Sunday, October 21, 2012

Commoner (3.5E)


The nondescript character easily found anywhere, there's little reason for them to actually be out here adventuring other than some silly reason like surviving, bribery, a bet or as a service to actual warriors. However, you may never know what sort of special spark lies within these normal men and women.

Play style: The Commoner is so simple to play that it is not even recommended for normal play, due to the disadvantages you would have against even other simple classes. In normal games, they shouldn't even have stats, or at best you'd expect them to be mooks, but sometimes... sometimes, there's an exception to that rule.

Backgrounds: The Commoner is literally just about anybody -- the beggar down the street, the blacksmith in the smithy, the butler in the castle halls, the farmer who doesn't even have militia training.

Armor and Gear: The Commoner lacks any form of training in armor and weaponry, and basically has the exact same proficiencies in armor and weapon that a Wizard has (but without the magical training). In addition, their other gear would be whatever is appropriate for their regular profession.
Commoner Armor and AC
Type / Base AC / Attack Penalty
None / 10 / -
Light / 10 / -
Heavy / 10 / -2
Shield / +1 / -2

Commoner Weapon Proficiencies
Small Weapons: 1d4 (one handed), 1d6 (two-handed)
Simple/Light Weapons: 1d4 (one-handed, -2 to hit), 1d6 (two-handed, -2 to hit)
Martial/Heavy Weapons: 1d6 (one-handed, -4 to hit), 1d8 (two-handed, -4 to hit)

Commoner Ranged Weapon Proficiencies
Small:
 1d4 (thrown)
Simple/Light: 1d4 (thrown, crossbow, bow, -2 to hit)
Martial/Heavy: 1d6 (crossbow, bow, -4 to hit)

Commoner Starting Stats
Base AC
: 10
Base PD: 10
Base MD: 10
Backgrounds: 6 Points

Ability Scores
You can add +2 to any one stat, as long as you have not added to that score with your racial bonus.

HP: 3 x (6 + CON)
Recovery Dice: 1d6 per level + CON mod
Recoveries: 8


One Unique Thing: Unlike other classes, this is actually quite optional for the commoner; the fact that he's able to adventure at all might be considered a rare enough thing.

Icon Relationships: (3 points) Unlike other classes, this is optional for the commoner; it's very rare for any commoner to be even close to any organization, although the Prince of Shadows does tend to love the nondescript

Commoner Melee Attack
At-Will
Attack
: Strength modifier + Level vs. AC
Hit: WEAPON + Strength damage (1 melee weapon die per level)
Miss: --

Commoner Ranged Attack
At-Will
Attack
: Dexterity modifier + Level vs. AC
Hit: WEAPON + Strength damage (1 ranged weapon die per level)
Miss: --

Commoner Talents

Single Class Commoner: Choose at most 2 of the following talents (unlike other classes, you can choose to skip choosing talents entirely). Multiclass Commoners do not get any talents from the Commoner class. You can gain 1 more talent at level 6, but only as a single class commoner.  If the GM is being generous, then he might let you get 3 talents instead of 0-2 talents, with additional talents at levels 4 & 7, but the default assumption is that you can start without talents or feats, and even with them you're not as good as a regular class character.



Militia Training


You gain +3 with a Background on "Militia Training" or an equivalent background that explains how you got to learn how to use better than scrap weaponry. You gain a +2 to hit with Light and Heavy weapons, and your damage dice with these weapons increases in size by one (d4s become d6s, etc.). In addition, you gain a +2 to AC and PD when wearing light armor (+3 to AC and +2 to PD when wearing heavy armor), and do not get a penalty to attack rolls when wearing heavy armor or wielding a shield.
(Adventurer feat): Once per battle + a number of times per day equal to your Strength modifier, you can spend a quick action to increase the size of one weapon's damage die by one, but only for the next attack before the end of your current turn.
(Champion feat): A number of times per day equal to your Constitution modifier can spend a quick action to give yourself +1 to AC (+2 with a shield) until the start of your next turn.
(Epic feat): Once per day you can spend a recovery point to gain a bonus to initiative equal to your Dexterity modifier.

