Avenger
This class is based on the Avenger conversion prototype by Lawrence Augustine Mingoa, found at http://13persuasions.blogspot.ca/2012/10/avenger-within-shadows-of-santa-cora.html
(Version 2.02, 06/10/15)
NOTE: The 2.00+ update has rather changed a core chunk of the class. If you are currently playing this class, or have played this class, I would love your feedback on these changes.
Summary
- Denounce has been turned back into a prayer.
- You now have druid-like flexible attacks, except they make your double roll + choose more...choicefull.
- Spells are spells, the new Avenger's flexible attacks became Prayers. They now have their own seperate progression. This generally nets you more abilities in the long run.
- Vow of Fortitude became Armor of Faith. Vow of Fortitude now makes you simply tougher.
- Added Atonement, Divine Cage, and Unexpected Arrival talents.
- Added multi-class supportt.
Overview
Within the shadows of Santa Cora lurks a dark secret: a cult of loyal fanatics who are inspired by faith and blessed by the gods of light to carry out duties of a less-than-holy nature. They seek out and stamp out evil in the name of righteousness, but who else can truly say what is righteous when conversion can be found at the tip of a blade?
Play style: While the Bard combines martial flexible attacks with arcane spells, the Avenger features a mix of flexible attacks and the divine power of the cleric. The Avenger features a small collection of support and healing abilities, though its role as a damage dealer is clear. If you like being extremely accurate, this class is for you.
Ability Scores: Avenger’s rely on swiftness to lay low their foes, and wisdom to temper their rage just enough to channel the wrath of the gods. You can add +2 to your Wisdom or your Dexterity, so long as you have not added to that score with your racial bonus.
Backgrounds: The Avenger’s monastic origin is clear in their lack of armor, trusting in the power of their faith to protect them. Other skills usually involve the hunting of their prey, much like assassins but with a divine bent to them, which makes them all the more dangerous. Many Avengers come from troubled background, either wronged by an evil-doer, or having been the hand of evil themselves.
Icons: The two main groups of Avengers serve the Crusader and the Priestess, who wage a secret war against each other as well as their true enemies. The Priestess is however conflicted about her Avengers due to their methods. Many Avengers have also found just cause amongst the Emperor, the Elf Queen, the Dwarf King, and even the Three.
Gear
While different cults of Avengers all have different regulations, they are all very strict in what they consider proper dress. Some cults wear elaborate robes clearly identifying them as a servant of their deity, while others promote humbleness and demand only a simple brown, black, or white robe. Avengers with the Vow of Chastity seem to have a conflict between wearing the heaviest clothes possible, and surprisingly wearing scandalously little.
Avengers tend towards heavy swords, though many also favour the largest version of their god’s favored weapon type. These weapons are often shaped to resemble the holy symbols of their deities.
You can choose to start with either 25 gp, or if you trust in the luck of the gods, 1d6 x 10 gp.
Armor
As mentioned earlier, Avengers shun all forms of armor, save for regular robes for decency's sake, as they rely on "a higher power" for protection. When forced to wear armor, their AC drops along with their accuracy:
Type |
Base AC |
Attack Penalty |
None |
13 |
- |
Light |
12 |
-1 |
Heavy |
14 |
-2 |
Shield |
+1 |
-2 |
Weapons
Avengers start with a couple of weapons - usually the bigger, the better, although having a concealable or ranged weapon doesn't hurt - and standard non-magical gear suggested by the character's specific background.
Those who take the Arrow of the Gods talent will obviously want a bow to fire their godly arrows with.
