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