a rogue at least four levels higher than the Avenger can flank him.

At 10th Level, the Avenger gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps.

If the Avenger has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.

Weapon Specialization:    At 6th level, the Avenger gain the Weapon Specialization feat that is normally reserved for Fighters.  This feat only applies to the exotic weapon that the Avenger chose for his weapon focus at 1st Level.  See the Players Handbook p. 37 for information on this feat.

Animal Companion:    At 3rd Level, the Avenger gains the supernatural ability to call an animal companion to aid him and keep him company.  These animals are similar to a Druids animal companion with a few exceptions.  The Animal is smarter than normal and has a mystical connection to the Avenger similar to that of a Wizard's familiar.  The Animal also gains bonuses dependent on the Avenger's class level.

Master's 
Class Level
Natural 
Armor
Bonus HD
Int
Special
3-4 +1 +1 6  Alertness, Scry on Companion
5-6 +2 +2 7 Speak with animals of its type
7-8 +3 +3 8 Speak with Master, Improved Evasion
9-10 +4 +4 9 Spell Resistance

Spells:    An avenger casts spells from the Bard's spell list.  He casts these spells without needing to memorize them beforehand or keep a spellbook.  Avenger's receive bonus spells for high Wisdom, and to cast a spell an Avenger must have a Wisdom score at least equal to 10 + the level of spell.  The Difficulty Class for a saving throw against an Avenger's spell is 10 + the Avenger's Wisdom modifier.

Avenger Spells Known
 Level  0  1  2  3  4  5 
 6 
1 5 2 - - - - -
2 6 3 - - - - -
3 6 3 2 - - - -
4 6 4 3 - - - -
5 6 4 3 2 - - -
6 6 4 4 3 - - -
7 6 4 4 3 2 - -
8 6 4 4 4 3 - -
9 6 4 4 4 3 2 -
10 6 4 4 4 4 3 1

Avenger

Avengers who no longer qualify for the prestige class or who lose their lawful alignment lose all special abilities of the class.  Those who act in a Chaotic manner or those who needlessly endanger the life of their companion lose the ability to have an Animal companion and if their current companion lives, it will try to destroy the character if able.