Melee Weapons
Size |
One Handed |
Two-Handed |
Small |
1d4 dagger |
1d6 club, staff |
Simple or Light |
1d6 rapier, shortsword |
1d8 scythe, spear |
Heavy or Martial |
1d8 longsword |
1d10 greatsword, warscythe, greatspear |
Ranged Weapons
Size |
Thrown |
Crossbow |
Bow |
Small |
1d4 dagger |
1d4 hand crossbow |
- |
Simple or Light |
1d6 javalin, axe |
1d6 light crossbow |
1d6 shortbow |
Heavy or Martial |
- |
1d8 heavy crossbow |
1d8 longbow |
Avenger Level Progression
Avenger Level |
Total Hit Points |
Total Feats |
Prayers (m) |
Spells (m) |
Level of Spells Available |
Level-up Ability Scores |
Damage Bonus from Ability Score |
Level 1 Multiclass |
(Avg. of both |
As 1st level PC |
1 |
1 |
1st Level |
Not-Effected |
Ability modifier |
Level 1 |
(7+con)*3 |
1 adv |
2 |
2 |
1st Level |
Ability modifier |
|
Level 2 |
(7+con)*4 |
2 adv |
3 |
2 |
1st Level |
Ability modifier |
|
Level 3 |
(7+con)*5 |
3 adv |
3 |
2 |
3rd Level |
Ability modifier |
|
Level 4 |
(7+con)*6 |
4 adv |
3 |
3 |
3rd Level |
+1 to 3 abilities |
Ability modifier |
Level 5 |
(7+con)*8 |
4 adv, 1 champ |
4 |
3 |
5th Level |
2 x Ability modifier |
|
Level 6 |
(7+con)*10 |
4 adv, 2 champ |
4 |
3 |
5th Level |
2 x Ability modifier |
|
Level 7 |
(7+con)*12 |
4 adv, 3 champ |
5 |
4 |
7th Level |
+1 to 3 abilities |
2 x Ability modifier |
Level 8 |
(7+con)*16 |
4 adv, 3 champ, 1 epic |
5 |
4 |
7th Level |
3 x Ability modifier |
|
Level 9 |
(7+con)*20 |
4 adv, 3 champ, 2 epic |
6 |
4 |
9th Level |
3 x Ability modifier |
|
Level 10 |
(7+con)*24 |
4 adv, 3 champ, 3 epic |
6 |
4 |
9th Level |
+1 to 3 abilities |
3 x Ability modifier |
Avenger Stats
Initiative, AC, PD, MD, Hit Points, Recovery Dice, and Feats are level dependent.
Ability Bonus: +2 to either wisdom or dexterity.
Initiative: Dex mod + level
Armor Class: 13 + the middle of Con/Dex/Wis + Level
Physical Defense: 11 + the middle of Str/Con/Dex + Level
Mental Defense: 11 + the middle of Int/Wis/Cha + Level
Hit Points: (7 + con mod) * Level modifier (see progression chart)
Recoveries: (probably) 8
Recovery Dice: (1d8 + con mod) * level
Backgrounds: 8 Points, max 5 in any one background
Icon Relationships: 3 points
Talents: 3
Feats: 1 per level
Key Ability (For Multiclass): Wisdom
Basic Attacks
Melee Attack
At-Will
Attack: Strength or Dexterity + Level vs. AC
Hit: WEAPON + Strength or Dexterity damage
Miss: damage equal to your level
Ranged Attack
At-Will
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: --
Avenger Features
Implements of Divine Wrath
Like the cleric of paladin, the avenger can use holy symbols and staffs to channel their divine magics. However, the divine wrath of the avenger can also be cast through the weapons they wield.
Oath of Enmity
While in battle, you can use a quick action to swear an oath against an enemy you can see. Until either of you are unconscious or dead (or until the battle is over, whichever comes first), you cannot use this talent on any other enemy, and whenever you make a melee attack against your chosen enemy while you're not engaged to anyone else but that enemy, you roll 2d20 and choose which of the two rolls you'll be using for your attack roll.
Adventurer Feat: Once per battle as an interrupt, you can have an ally benefit from Oath of Enmity for his next attack against the target of your Oath of Enmity.
Champion Feat: When your Oath of Enmity is reduced to 0HP, you can rally as a free action (or as an interrupt if it was reduced to 0HP outside your turn).
Epic Feat: When both attack rolls are the same, and you hit, it is treated as a critical hit.
Vows
Some Avenger talents have Vows. These are optional flavour rules to live by. The punishment for breaking them is up to the DM, and should be based on the level of severity. The primary penalty should be losing access to the talent for a period of time, -1 penalty to something, or letting one’s magic item get control of the user. Penalties shouldn’t last more than 4 battles.
Avenger Talents
Choose three of the following class talents.
Atonement
Death is no escape from you, even fallen enemies must atone for their crimes. When you kill the target of your Oath of Emnity, you capture its soul and can keep three such souls until your next full heal-up. You gain the following power that costs one of your captured souls. This spell is not effected by other avenger talents, feats, and spells that effect spells.
Atonement
Close-quarters spell * Quick action to cast * At-will
Targets: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: A number of d4’s equal to your level + Wisdom modifier holy damage.