Adept Training

You gain +3 with a Background on "Adept Training" or an equivalent background that explains how you can cast magic. Choose a class that can cast arcane or divine spells. You gain a level one spell from that class. Starting at fifth level, you may replace that spell, so long as the new spell is two levels lower than your current level (so you can replace your level 1 spell with a third level spell instead, then at level 7 you can replace that with a 5th level spell, and so on).
(Champion feat): Once per day you can spend a quick action to treat the spell you know as if it were two levels higher.
(Epic feat): Choose another spell from the same class you chose that is level 5 or lower. You now know that spell.

Survivalist

Your base HP Factor goes up to 7 + CON instead of 6 + CON, and your Recovery Dice becomes 1d8 instead of 1d6.
(Adventurer Feat): Your recovery dice becomes 1d10 instead of 1d8.
(Adventurer Feat): Your base HP factor becomes 8 + CON instead of 7 + CON.
(Champion Feat): Once per day you can attempt to rally as an interrupt to an attack that would normally have dropped you to zero or lower. Note: the healing is done immediately after you take damage, but immediately before you fall unconscious.
(Epic Feat): Once per day you can lose all but one of your remaining recoveries to turn a failed death save into a success, with the last recovery spent to heal you up.  This talent requires you to have at least three recoveries to take effect.

Stubborn As A Mule

You gain a +3 to your MD.
(Epic feat): You're really adamant about a lot of things, especially about not dying: you gain a +1 to your saving throws, and the GM may even lower saving throws if deemed appropriate -- yes, even death saving throws (although don't expect this to happen unless you've been really doing well in the role-playing of a stubborn as a mule sort of PC, and even then it's probably going to be just once per session thing (not even once per heal-up or once per day)).

Adept's Familiar

Special: You can only take this talent if you have Adept Training
You get the same access to the same familiars as a Wizard, but because the adept tends to struggle in terms of magic, he has a bit of difficulty in controlling his familiar too (GMs, try to play this up whenever you can). The fact that a divine caster could have a familiar might be quite interesting for the Archmage, High Priestess, Crusader and Elf Queen, among others.
(Champion feat): The familiar ends up helping you in your studies with magic or prayers one way or another. Gain an additional spell from the class you chose to gain a spell from, with the same restrictions as that of Adept Training.

Warrior's Expertise

Special: You can only get this talent if you have Militia Training
Choose a level one Fighter maneuver. You gain that maneuver. Starting at fifth level, you can replace that maneuver with a maneuver that is two levels lower than your current level.
(Adventurer feat): Gain a second Fighter maneuver, following the same restrictions as Warrior's Expertise.

Noble's Entourage

Special: This talent is the equivalent of two talents instead of one
You gain the service of a mercenary, who is just as much a commoner as you are (except you're probably the richer of the two, assuming he isn't your slave or anything). It is assumed that payment for protecting you would come from a particular financial source, although if you lack such a resource, expect this mercenary to quickly turn on you, especially in your sleep, if his loyalties lie in only gold. If the mercenary is slain, tough luck: you'll have to wait until you get to the nearest area of civilization before you can try to hire another mercenary, although if GMs can fit in a wandering mercenary into the picture, that's probably going to be your only saving grace. Interactions involving the recruiting of mercenaries gain a +3 circumstantial bonus, although don't expect that they'll be coming up to you begging for you to hire them.

The mercenary goes immediately before you, although his default action is to intercept anyone attempting to harm you, so if you want him to do something else, you should spend a quick action during your turn to tell him what to do on his next turn. The GM is ultimately the one in control of this mercenary however, so make sure he's well rewarded (the mercenary I mean).

