Choose two out of three lines
At first level, choose two of the three Avenger lines: favored enemies, antimagic or bypass DR. Your Avenger character gains all the abilities in these two lines, as shown in the table below. Regardless of the line, the character gains Track as a bonus feat in 1st level.
| Level | Favored enemy | Antimagic | Bypass DR |
| 1 | favored enemy 1, track | track | DR/magic, track |
| 2 | | vicious strike | |
| 3 | | | |
| 4 | | | DR/material or alignment |
| 5 | | dispelling weapon 1/day | |
| 6 | | | |
| 7 | favored enemy 2 | | |
| 8 | | | DR/material or alignment |
| 9 | | | |
| 10 | | dispelling weapon 2/day | |
| 11 | | | |
| 12 | | | DR/material or alignment |
| 13 | favored enemy 3 | | |
| 14 | | ranged dispel | ranged bypass |
| 15 | | dispelling weapon 3/day | |
| 16 | | | DR/material or alignment |
| 17 | | | |
| 18 | | | |
| 19 | favored enemy 4 | | |
| 20 | | dispelling weapon 4/day | DR/epic |
Alignment
Cannot be true neutral
Class skills
Intimidate, Perception, Search, Sense Motive, Knowledge (geography), Profession (household, social, wilderness)
Based on the line selected the Avenger may get additional class skills
Favored Enemy
If you choose Favored Enemies line, at 1st level, and every 6th level thereafter the character chooses one group of creatures as favored enemies:
| Favored enemy | Creature types | Bonus class skill |
| Constructs | construct | knowledge (arcane) |
| Exotic creatures | aberration, ooze | knowledge (dungeons) |
| Humanoids | humanoid - must be narrowed down | knowledge (local) |
| Magical creatures | dragon, fey, magical beast | knowledge (arcane) |
| Monstrous humanoids | giant, monstrous humanoid | knowledge (nature) |
| Natural creatures | animal, plant, vermin | knowledge (nature) |
| Planar creatures | elemental, outsider | knowledge (planes) |
| Undead | undead | knowledge (religion) |
The character must narrow down the humanoid category. The DM decides what is a suitable width based on the campaign. Limiting aspects can be:
- alignment
- religion or philosophy
- area or nation
- race
- occupation
- organization
- clan or family
The character gets one or more bonus knowledge skills as class skills, depending on the favored enemies chosen.
The character gains a bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against the selected enemies. Likewise, he gets a similar bonus on weapon damage rolls against them. If using missile or thrown weapons, he must be within 30ft of the target to gain the damage bonus. These bonuses start at +2 and improve thereafter to a maximum of +5, as shown on the table below.
| Level | 1st enemy | 2nd enemy | 3rd enemy | 4th enemy |
| 1 | +2 | | | |
| 2 | +2 | | | |
| 3 | +3 | | | |
| 4 | +3 | | | |
| 5 | +4 | | | |
| 6 | +4 | | | |
| 7 | +5 | +2 | | |
| 8 | | +2 | | |
| 9 | | +3 | | |
| 10 | | +3 | | |
| 11 | | +4 | | |
| 12 | | +4 | | |
| 13 | | +5 | +2 | |
| 14 | | | +2 | |
| 15 | | | +3 | |
| 16 | | | +3 | |
| 17 | | | +4 | |
| 18 | | | +4 | |
| 19 | | | +5 | +2 |
| 20 | | | | +2 |
Antimagic
If you choose Antimagic line, you gain Spellcraft as a class skill.
Vicious Strike (Ex)
When the character readies an attack to disrupt a spell caster or a spell-like ability, this attack deals double damage.
Dispelling Weapon (Su)
As a standard action, the character can use his melee weapon to make a directed dispel at one creature or object. The character must make a successful melee attack against the targeted opponent and deal damage in order for the dispel to work. If these conditions are satisfied, the creature or object is targeted with a dispel magic spell, with casting level equal to the character's Avenger class level.
Ranged Dispel (Su)
The character can use the Dispelling Weapon action even with a missile or thrown weapon, but only from within 30ft.
Bypass DR (Su)
If you choose Bypass DR line, your melee weapons (including natural weapons such as claws or Unarmed's attacks) are considered to be magical, aligned or made of special material when determining whether they can penetrate damage reduction. The weapon's characteristics are otherwise unchanged, i.e. it does not gain enhancement bonuses nor will it cut materials more efficiently than a normal weapon of its type. The progress of these penetration capabilities depend on the Avenger's philosophy, as shown on the table below.
| Level | Christian Islamic Jewish | Hermetic | Chaldean | Gaia |
| 1 | DR/magic | DR/magic | DR/magic | DR/magic |
| 2 | | | | |
| 3 | | | | |
| 4 | DR/alignment | DR/adamantine | DR/cold iron | DR/silver |
| 5 | | | | |
| 6 | | | | |
| 7 | | | | |
| 8 | DR/silver | DR/cold iron | DR/alignment | DR/adamantine |
| 9 | | | | |
| 10 | | | | |
| 11 | | | | |
| 12 | DR/cold iron | DR/silver | DR/adamantine | DR/alignment |
| 13 | | | | |
| 14 | ranged bypass | ranged bypass | ranged bypass | ranged bypass |
| 15 | | | | |
| 16 | DR/adamantine | DR/alignment | DR/silver | DR/cold iron |
| 17 | | | | |
| 18 | | | | |
| 19 | | | | |
| 20 | DR/epic | DR/epic | DR/epic | DR/epic |
DR/magic (Su)
The character's melee weapons penetrate damage reduction as if they were magical. However, the weapons gain no additional enhancement bonuses.
DR/alignment (Su)
The character's melee weapons are considered to be equally aligned as the character himself. If he is lawful, his weapons are lawful. If he is good, his weapons are good aligned as well. And if he is lawful good, his weapons are both lawful and good aligned, when determining whether he can penetrate damage reduction.
DR/material (Su)
The character's melee weapons penetrate damage reduction as if they were made of the specified material - silver, cold iron or adamantine. However, the actual material does not change.
DR/epic (Su)
At 20th level, the character's weapons can penetrate even the damage reduction of the most fearsome outsiders.
Ranged Bypass (Su)
The character can use all his Bypass DR abilities even with a missile or thrown weapon, but only from within 30ft.
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