Miss: Holy damage equal to your level
Adventurer Feat: You miss with an attack against AC, you can expend a captured soul to instead target MD.
Champion Feat: When you are hit by an attack, you cast Atonement as an interrupt. If you hit, you also reduce the damage you would take by the damage Atonement dealt.
Epic Feat: Atonement uses d6's instead of d4's.
Armor of Faith
Once per battle, when an enemy hits you with an attack, you can force it to roll a 2nd time and take the lower result.
Adventurer Feat: If the attack still hits you, you gain temporary hit points equal to your Wisdom modifier. The temporary hit points double at level 5, and triple at level 8.
Champion Feat: Once per day, if the target misses you, the triggering enemy takes half the damage the attack would have dealt.
Epic Feat: The Champion Feat benefit now deals full damage.
Arrow of the Gods
Your attacks with d8 ranged weapons (heavy crossbow, longbow) now deal d10 damage per level. Your attacks with d6 ranged weapons (light crossbow, shortbow) now deal d8 damage per level. In addition, your misses with basic ranged attacks deal damage equal to your level. In addition, Avenger talents, features, feats, and prayers that specify melee attacks also apply to ranged attacks. Oath of Enmity on ranged attacks requires the target not to be next to or engaged with any creatures to apply its double roll.
Adventurer Feat: Your allies do not prevent you from rolling twice against your Oath of Enmity target.
Champion Feat: You do not suffer penalties for long range, and ignore any penalties or bonuses from effects relating to ‘cover’ against your Oath of Enmity target.
Epic Feat: Once per battle, you can get the oath of enmity benefit regardless of its requirements.
Avenger's Censure
Choose one of the following censures:
Censure of Pursuit: Whenever the enemy you've sworn an oath against disengages from you, you gain a bonus to your next damage roll against that enemy equal to your Wisdom modifier. Double this damage at level 8.
Adventurer Feat:You can add the current Escalation die to the bonus granted by this censure.
Double the Escalation die damage by level 5, and triple the Escalation die damage by level 8.
Censure of Retribution: Whenever an enemy other than the one you've sworn an oath against attacks you, you gain a bonus to your next damage roll against the enemy you've sworn an oath against equal to your Wisdom modifier.
Adventurer Feat: For each additional enemy beyond the first that attacks you (other than the enemy that you've sworn an oath against), increase the bonus granted by this censure by your Wisdom modifier.
Censure of Unity: You gain a bonus to your damage rolls against the enemy you've sworn an oath against equal to the number of allies that are engaging it. Double this bonus at level 5, and triple this bonus by level 8.
Adventurer Feat: When you are engaged with the enemy you’ve sworn an oath of enmity against, your allies that are also engaged with it gain a bonus to damage rolls equal to the number of their allies engaging it.
Champion Feat: Double the bonus your allies receive.
Epic Feat:Triple the bonus your allies receive.
Divine Cage
When your oath of emnity target makes an attack that does not include you as a target, it takes holy damage equal to your Wisdom modifier. Increase to twice your Wisdom modifier at level 5, and three times at level 8.
Adventurer Feat: Enemies take a penalty to disengage from you equal to your Wisdom modifier. You can choose to suppress this feat.
Champion Feat: You can use Prayers on opportunity attacks.
Eternal Pursuit
Once per battle, you can spend a free action to automatically succeed in disengage checks and ignore attempts to intercept until the end of your turn, but you must end that movement closer to your Oath of Enmity, if possible. You can even move to enemies far away with a single movement.
Adventurer Feat: While this talent is in effect, you gain a bonus to attack rolls against your Oath of Enmity equal to the number of enemies you disengage with, or could otherwise intercept you.
Champion Feat: Once per day, you can use this talent an additional time.
Epic Feat: If you hit your Oath of Enmity while the this talent is in effect, it is also Stuck until the end of your next turn.
Sword and Spell
When you use a melee weapon attack, you gain a +1 bonus to your next spell’s attack roll (ignore spells that don’t have one). When you use a spell attack, you gain a +1 bonus to your next melee weapon attack roll.
Adventurer Feat: Your attack spells become Close.
Champion Feat: Increase the bonus to +2.
Epic Feat: In addition to the attack bonus, it also increases the critical chance of the attack type by 1.