When the mercenary is harmed, he can rally like any PC. However, he spends your recovery points instead, although when either of you rally next to the other, both gain the benefits of rallying.
(Adventurer feat): Once per day when the mercenary is engaged with you, one attack that hits you, hits the mercenary instead.
(Adventurer feat): Once per day, the mercenary can make two attacks as a standard action.
(Champion feat): Once per day for an entire battle, the mercenary can daze enemies he hits with a natural 16+.

Use the following formula for determining the mercenary's stats. Just remember that it's always one level lower than you.
Attack: 4 + Level vs. AC
Damage: 1d8 per level (1d6 at level 0)
AC: 12 + level
PD (or MD): 12 + level
MD (or PD): 10 + level
HP: 13 + 7 per level

Note: these are the stats for a warrior mercenary (GMs, it's up to you if you want to make him more complicated, perhaps one maneuver or talent would be good to add, but there should be seriously good reasons for the mercenary to have them). A caster mercenary is possible to acquire, but only upon GM discretion (and likely at level 7 or higher). GMs, if the mercenary is a caster, please lower the damage by one damage die, switch the MD and PD as appropriate, grant the caster at most one at-will and one encounter power whose level is appropriate for the mercenary in question, and lower the HP to 10 + 6 per level.

Diplomatic Aid

You gain +3 to the "Diplomat" background (or any equivalent background of your choice).  Once per day, you can attempt to explain to your GM how and why a particular Icon would help influence a given scenario.  If he agrees, roll a normal save.  If you succeed you gain a +2 Positive relationship with that Icon for the rest of the day.  Failure means you still get aid, but not necessarily from the said Icon, and not necessarily in the way you'd like it; the GM rolls a d12, with each number corresponding to a different icon (except the Prince of Shadows).  You gain a +1 Conflicted [or Negative, depending on how you and your GM work things out] relationship with the resulting icon for the rest of the day.  If the result of the d12 is the same Icon you invoked, the Prince of Shadows interferes, which means you gain a +1 Conflicted relationship with him for the rest of the day.

Sunday, October 14, 2012

Bladesinger


The Queen's Wood is claimed to be the birthplace of the first bladesingers -- warriors who mix elven grace and fey magic into a deadly dance of grace and flourish.  Also known as swordmages, these secretive masters of arcane swordplay have jealously guarded their secrets for ages, to little avail: Arcane students who dabble in martial skill and warriors who wish to have an edge over their more mundane enemies eventually learn those secrets, one way or another...

Play style: A Bladesinger is a very complex class by default.  If you want to play it simple, try getting only one type of spell -- preferably Evocations -- but even then you might find it a little more complicated than Fighters or Avengers.

Backgrounds: Bladesingers come from various walks of life, but most can be found in the Queen's Wood as well as Horizon, and any place where magic is bountiful and martial trainers are never in short supply.  Favoring mobility and magic over heavy armor, these warriors tend to have skills that allow them to be somewhat well-rounded in both arts, although most prefer a more martial bent to their training.

Armor and Gear: Bladesingers tend to constantly protect themselves with a bit of magic, to a point where even when they're unconscious they're protected by it.  As a result, it's pretty easy for anyone who can detect magic to point out a Bladesinger in the middle of a crowd unless the Bladesinger willingly suppresses the magic as a free action (-1 to AC until magical protection re-enabled).  The table below shows the base AC of the Bladesinger while this magical protection is in effect:
Bladesinger Armor and AC
Type / Base AC
None / 11
Light / 13
Heavy / 12
Shield / +1

Bladesingers start with equipment appropriate to their background -- perhaps their longsword is of elven make and is both sleek and able to reflect light in an unusual manner, or their dagger is a ritual dagger taken from the corpse of a demon that was summoned by a group of occultists, or their greatsword was carved from the core of an oak tree and imbued with a ritual spell that made it as good as any steel blade.  Nothing really spectacular aside from their weapon.

