“Everything my god needs to say to you can be said with my weapon.”

Power Source: Divine. You practice mysteries forgotten or forbidden by most religious orders, yet the power you wield is a gift from your god. Key Abilities: Wisdom, Dexterity, Intelligence

Class 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.

HD Skill points at first level Skill points per level
D8 16 + Int modifier 4 + Int modifier
Class Skills
Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Knowledge (Religion)(Int), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha)
Weapon Proficiencies
Simple weapons, Martial Weapons
Armor Proficiencies
Cloth, no shields
level Bab will ref fort special
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4 Shield of Faith
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +5 +4
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5 Revive
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 Damning Touch
level Bab will ref fort special
1 +1 +2 +0 +0 AC bonus, Oath of Enmity
2 +2 +3 +0 +0 Mettle, Abjure Undead
3 +3 +3 +1 +1 Censure of Pursuit
4 +4 +4 +1 +1 Divine Health, Avengers Courage
5 +5 +4 +1 +1 Censure of Retribution
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2 Censure of Unity
9 +9/+4 +6 +3 +3 Improved Mettle
10 +10/5 +7 +3 +3 Divine Armor
AC Bonus
An avenger is highly trained at dodging blows, and gains a “divine” sixth sense when it comes to avoiding damage from enemy blows. When unarmored and unencumbered, the avenger adds her Wisdom bonus (if any) to her AC. In addition, an avenger gains a +1 bonus to AC at 5th level.
This bonus increases by 1 for every five avenger levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the avenger is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Oath of Enmity
Target: One enemy you can see
When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
The avenger may use Will saving throw for Evasion instead of Reflex
Abjure Undead
Target: One Undead creature in field of sight
3d10 + Wisdom modifier radiant damage, and you pull the target 5 feet towars you + 5 feet per your Wisdom modifier. The target is also immobilized until the end of your next turn.
Level 2: 3d10 + Wisdom modifier damage, once per day
Level 5: 4d10 + Wisdom modifier damage.
Level 7: two times per day
Level 9: 5d10 + Wisdom modifier damage.
level 13: three times per day
Level 15: 6d10 + Wisdom modifier damage.
Level 20: 7d10 + Wisdom modifier damage, four times per day
Avengers Censure: Censure of Pursuit
If your Oath of Enmity target moves away from you willingly, you gain a bonus to damage rolls against the target equal to 2 + your Dexterity modifier until the end of your next turn.
The bonus increases to 4 + your Dexterity modifier at 10th level
and 6 + your Dexterity modifier at 18st level.
Divine Health
The avenger gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Avengers Courage
The avenger is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the avenger is conscious, but not if she is unconscious or dead.
Avengers Censure: Censure of Retribution
When any enemy other than your oath of enmity target hits you, you gain a bonus to damage rolls against your oath of enmity target equal to your Intelligence modifier until the end of your next turn. This bonus is cumulative.
Avengers Censure: Censure of Unity
You gain a +1 bonus to damage rolls against your oath of enmity target for each ally adjacent to that target. The bonus increases to +2 at 12th level and +3 at 18st level.
Improved Mettle
As Improved Evasion except with Will save instead of Ref save
Divine Armour
During combat, the avenger may, as a standard action, invoke the power of his deity to shelter him from the blows of his enemies. For the duration of the encounter, the avenger receives the Damage Reduction special ability equal to the higher of his Wisdom or Intelligence modifier – this reduction is ignored by +1 weapons or greater.
This ability is usable once per day + an additional time for each second level above lvl 10.
Shield of Faith
As a standard action, the avenger may call upon the power of his god to shield him from harmful magic. For one hour after this ability is activated, the avenger receives spell resistance equal to 10+ the higher of his Wisdom or Intelligence modifiers.
Usable once per day at 12th lvl, 3 times per day at 15th lvl, and 3 times per day at 18th lvl.
As a full-round action, the avenger may call upon divine power to completely restore his health. Using this ability restores all hit points, removes any disease or poins from the characters body, restores lost limbs and otherwise returns the avengers physical being to a pristine state.
This ability may only be used once every thirty days.
Damning Touch
Once per day, when the avenger makes a killing blow, he may place it beyond redemption by storing the foes soul in his weapon as the weapon becomes the the avengers deitys private hell. This ability prevents the use of the resurrection or reincarnation spell. Only a wish (or equal) spell may revive the creature while it is stored in the weapon. The avenger may unleash the power of the captured soul once it is stored.
The avenger makes a regular attack and deals Xd6 damage where X is the captured creatures HD. After the avenger has unleashed the power of the captured soul the soul is damned for ever and not even a wish spell (or its equal) may revive the creature.


The Tale of Agôn Mhiyr Sabotender