Avenger (3.5e Class)
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Avengers are selfless warriors that adhere strongly to a spirit of camaraderie. They form strong bonds with their adventuring party, and will fight as hard as they can to keep them alive. If an ally falls in battle, an Avenger will fly into a righteous fury, and will not rest until the perpetrator is brought to justice. Avengers are recognized by gods for this determination, and are granted limited divine power to aid them during combat. They cast divine spells as a sorcerer casts arcane spells, without need for preparation beforehand.
Making an Avenger
Avengers are strong supportive fighters that benefit their allies' combat prowess just by being near. If an ally falls in battle, an Avenger will become significantly stronger. While avengers gets a significant amount of hit points, they cannot benefit anyone while they themselves are dead or unconscious, so they must balance positioning themselves in the middle of the fray while staying alive. Avengers benefit melee combatants more than ranged combatants.
Abilities: Being front-line fighters, Avengers benefit from Strength, Constitution and Dexterity. However, Avenger's abilities and divine spells are derived from their Charisma.
Races: Any race with the capacity to form strong interpersonal bonds can become Avengers, but those who have a strong connection to divine magic are more likely.
Alignment: Since becoming an Avenger requires a strong devotion to selflessness, the vast majority of Avengers are Good. There are a small minority of evil Avengers, nicknamed Revengers.
Starting Gold: 6d4x10gp (120 gp)
Starting Age: ModerateClass Skills (4 + Int modifier per level, ×4 at 1st level)
Climb(Str), Diplomacy (Cha), Escape Artist(Dex), Gather Information(Cha), Heal(Wis), Intimidate(Cha), Jump(Str), Sense Motive(Wis), Spot(Wis), Swim(Str), Tumble(Dex)
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+0||+2||Fighting Bond + 1; Avenge||—||—||—||—||—||—||—|
|2nd||+1||+2||+0||+2||Retaliatory Strike + 1||1||—||—||—||—||—||—|
|5th||+4||+3||+1||+3||Fighting Bond + 2; Tireless Pursuit||2||1||—||—||—||—||—|
|6th||+4||+3||+1||+4||Retaliatory Strike + 2||2||1||0||—||—||—||—|
|9th||+7/+2||+4||+2||+5||Fighting Bond + 3;||3||2||2||1||—||—||—|
|10th||+7/+2||+5||+2||+5||Retaliatory Strike + 3; Unbreakable Bond||3||3||2||1||0||—||—|
|13th||+9/+4||+6||+3||+6||Fighting Bond + 4||3||3||3||2||2||0||—|
|14th||+10/+5||+6||+4||+6||Retaliatory Strike + 4; Unforgotten||4||3||3||2||2||1||—|
|16th||+11/+6||+7||+4||+7||Improved Divine Engagement||4||3||3||3||2||2||—|
|17th||+12/+6/+1||+7||+4||+8||Fighting Bond + 5||4||4||3||3||2||2||0|
|18th||+13/+7/+2||+8||+4||+8||Retaliatory Strike + 5||4||4||3||3||2||2||1|
Avengers have a diverse set of abilities, all revolving around improving, and avenging their allies. All of the following are class features of the Avenger.
Weapon and Armor Proficiency: Avengers are proficient with all Simple and Martial melee weapons, and with Light, Medium and Heavy armor, but not Shields.
Spellcasting: Upon attaining 2nd level, an Avenger discovers an innate prowess for divine magic, and will be able to choose three spells from the Avenger Spell list below to know. An avenger will learn new spells according to the Avenger Spells Known table below. Avengers are granted the spells they require in combat, they need not prepare spells before casting them.
To cast a spell, an Avenger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Avenger’s spell is 10 + the spell level + the Avenger's Charisma modifier.
Like other spellcasters, an Avenger can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table: The Avenger. In addition, an Avenger receives bonus spells per day if they have a high Charisma score. When Table: The Avenger indicates that the Avenger gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The Avenger does not have access to any domain spells or granted powers, as a cleric does.
1st— Bless, Command, Cure Light Wounds, Deathwatch, Detect evil/Detect good, Divine favor, Endure Elements, Magic weapon, Protection from evil/Protection from good, Remove fear, Shield of faith, Shield other, Status
2nd— Aid, Align weapon, Cure Moderate Wounds, True strike, Bear's endurance, Bull's strength, Eagle's splendor, Gentle repose, Remove paralysis, Restoration, lesser, Spiritual weapon, Zone of truth, Protection from arrows
3rd— Dispel magic, Invisibility purge, Locate object, Magic Vestament, Cure Serious Wounds, Magic circle against evil/Magic circle against good, Prayer, Remove blindness/deafness, Remove curse, Clairaudience/Clairvoyance, Magic weapon, greater, Remove disease, Water Walk
Fighting Bond An Avenger is an inspiring and skilled warrior, who any adventurer would gladly have by their side. Any allies within 10ft of an Avenger get a +1 morale bonus on all Attack Rolls. This bonus increases to +2 at 4th level and increases by one every 3 levels thereafter.
Avenge To an Avenger, a fallen comrade is the greatest loss that they will rectify by any means necessary. When an ally is dead, dying or is otherwise destroyed (with Trap the soul, Imprison, Disentigrate, etc.) an Avenger flies into a rage, gaining a morale bonus to their attack and damage rolls equal to 1/2 their Avenger level plus their Charisma modifier (Rounded Up). This bonus persists for the remainder of the combat, and also applies in subsequent combats with the person or creature who caused the death of the Avenger's comrade.
Retaliatory Strike When an ally is injured, an Avenger is quick to strike back. If an enemy succeeded in hitting an ally with an attack, spell or other such aggressive action, an Avenger gets a +1 morale bonus on Attack Rolls and Damage rolls on attacks directed at the attacker or caster for the next round. This bonus increases to +2 at 5th level and increases by one every 3 levels thereafter.