Bladesinger Weapon Proficiencies
1d4
: Daggers, knives, batons
Useful for rituals, gutting food, or slitting sleeping necks open.
1d6: Clubs, handaxes, maces, short swords, big knives, short spears
Allows for easy handling and decent damage.
1d8: Axes, hammers, longswords, scimitars, longspears
Typical for bladesingers of all sorts, since it allows them for the best amount of damage while keeping their hand free for their spells (especially their wards).
1d10: Bastard Swords, Battleaxes, Halberds (2H), other polearms (2H), flails, morningstars
Most 1d10 weapons require two hands to use properly. Starting at 2nd level, you can take the 1-Hander feat and learn to use a particular 1d10 weapon one-handed (except for those marked 2H). If you use a 2H weapon one-handed you take a -4 attack penalty.

Bladesinger Ranged Weapon Proficiencies
1d4
: Thrown daggers, knives, clubs, throwing stars
1d6: Thrown javelins, spears; shortbow, light crossbow
1d8: Longbow, heavy crossbow

Bladesinger Starting Stats
Base AC
: 13
Base PD: 10
Base MD: 12
Backgrounds: 8 Points

Ability Scores
You can add +2 to your Intelligence or your Dexterity, so long as you have not added to that score with your racial bonus.

HP: 3 x (7+Con)
Recovery Dice: 1d8 per level + Con mod

Bladesinger Melee Attack
At-Will
Attack
: Intelligence + Level Modifier vs. AC
Hit: WEAPON + Strength damage (1 melee weapon die per level)
Miss: damage equal to your level

Bladesinger Ranged Attack
At-Will
Attack
: Intelligence + Level Modifier vs. AC
Hit: WEAPON + Dexterity damage (1 melee weapon die per level)
Miss: --

Bladesinger Talents

Single class Bladesinger: Choose 3 of the following Bladesinger talents.

Bonded Weapon
You can spend one hour meditating on your weapon of choice, bonding with it and imbuing it with magic.  As a standard action you can call it to your hand even if it is far away, and it will try its best to fly or teleport back to your hand in the quickest way possible.  You cannot bond with more than one weapon (successfully bonding with a new weapon immediately discards the previous binding).
In the event that the weapon is broken, as long as you have one piece of the weapon, you can call back all of its other fragments and re-forge the weapon after one hour of meditation (if there are fragments that are completely destroyed, the weapon will grow them back).
(Adventurer feat): Calling the weapon to your hand takes a quick action instead of a standard action.
(Champion feat): Attempts to disarm or destroy the weapon gain a +2 on the DC.
(Epic feat): You are so intimately bonded to your weapon that a bit of your soul is permanently embedded in it.  For purposes of resurrection the blade is considered a legitimate substitute for your body.  Additional benefits may depend on a variety of factors.

Aegis
You gain the ability to impede a nearby enemy with an aegis -- an enemy-specific ward spell -- as a quick action.  The aegis lasts until you are knocked unconscious, you cast the ward on a different opponent, or the end of a battle.
Choose one of the following types of aegis:
Aegis of Assault: You can teleport to engage the enemy with your aegis as a move action, so long as he is in the battlefield (even if you can't see him, although if there isn't a space next to him where you can squeeze into, you are teleported to as close a spot to him as possible; just don't expect that the destination would be a safe place to be).
(Adventurer feat):  You add your Strength modifier to the miss damage of your melee attacks against the enemy with your aegis.
(Champion feat): Once per battle you can inflict 10 ongoing damage to the enemy with your aegis.  In addition, you can spend a recovery point to make the save hard (16+) instead of normal (11+).
Aegis of Ensnarement: At the end of each of your turns, you can spend a quick action to teleport that enemy next to you (forcing him to engage you), so long as he is nearby.
(Adventurer feat): Each time you activate the aegis, the enemy becomes constrained until the end of its next turn.
(Champion feat): Once per battle, when you activate the aegis, make an Dexterity check against the enemy's MD.  On a success, he is stunned (save ends).
Aegis of Shielding: When you choose to protect an ally with your Warding spell and the enemy making the attack is under your aegis, you can reduce the damage inflicted by the enemy by a number of points equal to your Constitution modifier + the current Escalation die.  At level 4, double the reduction granted by your Constitution modifier, and at level 7, triple the damage reduction granted by your Constitution modifier.
(Adventurer feat): Once per battle, reduce the damage further by an amount equal to your level.
(Champion feat): Once per battle, in addition to reducing the enemy's damage, you can choose to gain a number of temporary hit points equal to the amount of damage you subtracted from the attack.