Unexpected Arrival
Once per day, when a battle starts that you aren't surprised in, you can declare you are ambushing or surprising the enemy (13th Age, p164). You can use this to ambush alone, or join a pair of allies who already are. Nobody expects you!
Adventurer Feat: You gain a +2 bonus to attack rolls while ambushing.
Champion Feat: This ability becomes recharge 16+ after battle.
Epic Feat: You can bring the highest initiative ally with you as if this were a normal ambush, provided someone rolls a natural 11+ for initiative.
Vow of Chastity
You can roll saves at the start of your turn instead of at the end of your turn. A successful save against ongoing damage, for example, means that you will not take the ongoing damage that turn.
Vow: You must not engage in romantic or sexual activities.
Adventurer Feat: When you hit with an attack, you can make an save against one effect that a save can end.
Champion Feat: When you beat a saving throw by more than 5, you can bestow the base benefit of this talent to an ally who hasn’t violated the vow since the last full heal-up.
Epic Feat: Gain a +1 bonus to MD and PD.
Vow of Focused Sight
You gain a 5 point background that involves finding people and reading people (such as inquisitor, investigator, interrogator) and you can even us it sense if the target has been near unholy (or if evil, holy) magic or rituals within the past 24 hours. You ignore any invisibility your Oath of Enmity has. In addition, should your Oath of Enmity target survive the battle, you are aware of the target’s direction for up to 24 hours, even if you use Oath of Enmity on another creature.
Vow: This vow is slightly different in that you are technically blind. This does not impair your combat capabilities at all, though you and your DM should be aware you are blind when taking part in sight related activities other than those related to this talent’s background. The upside is you should probably be immune to effects that blind you as well.
Adventurer Feat: Oath of Enmity is now a free action. You can now know their direction for 48 hours.
Champion Feat:You ignore Daze, Fear, and Weakened penalties when attacking your Oath of Enmity. You can now know their direction for a week.
Vow of Fortitude
Your base HP increases from 7 to 8, and you recovery dice now use d10's.
Vow: You must live on minimal food and water, even when better is offered you.
Vow of Peace
You can spend a standard action to give all nearby allies a +1 bonus to attack rolls, defences, and increase their crit range by 1 until the start of your next turn. If you attack or otherwise take a hostile action you cannot use this ability for the rest of the battle.
Vow: You cannot attack unless provoked (enemies rolling attacks against you or your allies counts as provoking). This may seem a bit of an oddball vow for an Avenger, however this vow ties more into the class’ name. Avengers with the Vow of Peace give their foes a chance to realize their error, before swiftly executing them.
Adventurer Feat: Your first attack roll after having used this talent in a battle, if the target attacked you or ally, deals 1d6 extra damage per level to it on a hit.
Champion Feat: When you use this talent, until you attack, you cannot be critically hit.
Epic Feat: If you use this talent’s ability and go a battle without making an attack roll, you and all nearby allies can heal using a free recovery.
Vow of Piety
Choose one of the domains listed in the cleric’s class talent list. You gain all the domain’s advantages, including the ability to use the domain’s invocation once per day.
If the domain you choose is designed to help cleric spells and attacks, reinterpret the talent to help your avenger powers. You can use the domain’s feats if you wish; reinterpret them similarly if necessary.
Vow: You will respect all temples. Those of gods directly opposed to yours are more of a grey area.
Prayers
A Flexible Prayer is much like the Warrior Druid’s Flexible attacks. They are sudden prayers and oaths that bring forth divine power. They only apply to weapon attacks, ranged or melee, though there are a few exceptions. A Secondary Roll is the roll you did not choose to use when you rolled twice from Oath of Emnity.
Battle Meditation
Flexible once-per-battle attack
Triggering Roll: Natural odd roll
Effect: You regain the use of all once-per-battle prayers and spells. If your secondary roll is a miss, you can pop free of the target and change the target of your Oath of Enmity. If it is a hit, you gain temporary hit points equal to your Wisdom modifier.
Level 5: Double wisdom modifier.
Level 8: Triple wisdom modifier.
Adventurer Feat: You can apply this prayer to any single-target spell, not just weapon attacks. If used on a once-per-battle spell you do not regain that spell.
Contempt
Flexible once-per-battle attack
Triggering Roll: Any hit that is lower than your secondary roll.
Effect: You deal extra damage equal to your Wisdom modifier.
Level 5: Double wisdom modifier.
