ADMC

 

ClassAvenger

Page history last edited by Ville Makkonen 2 yrs ago

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.

 

LevelFavored enemyAntimagic 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/dayDR/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 humanoidsgiant, 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.

 

Level1st enemy2nd enemy3rd enemy4th 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.

 

LevelChristian

Islamic

Jewish

HermeticChaldeanGaia
1 DR/magicDR/magicDR/magicDR/magic
2
3
4 DR/alignmentDR/adamantineDR/cold ironDR/silver
5
6
7
8 DR/silverDR/cold ironDR/alignmentDR/adamantine
9
10
11
12 DR/cold ironDR/silverDR/adamantineDR/alignment
13
14 ranged bypassranged bypassranged bypassranged bypass
15
16 DR/adamantineDR/alignmentDR/silverDR/cold iron
17
18
19
20 DR/epicDR/epicDR/epicDR/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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