Ghost Blade
Once per day, you can choose to gain Displacement for the next attack against you before the end of battle as a quick action.
After the battle roll a d20. 16+ you can use this ability again later in the day.
(Champion Feat): You can ignore creatures protected by the Displacement ability while you benefit from this talent.

Eldritch Speed
Once per battle at the start of each fight, you can take a move action before anyone's turn starts.
(Epic feat): Once per day, you can take a standard action as a quick action.

Learned Magic
Choose one of the Icons.  You can gain a +1 to your Relationship Die with them unless you already have a +3 to your relationship, and you can choose one spell from a class associated with them instead of a spell available to your class (see below).  At higher levels, you can choose to replace the spell you learned with a new spell but, that spell must be two levels lower than your current level.
Archmage: Wizard
Diabolist: Occultist
Elf Queen: Chaos Shaman
High Druid: Druid
Lich King: Necromancer
Priestess: Cleric
The Three: Sorcerer

Cantrips
You can cast the same cantrips as a Wizard, with the same limitation of three cantrips per day, but unlike the Wizard, your cantrips last half as long (5-30 minutes at adventurer tier, 30-180 minutes at champion tier, and 1-6 hours at epic tier).
(Champion feat): You gain one additional use of a cantrip.
(Epic feat): You can extend the cantrip for one more hour than normal, but only on a successful Intelligence check.


Living Blade
Once per day, you can spend standard action to allow your weapon to move on its own for the remainder of battle, but only while you are nearby and -- if your weapon is a true magic item -- if the magic item agrees to be wielded in such a manner.  If you are too far away, it drops on the floor. You can make an attack through it as a standard action.
 (GM Note: while I'm sure most weapons would love to have free reign on relentless carnage, if you think that this doesn't apply to the weapon, feel free to require an Intelligence check before this spell can be activated, with failure allowing the spell to work as written, but with penalties to attack [or even requiring a roll to keep the sword from attacking his allies!] as appropriate)
(Adventurer feat): You can activate this as a quick action instead of a standard action.
(Champion feat): Once per round you can mentally order the weapon to attack as a quick action.
(Epic feat): For the duration of the battle it gains complete sentience, able to take actions independent from you regardless of range (GMs, I suggest you treat the sword as a standard creature of the same level as the PC).  Mundane weapons can only understand simple orders, but at least they stick to them on a literal basis without question.  Magical weapons can understand complex orders, but well... let's just say that they might have their own agendas.

Spells

Bladesingers use three types of spells: Evocations, incantations, and power words.  Evocations are spells that are easily performed (take only a quick action) and often enhance either the warrior, or the weapon's attacks.  Incantations are spells that require extensive maneuvers and verbal chanting to perform (take a standard action), and allow the bladesinger to fully delve into magic almost as proficiently as any other caster.  Power words are special in that they need to be prepared ahead of time by inscribing or imbuing the spells' powers into the weapon -- or if he really wants to risk it, into his armor or body -- and then saying the single word that activates the spell he wishes to call forth.

Power words in particular are the hardest to take full advantage of, because there are a number of things going on with this type of spell.  First off, they are all daily spells (no exception).  If there are more power words in a single object than your character level, the object gains a tiny bit of sentience (personality is based on the power words currently in the object, GMs feel free to be creative on this).  If there are more power words in a single object than twice your character level OR if the object is a true magic item and you have more power words in it than your character level, you are considered over-attuned regardless of the number of magic items you currently have (due to the battle of wills between the caster, the spells, and the sentient item).