Level 8: Triple wisdom modifier.
Fortitude
Flexible once-per-battle attack
Triggering Roll: Any odd hit.
Effect: You gain temporary hit points equal to your Wisdom modifier plus your level. If the secondary roll is even, you can remove one save ends effect from yourself.
Level 5: Double wisdom modifier.
Level 8: Triple wisdom modifier.
Pursuit
Flexible once-per-battle attack
Triggering Roll: Any Hit
Effect: If the target doesn’t end its next turn engaged to you, at the start of your next turn you can engage him as a free action if he's nearby (orget near him if he's far away). You must roll your disengagement checks as normal unless the secondary roll is even.
Rebuke
Flexible once-per-battle attack
Triggering Roll: Natural 1-5
Effect: You pop all engaged enemies free of you. You can choose to exempt your Oath of Emnity target from this effect.
Retribution
Flexible once-per-battle attack
Triggering Roll: Any miss
Effect: If any enemy other than the target hits you before the start of your next turn, the target automatically take damage equal to your wisdom modifier. If the secondary roll is even, the attacker also takes this damage.
Level 5: Double wisdom modifier.
Level 8: Triple wisdom modifier.
Storm
Flexible once-per-battle attack
Triggering Roll: Any even hit
Effect: Deal an additional number of d4’s equal to your level in lightning damage. If the secondary roll is also even, the first time an ally hits the target before the start of your next turn, it takes this extra damage again as thunder damage.
Swiftness
Flexible once-per-battle attack
Triggering Roll: Natural 18+
Effect: During your next turn, you can cast a single Avenger at-will attack prayer as a quick action. If the secondary roll is also 18+ you can instead cast one immediately as a free action. It becomes a close-quarters prayer for the attack.
Truth
Flexible once-per-battle attack
Triggering Roll: Any hit when the secondary roll is also a hit.
Effect: You deal one weapon die of extra holy damage.
Level 5: Two weapon die.
Level 8: Four weapon die.
Champion Feat: The extra damage now also effects one other nearby enemy.
Epic Feat: The extra damage now also effects one other nearby enemy (for a total of two other nearby enemies).
Spells
Unlike normal spells that have fixed progression based on their spell slot, Avenger spells automatically scale with the level of the user. Thus where a spell will say “Xd8 + wisdom modifier” it means the roll a number of d8’s equal to your level. An Avenger’s faith is as much a weapon as his sword.
When a spell's target says “Oath of Enmity” it means you can target your Oath of Enmity regardless of distance at no penalty. However the target must be in line of sight.
Spells require a standard action to cast unless they say otherwise.
Level 1
Abjure Undead
Close-quarters spell* Once-per-battle
Target: 1 nearby undead enemy with 55 hp or fewer
Attack: Wisdom + Dexterity + Level vs. MD
Hit: The target is dazed until end of your next turn.
Hit by 4+: 1d10 x your level holy damage, and the target is dazed until end of your next turn.
Hit by 8+: Holy damage equal to half the target’s maximum hit points, and the target is dazed (save ends).
Hit by 12+ or Natural 20: The target is destroyed.
Level 3: Target with 90 hp or fewer.
Level 5: Target with 150 hp or fewer.
Level 7: Target with 240 hp or fewer.
Level 9: Target with 400 hp or fewer.
Adventurer Feat: This talent can now affect demons and dragons as well.
Champion Feat: On a hit you force the target to engage during its next turn. If the target has already engaged, it cannot disengage until the end of its next turn.
Epic Feat: Increase the targeting limit by 100 hp.
Bond of Censure
Close-quarters spell * At-will
Targets: One nearby enemy not engaged with you
Attack: Wisdom + Level vs. MD
Special: You can benefit from your Oath of Enmity talent even if this is a ranged spell.
Hit: The target MUST engage you at the start of its turn (it is a divine compulsion). It is allowed to make disengage checks. If it ends its movement engaged with you, it takes Xd10 holy damage.
Day’s First Light
Close-quarters spell * At-will
Targets: One engaged enemy
Attack: Wisdom + Level vs. PD
Hit: Xd8+ Wisdom modifier holy damage if the if the target willingly moves away from you before your next turn, it takes damage equal to your Wisdom modifier plus the Escalation die.
Miss: Holy damage equal to your level
Level 5: Xd8 + Wisdom modifier holy damage and double Escalation die.
