Castiel
2011-02-19, 05:52 PM
EDIT: This is not the final version. It is in the process of being edited to more closely fit the Avenger presented in 4e. Check back soon.
So, this class was created with the avenger from 4e in mind, but I took some liberties with mechanics and abilities. The witcher also added some influence. I am worried about the power level being too high, even though it is pathfinder (most classes are tier 2 on the 3.5 scale I believe) and that it has too many things to keep track of (IE lots of level dependent modifiers). Anyways, tear it apart.
THE AVENGER
http://www.gamezone.com/images/gamezone/25/4/47/s25447_pc_26.jpg
"Everything my god needs to say to you can be said with my weapon"
-Geralt of Rivia, an Avenger
In secret temples far from bustling cities and priestly hierarchies, orders of esoteric warriors train their initiates in ancient traditions now forgotten or forbidden by most religious organizations. The champions of these orders are avengers—deadly weapons in the hands of their gods, imbued with divine power through secret rites of initiation. In battle, avengers swear to execute divine vengeance, entering a mental state that gives them unerring focus on a single enemy.
As an avenger, you were trained in a monastery, initiated through secret rites, and imbued with the power to smite your god’s foes. You might be a disciple of Ioun, sworn to hunt and exterminate the minions of Vecna until you one day face the Maimed God. You could be an agent of the Raven Queen, bringing death to those who would defy your mistress. Or perhaps you serve Bahamut as an agent of justice, bringing ruin to tyrants and oppressors. The organizations devoted to your god might view you as a heretic or a hero, but you answer only to your god and to the vows you swore upon your initiation as an avenger. Where will those vows lead you? One thing is certain: Doing the will of your god is never easy and never free of peril.
ROLE: Avengers serve as light weight tanks. Their role is to single out one enemy and kill them as quickly as possible. They are the epitome of a striker. Avengers often travel alone, simply because their work is often nasty and looked down upon. However an avenger is not beyond teeming up with other adventurers and will gladly join a party if their goals fit into the scheme of his god.
ALIGNMENT: the avenger's alignment must be within one step of his god.
HD: D8
CLASS SKILLS
The Class Name's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge [dungeoneering] (Int), Knowledge [nature] (Int), Knowledge [religion] (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim (Str).
Skills Points at Each Level: 4 + int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0| AC Bonus, Mark 1/day, Monster Lore
2nd|
+1|
+3|
+3|
+0| Domains, Combat Style
3rd|
+2|
+3|
+3|
+1| Ambush Strike +1d8, Fast Movement
4th|
+3|
+4|
+4|
+1| Bane, Mark 2/day
5th|
+3|
+4|
+4|
+1| Talent
6th|
+4|
+5|
+5|
+2| Telling Blow, Combat Style
7th|
+5|
+5|
+5|
+2| Mark 3/day, Ambush Strike +2d8
8th|
+6/+1|
+6|
+6|
+2| Talent
9th|
+6/+1|
+6|
+6|
+3| Grand Bane
10th|
+7/+2|
+7|
+7|
+3| Mark 4/day, Combat Style
11th|
+8/+3|
+7|
+7|
+3| Ambush Strike +3d8, Talent
12th|
+9/+4|
+8|
+8|
+4| Camouflage
13th|
+9/+4|
+8|
+8|
+4| Mark 5/day, Deadly Blow
14th|
+10/+5|
+9|
+9|
+4| Greater Bane, Talent, Combat Style
15th|
+11/+6/+1|
+9|
+9|
+5| Ambush Strike +4d8
16th|
+12/+7/+2|
+10|
+10|
+5| Mark 6/day, Hide in Plain Sight
17th|
+12/+7/+2|
+10|
+10|
+5| Oath of the Final Strike, Talent
18th|
+13/+8/+3|
+11|
+11|
+6| Combat Style
19th|
+x14/+9/+4|
+11|
+11|
+6| Mark 7/day, Ambush Strike +5d8
20th|
+15/+10/+5|
+12|
+12|
+6| Talent, Death Stroke [/table]
CLASS FEATURES
Weapon and Armor Proficiencies: Avengers are proficient with all simple weapons, and 4 martial weapons of her choice. She is proficient with light armors.