Level 1 Evocations
All Bladesingers have the Warding evocation:

Warding
At-Will
Requirement: One hand must be free
Effect: You gain a +2 to AC while you fulfill the requirement for this evocation.  When a nearby enemy attacks a nearby ally, you can choose to transfer this AC bonus to the ally as an interrupt, but only if the ally did not Challenge the attacking enemy (see: Paladin talent).
(Champion feat): A number of times per day equal to your Constitution modifier, you can choose to gain resistance to one of the following damage types whenever you cast your Warding spell: fire, cold, lightning, thunder.  The value of this resistance equals your Constitution modifier + the current Escalation die, and can be transferred along with the AC bonus when interrupting an attack.
Author's Note: The resistance lasts only as long as the ward is active.  The moment you transfer the ward to an ally, after the attack you interrupted is resolved, you'll need to activate your ward again to be able to regain the resistance.
(Epic feat): The Warding spell grants a +3 to AC instead of +2

Heart of the Blade
Once per battle
Requirement: One hand must be free
Effect: Your attacks deal extra damage equal to your level + the current Escalation Die until the end of your next turn.  The benefit also ends if you stop fulfilling the requirements of this spell
(Adventurer feat): You can spend a quick action to add 1d4 per level to the damage of your next attack before the spell ends, but only if it hits.  If you are using a two-handed weapon, add 1d6 per level instead.
(Champion feat): Enemies you hit with melee attacks while this spell is in effect are dazed for their next attack.
(Epic feat): When this spell is about to end, roll a d20.  On a 11+ you can use this spell again later in the battle.



Level 1 Power Words

Spark
Melee Flexible Attack
Triggering Roll: Any even miss
At-Will
Effect: One nearby enemy takes lightning damage equal to your Intelligence modifier + level.
(Adventurer Feat): If the enemy damaged by this power word takes a move action before the start of your next turn, it takes damage equal to your Intelligence modifier + level.

Chill
Melee Flexible Attack
Triggering Roll: Any even hit
At-Will
Effect
: One nearby creature of your choosing loses its next move action.

Burn
Melee Flexible Attack
Triggering Roll: Any odd hit.
Once per battle
Effect: Make an Intelligence attack vs. PD against 1d3 nearby enemies.  They take 1d8 per level fire damage.

Glitter
Melee Flexible Attack
Triggering Roll: 16+
At-Will
Effect:  One nearby creature of your choosing takes a -2 penalty to hit until the end of its turn, which does not stack with daze.

Level 1 Incantations
Sword Burst
Melee Spell; At-Will
Targets
: Each engaged enemy
Attack: Intelligence + Spell level vs. PD
Hit: 1d6 force damage.
Level 3: 3d6 force damage.
Level 5: 5d8 force damage.
Level 7: 7d8 force damage.
Level 9: 9d10 force damage.
(Champion feat): Once per battle, after using this spell you can make an Intelligence check vs. PD against each engaged enemy as a quick action.  On a hit, they become constrained until the end of their next turn, but if they got hit by this spell, they also take ongoing 10 damage.

Level 3 Power Words

Shine
Melee Flexible Attack
Triggering Roll: 16+
Once per Battle
Effect: The target is dazed until the end of its next turn. Make an Intelligence attack against each nearby creature's PD.  Each creature hit is also dazed until the end of its next turn.

Friday, October 5, 2012

Avenger

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: An Avenger is a straightforward damage-inflicting character, and is a little more complex than the Fighter due to the fact that it uses different types of prayers.  However, it's easy to stick to weapon-enhancing prayers and stick to simple, or to go for spells and be like a secondary caster if you wish.

Backgrounds: Avengers are often of monastic origin, although unlike monks they are trained as paladins in weaponry, and shun armor because it is their belief that armor is for those lacking in faith. 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.