Level 8: Xd8+ Wisdom modifier holy damage and triple Escalation die.
Divine Praise
Close-quarters spell * Interrupt action * Once-per-battle
Trigger: A nearby ally hits with an attack
Target: The ally who hit with an attack.
Effect: The ally can heal using a recovery.
Adventurer Feat: The target can be any ally, not just the one who hit.
Champion Feat: If the triggering attack killed its target, if you heal that ally, it is a free recovery.
Epic Feat: Staggered allies merely need to attack and not roll a natural 1 to allow this Prayer to trigger.
Glaring Admonition
Close-quarters spell * Daily
Targets: Your Oath of Enmity target
Attack: Wisdom + Level vs. Will
Hit: Xd12 + Wisdom modifier holy damage.
Miss: Half damage.
Effect: Until the end of the battle when you use a spell attack, you can use your oath as if you were making a melee attack and the target was adjacent to you
Adventurer Feat: The target also takes a -2 to all defenses against the attacks of Avengers, Paladins, Clerics and other divine classes (save ends).
Radiant Vengeance
Ranged spell * At-will
Targets: One nearby enemy
Attack: Wisdom + Level vs. MD
Hit: Xd6 + Wisdom modifier holy damage
Special: If the target hit you or an ally since the end of your last turn, it instead uses d8’s.
Miss: Holy damage equal to your level
Adventurer Feat: This spell uses d8’s instead of d6’s, with the conditional increase using d10’s
Champion Feat: This spell can now benefit from your Oath of Enmity as if it were a melee attack
Epic Feat: Once per battle, this spell can use d10’s.
Level 3
Cast Out
Close-quarters spell * Once-per-battle
Targets: One engaged enemy
Attack: Wisdom + Level vs. PD
Hit: Xd12 + Wisdom modifier holy damage, and you pop the target free of you. (GM Note: you determine what happens when this is used to cause the target to hit an obstacle or another opponent).
Miss: Holy damage equal to your level
Adventurer Feat: The target is pushed far away instead of nearby.
Champion Feat: The target is weakened until the end of your next turn.
Epic Feat: The target is also stuck until the end of your next turn.
Chains of Latherna
Ranged spell * Daily
Targets: Your Oath of Emnity target
Attack: Wisdom + Level vs. PD
Hit: Xd10+ Wisdom modifier cold damage and the target is stuck and any other enemies that end their turn next to the target, or engaged with you if you are engaged with the target, take cold damage equal to your Wisdom modifier (save ends all).
Miss: Half damage.
Chains of Tartarus
Ranged spell * Daily
Targets: Your Oath of Emnity target
Attack: Wisdom + Level vs. PD
Hit: The target is stuck and takes 5 x Level + Wisdom modifier ongoing fire damage (save ends both)
Miss: Half the ongoing fire damage.
Transfer Stigmata
Close-quarters spell * Once-per-battle
Target: Your Oath of Emnity target
Attack: Wisdom + Level vs. PD
Hit: You can heal using a recovery that you must roll for. The target then takes holy damage equal to the amount of hit points you regained.
Special: If you critical with this spell, add a free recovery to the amount of hit points regained.
Miss: holy damage equal to your level
Adventurer Feat: If you are staggered, you gain a +2 bonus to the attack roll.
Champion Feat: If you are staggered, the critical range is increased by 4.
Epic Feat: All recoveries spent by this spell are free.
Level 5
Excoriating Challenge
Close-quarters spell * Daily
Targets: Your Oath of Emnity target, plus 1d3 nearby enemies
Attack: Wisdom + Level vs. MD
Hit: You teleport the target to any nearby place that won’t immediately cause it harm. If the target is your Oath of Eminity target, it instead takes Xd10 + Wisdom modifier holy damage and is teleported to you and engages with you.
Miss: Half damage.
Oath of the Final Duel
Close-quarters spell * Quick action to cast * Daily
Effect: No matter where the target of your weapon attack this turn goes, until you or the target are rendered unconscious or dead or the battle ends (whichever comes first), you can spend a quick action to automatically teleport and engage him (although if you disengage from him, this effect ends immediately). In addition, all your weapon attacks against the target deal half damage on a miss.
Repentance
Ranged spell * Daily
Targets: One nearby enemy
Attack: Wisdom + Level vs. MD
Hit: The target is stunned (hard save ends). This effect ends immediately if it is damaged.