Relentless Pursuit An Avenger will pursue one who has destroyed their allies with unnatural speed and precision. When an Avenger is avenging an ally, they gain a 10ft increase to their base land speed, and a morale bonus equal to their Charisma modifier on Spot, Jump, Climb, Balance, Tumble, Use Rope and Escape Artist checks, as long as they are actively chasing or fighting the creature who caused the death of their comrade.
Divine Engagement An Avenger's harmony between righteousness and martial prowess allows them to channel their spells and blade into a single dance of power. As a full-round action, an Avenger can make a single melee attack and cast one spell, using their attack as a somatic component for the spell. This action does not provoke an Attack of Opportunity.
Tireless Pursuit An Avenger will never give up the chase for those who have wronged them. While actively hunting the person or creature who caused the death of their comrade, an Avenger gains the Endurance feat (If an Avenger already has the Endurance feat, they get an additional morale bonus to their saves equal to their Charisma modifier), is not hindered by the need for sleep for 72 hours, and gains a morale bonus equal to their Charisma modifier on Gather Information and Survival checks made to track or locate the perpetrator.
Improved Flank An Avenger is so attuned to his allies that even two enemies will appear overwhelming. An Avenger and allies flanking an enemy opposite an Avenger will get a +4 bonus when flanking, instead of a +2.
Deathless Pursuit Even an Avenger's mortal wounds will not halt their assault on those that have wronged them. When avenging an ally, an Avenger gains the Diehard feat (If an Avenger already has the Diehard feat, they can survive until -15 hp or negative hp equal to their Constitution score, whichever is higher.) and a morale bonus on Fortitude saves equal to their Charisma modifier.
Unbreakable Bond The bond an Avenger shares with his allies is stronger than any enchantment. Allies gain a morale bonus equal to an Avenger's Charisma modifier on Will saves against enchantments, and will not attack or harm an allied Avenger under any circumstances. (Possible exceptions for Wish/Miracle.)
Unforgotten The bond between Avenger and ally is so strong that even while dead or dying, the spirit of the deceased ally guides an Avenger's actions. While an Avenger is avenging an ally, any roll an Avenger makes, the deceased ally may also make (with their own bonuses), then the Avenger may choose the greater of the two rolls to use.
Improved Divine Engagement An Avenger has such finesse in combat that they may make a move action before executing their Divine Engagement.
Impossible Pursuit An Avenger's wrath has transcended the bonds of reality. An Avenger may cast Freedom of Movement, Plane Shift and Break Enchantment (on them self only) at will while they are avenging an ally.
Half-Elf Avenger Starting Package
Weapons: Long Sword (1d8)
Skill Selection: Climb 2 Ranks, Jump 2 Ranks, Diplomacy 4 Ranks, Sense Motive 4 Ranks, Intimidate 4 Ranks, Heal 4 Ranks
Feat: Combat Expertise
Gear: Light Steel Shield (+1AC), Scale Mail (+4AC), Rations(7), Flint and Steel, Bedroll, Torch(4), Backpack, Rope(50ft, Hemp)
Gold: 40 Gold Pieces, 4 Silver Pieces
Playing an Avenger
Religion: Avengers typically worship a god, but they typically catch the ire of a particular god not through direct worship, but from their actions on the battlefield. Avengers are devout, but will never put the needs of their god over the needs of their friends.
Other Classes: Avengers have much respect for Paladins and get along very well with Clerics. While not outright despising rogues, they find disgust in motivations relating to wealth and personal gain above all, similarly, Avengers dislike wizards due to their placing magic and knowledge over their actions in the battlefield. Avengers fit in with marauding groups of fighters and rangers perfectly, as well as holy groups of Paladins and Clerics.
Combat: Avengers relish staying in combat, and so will their allies. While not directly protecting them as a knight would, Avengers work in tandem with their allies to best affect. An Avenger's place is side by side a fighter, barbarian or paladin.
Advancement: Avengers share the same fervor as the paladin and the same ferocity as the barbarian, both work as excellent ways to round out an Avenger's core skills. Some Avengers may pick up a bow and stand back, ready to assist and avenge the frailer mages and archers that make up a party's back line.
Avengers in the World
Avengers are marauders, guards, law enforcers and adventurers. Anywhere where there is a battlefield is where Avengers feel most at home, but when they're not fighting, they have been known to lay down their sword and settle down. Avengers share the same fervor for relationships in battle in their personal life, and while amiable to all, are very picky with their closest friends and partners. Evil Avengers are called Revengers, and share the same zeal, only for evil creatures. They are assassins, sent to destroy the enemies of evil creatures, out of love and trust for said evil creature.
Characters with ranks in Knowledge: Religion can research Avengers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Avengers are righteous warriors that share close bonds with their allies.|
|10||As the name implies, if you kill or incapacitate someone close to an Avenger, they will tirelessly hunt you down until you atone or are killed.|
|15||Avengers are divine spellcasters that are so adept at bladework that they can strike at you while casting spells.|
|20||Avengers have a supernatural gift for pursuit; they can survive without food, water or sleep, endure harsh elements and overcome any obstacle in their path. Some even say they can bend space and time to reach their target faster.|
Avengers in the Game
Avengers can be used as a natural consequence for player's reckless killing without thought, or a good challenge for an evil party. Put avengers in a medium sized party, and when the situation turns violent and the PCs kill one of the party, they will have to contend with the Avenger's rage. Avenger NPCs should be used sparingly, because of the reliance on PC death, but if you have an Avenger in the party, keep in mind that having some NPC followers in the PC's party can be a good way to let the Avenger shine.