Armor and Gear: 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, drop their AC as follows:
Avenger Armor and AC
Type / Base AC / Attack Penalty
None / 13 / -
Light / 10 / -1
Heavy / 8 / -4
Shield / -1 / -2

Avengers start with a couple of weapons - usually the bigger, the better, although having a concealable or ranged weapon doesn't hurt - and standard nonmagical gear suggested by the character's specific background.

Avenger Weapon Proficiencies
One Handed / Two-Handed

Small: 1d4 / 1d6
Simple or Light: 1d6 / 1d8
Heavy or Martial: 1d8 / 1d10

Avenger Ranged Weapon Proficiencies
Size: Thrown / Crossbow / Bow

Small: 1d4 / - / -
Simple or Light: 1d6 / 1d6 / 1d6
Heavy or Martial: - / 1d8 / 1d8

Avenger Starting Stats
Base AC
: 13
Base PD: 11
Base MD: 11
Backgrounds: 6 Points

Ability Scores
You can add +2 to your Wisdom or your Dexterity, so long as you have not added to that score with your racial bonus.

HP: 3 x (8+Con)
Recovery Dice: 1d10 per level + Con mod

Avenger Melee Attack
At-Will
Attack
: Wisdom + Level Modifier vs. AC
Hit: WEAPON + Wisdom damage (1 melee weapon die per level)
Miss: damage equal to your level

Avenger Ranged Attack
At-Will
Attack
: Dexterity + Level Modifier vs. AC
Hit: WEAPON + Dexterity damage (1 melee weapon die per level)
Miss: --

Avenger Talents

All Avengers have the Oath of Enmity talent

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 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).

Single class Avenger: Choose 3 of the following Avenger talents.

Abjure Undead
Once per battle, you can make a Wisdom attack against a nearby undead enemy's MD. On a hit, you deal 3d10+Wisdom radiant damage and 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.
(Adventurer feat): This talent can now affect demons and dragons as well.
(Champion feat): increase the radiant damage to 5d10+Wisdom, and 8d10+Wisdom at level 8.
(Epic feat): once per day you can make the attack against each nearby undead enemy.

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 Dexterity modifier.
(Adventurer feat): You can add the current Escalation die to the bonus granted by this censure. Double the Escalation die damage by level 4, and triple the Escalation die damage by level 7.
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 Constitution 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 Constitution modifier.
(Champion feat): Once per day, when you attack the enemy you've sworn an oath against, you can spend a recovery as part of the attack, but you do not recover hit points. Instead, roll your recovery dice and deal damage to that enemy equal to the result of your recovery dice roll.
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.

Bloodthirsty Hammer
Once per day, when you hit with an Avenger attack, you can force the target of the attack to be pushed away, forcing it to disengage (GM Note: you determine what happens when this is used to cause the target to hit an obstacle or another opponent).
After the battle roll a d20. 16+ you can use this ability again later in the day.
(Adventurer Feat): The target is pushed far away instead of nearby.
(Champion Feat): The target is weakened and cannot spend move actions (save ends both).
(Epic Feat): You regain the use of this ability on an 11+ instead of a 16+.

Vow of the Relentless
Once per battle you can gain resistance for a round equal to your level as a quick action.
(Adventurer Feat): Once per day you gain temporary hit points equal to your Constitution modifier after the resistance goes away. The temporary hit points double at level 4, and triple at level 7.
(Champion Feat):Once per day you can make this talent's effect last for an entire battle.
(Epic Feat): Once per day you can sacrifice the use of this ability for the rest of the day to completely negate an attack's effects on you (damage and all). Using this will also remove all resistances and temporary hit points you currently have.