Level 7
Brilliant Halo
Close-quarters spell* Quick action to cast * Once-per-battle
Effect: Until the end of your next turn, whenever an enemy ends its turn adjacent to you, it takes holy damage equal to your Wisdom modifier, and you regain an equal amount of hit points.
Chains of Carceri
Ranged spell * Daily
Targets: Your Oath of Emnity target
Attack: Wisdom + Level vs. PD
Hit: Xd10+ Wisdom modifier holy damage and the target is stuck and any attacks it makes against targets not engaged with it fail automatically (save ends).
Miss: Half damage.
Consecration
Close-quarters spell * Daily
Effect: You purify the battlefield in righteous radiance. Whenever you or a nearby ally hit an enemy with an attack, they regain hit points equal to your level plus the escalation die. When a demon or undead enemy hits your or a nearby ally, they take the same amount of holy damage. Each enemy can only take that damage once per round.
Unstoppable Purpose
Close-quarters spell * Interrupt Action * Daily
Trigger: An enemy scores a critical against you.
Effect: You take only half the damage from the attack, and the target of your Oath of Enmity takes the other half. They are subject to all the same effects of the attack that you are.
Level 9
Final Service
Close-quarters spell * Daily
Targets: One nearby dead ally who has not been resurrected too many times.
Effect: You lose a recovery and the ally is restored to life as an immortal angel. The target gets to take a turn immediately after this turn is over, but otherwise acts on its own initiative. The target is immune to all damage, but not effects. The target has wings that allow it to fly and hover. All damage the target deals is holy damage. At the end of the battle, or at the end of its first turn after you die, it returns to being dead.
Epic Feat: You can use this prayer on yourself immediately when you are killed.
Change Log
2.02
- Added note on Wisdom being the key ability for multiclass Avengers.
2.01
- Added Atonement, Divine Cage, and Unexpected Arrival talents.
- Spells are spells, the Avenger's flexible attacks became Prayers. They now have their own seperate progression.
- Renamed all Aspects for simpler naming.
- Added Truth prayer.
- Added multiclass support.
2.00
- Denounce has been turned back into a prayer. Avengers get 1 extra prayer across the board again.
- Aspects are now druid-like flexible attacks, except make your double roll + choose more..choiceful.
- New Aspects!
- Vow of Fortitude became Armor of Faith. Vow of Fortitude now makes you simply tougher.
1.03
- Censure of Unity had its terminology fixed, and its feats split into the 3 tiers.
1.02.1
- Avenger now has Denounce instead of Aspirations, based on the old Raging Tempest
- Avengers now have 1 less prayer across the board
- All Chants are now simply Prayers
- Non-pruned Aspirations are now Prayers
- Oath of Escalation remove due to lack of flavour
- Aspect of Sacrifice removed to fix burst damage and somewhat redundancy with Transfer Stigmata
- Consecration is now a Standard Action
- Radiant Vengeance no longer interacts with what used to be Aspirations. Instead its damage increases in a vengeancey way.
- Added proper gear description, and oddly missing starting gold
- Fixed spellin of Enmity in alot of places
1.01
- Added Vow of Chastity
- Added Vow of Peace
- Aspect of the Reaper is now level 9
- Added Consecration at level 7
- Fixed numerous embarassing typos
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Thank you. I'd have to check the multi-class rules again, but I imagine they'd be Dex and Wis.
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Guest - Goven
PermalinkA key modifier is the lower of two important ability modifiers (one ability is taken from each class), when a class feature or power refers to either of those abilities the key modifier is used in place of the normal one. Background checks and the like still use the normal mods. Based on the assumption Wisdom is more important to the class than Dexterity I would guess the modifiers go like this:
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Barbarian/Avenger: Str/Wis
Bard/Avenger: Wis/Cha
Chaos-mage/Avenger: Wis/Cha
Cleric/Avenger: Dex/Wis
Commander/Avenger: Wis/Cha
Druid/Avenger: Dex/Wis
Fighter/Avenger: Str/Wis
Monk/Avenger: Dex/Wis
Necromancer/Avenger: Int/Wis
Occultist/Avenger: Int/Wis
Paladin/Avenger: Str/Wis
Ranger/Avenger: Dex/Wis
Rogue/Avenger: Dex/Wis
Sorcerer/Avenger: Wis/Cha
Wizard/Avenger: Int/Wis
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