Vow of Eternal Pursuit
A number of times per day equal to your Dexterity modifier, you can spend a quick 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.
(Epic Feat): Whenever you use this talent, you do not have to see the destination of your movement to get there (treat everything between where you are and where you're going as if they're not there). (GM Note: While it's tempting to toy around with the idea of allowing them to get stuck in walls and floors when they use this feat, please be fair and not kill them; a suggestion would be to force them out to the nearest space their bodies can occupy intact, maybe at the cost of a recovery [or if they don't have any recoveries left, just have them roll their recovery die and they can take damage equal to that instead]).

Prayers

Avenger prayers come in two forms: aspirations that take only quick actions and enhance weapon attacks, and chants that take up standard actions. These prayers enhance an Avenger, sometimes to beyond mortal capabilities, in an attempt to fulfill their duties to their faith.

Level 1 Aspirations
Bond of Pursuit
At-Will
Effect
: When you hit with a weapon attack this turn, if the enemy you hit didn't end its turn engaged to you, at the start of your next turn you can engage him as a free action if he's nearby (or get near him if he's far away). You must roll your disengagement checks as normal.
(Adventurer Feat): Once per battle, you can automatically succeed on your disengagement checks. Roll a d20 at the end of your turn; 6+ allows you to benefit from this feat again during the battle.

Bond of Retribution
At-Will
Effect
: When you hit with a weapon attack this turn, if any enemy other than the one you hit would damage you before the start of your next turn, the enemy you hit will automatically take damage equal to your Constitution modifier.

Shielded by Faith
Once per battle; roll an 11+ on the attack roll to retain its use this battle.
Effect
: When you hit with a weapon attack this turn, you gain a bonus to defenses equal to the escalation die (minimum 1) against attacks by any creature other than the target until the start of your next turn.
(Champion Feat): The roll needed to retain the use of this aspiration is lowered by the current escalation die.

Oath of the Final Duel
Once per day
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 aspiration ends immediately). In addition, all your weapon attacks against the target deal half damage on a miss.

Level 1 Chants
Bond of Censure
Ranged Prayer; At-Will
Targets
: One nearby enemy
Attack: Wisdom + Spell 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). At the end of its movement, it takes 1d10 radiant damage.
Level 3: 3d12 radiant damage.
Level 5: 5d12 radiant damage.
Level 7: 2d6 x 7 radiant damage.
Level 9: 2d6 x 9 radiant damage.

Radiant Vengeance
Ranged Prayer; At-Will
Targets
: One nearby enemy
Attack: Wisdom + Spell level vs. PD
Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier.
Level 3: 3d8 + Wisdom modifier radiant damage
Level 5: 5d10 + Wisdom modifier radiant damage, double the temporary hit points gained.
Level 7: 7d10 + Wisdom modifier radiant damage
Level 9: 9d12 + Wisdom modifier radiant damage, triple the temporary hit points gained.

Shared Madness
Ranged Prayer; Once per battle
Targets
: 1d3 nearby enemies
Attack: Wisdom + Spell level vs. MD
Hit: The target is plagued by hallucinations, as they plunge into madness. The effect goes away after a round. (GM Note: if you prefer a more straightforward effect, use the improv table for psychic damage, and base the damage from spell level. More creative effects may be utilized if desired)
Level 3: 2d3 nearby enemies
Level 5: each nearby enemy
Level 7: each nearby enemy, and the attack inflicts 5 ongoing damage (save ends)
Level 9: each enemy in the fight, the attack inflicts 5 ongoing damage (save ends), and the non-damaging effect becomes (save ends)

Renewing Strike
Ranged Prayer; Daily (roll a 16+ at the end of the battle to regain the use of this prayer)
Targets
: One nearby enemy
Attack: Wisdom + Spell level vs. PD
Hit: 1d10 + Wisdom modifier radiant damage
Effect: You can spend a recovery after the attack has resolved.
Level 3: 3d10 + Wisdom modifier radiant damage
Level 5: 5d12 + Wisdom modifier radiant damage
Level 7: 7d12 + Wisdom modifier radiant damage
Level 9: 2d6 x 9 + Wisdom modifier radiant damage