Mark: Calling on the divine power within them to mark a foe for death. As a swift action she may designate a foe as her mark. Doing so grants her a +1 insight bonus against her enemy. This insight bonus may be applied to one of the following stances, chosen when the mark is decided:
Martial stance: Attack and damage rolls against the target. At 4th level, the avenger is treated as having the Critical Focus feat for the purpose of attacks against the studied foe.
Defensive stance: Armor Class and saving throws against the target’s attacks. At 6th level, the avenger is treated as having the Mobility feat when provoking attacks of opportunity from the studied foe.
Tactical stance: CMB and CMD when initiating or defending against bull rush, disarm, grapple, overrun, and trip combat maneuvers. At 8th level, the avenger no longer provokes attacks of opportunity from the mark when attempting to bull rush, disarm, grapple, overrun, or trip that target; this does not affect attacks of opportunity made by any creature other than the studied foe.
An avenger may change her stance as a move action. The bonus lasts for 1 minute per class level or until the character kills the target. An avenger can have no more than one mark at a time. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the avenger sees proof that his mark is dead, he can select a new mark immediately. The bonus is equal to the avenger’s level (minimum 1). At 7th level, the avenger can mark an enemy as a free action rather than a swift action, and he may select a new mark after waiting 1 hour if he dismisses his mark.
Monster Lore: When making a knowledge check to determine the weaknesses of creatures treat all checks as if they were class skills. Additionally, they are also made with a bonus equal to your avenger level.
AC Bonus: At first level the avenger learns how to use their intellect to predict the movement of attacks, and better defend against them. Whenever the avenger is wearing light armor they gain their intelligence modifier to AC. They lose the benefits of this ability if they wear anything over light armor, or become encumbered.
Domains: At second level the avenger is granted a small amount of divine power by whatever god he worships. He may select two domains in the same manner as a cleric, except he does not gain any spells, only the domain powers. He uses his intelligence modifier instead of his wisdom modifier for determining the number of times he can use his powers per day.
Combat Style: At second level the witcher learns the basics of the three combat styles that make avengers such deadly enemies. An avenger begins play knowing all three combat styles, but can only have one active at a time. Using a style is taxing, and as such cannot be used constantly. A avenger can receive the benefits of a style a number of rounds per day equal to 4 + her constitution modifier, plus two additional rounds for every avenger level after first. These rounds do not need to be consecutive. Switching between styles is a standard action that does not provoke attacks of opportunity. At 9th level this becomes a move action.
Fast style: When wielding a light or one handed weapon an avenger can attack with such speed that his attacks are almost impossible to follow: he sacrifices accuracy for extra attacks. He loses the benefits of this style if he uses a two handed weapon or becomes encumbered.
Flurry of Blows: At 2nd level the avenger gains a flurry of blows attack very similar to the monk ability of the same name. Whenever she makes a full attack she gains a second attack at her highest base attack bonus, however she suffers penalties as if she was dual wielding her main weapon with the two weapon fighting feat (a -2 penalty if the weapon is a light weapon etc.). This cannot be used in conjunction with dual wielding.
Wall of Blades: At 6th level whenever the avenger makes a full attack action using the flurry of blows ability he gains a dodge bonus to his AC equal to ¼ his avenger level.
Greater Flurry: At 10th level the avenger gains more adept at making a flurry of blows. She gains a second extra attack, albeit at an additional -5 penalty similar to the improved two weapon fighting feat.
Double Strike: At 14th level whenever the avenger makes a standard action he may make two attacks at his highest base attack bonus instead of one. The normal penalties for dual wielding apply.
Opportune Strike: At 18th level whenever the avenger makes an attack of opportunity she may make two attacks. The penalties for dual wielding apply as normal.
Strong Style: When the witcher is wielding a two handed weapon, or a one handed weapon in two hands he learns how to beater utilize his strength, and is able to cause massive damage. When using this style she is treated as having the power attack feat.
Overhand Swing: At 2nd level whenever an avenger makes a single attack (this attack can be part of a charge) with a two-handed weapon, he adds double his strength bonus on damage rolls.
Backswing: At 6th level an avenger can add two times his strength modifier to all attacks he makes with a two-handed weapon.
Overpower: At 10th level as a standard attack action an avenger can make an attack at his full attack bonus. If the attack hits he may make a bulrush, or trip attempt as a free action that doesn’t provoke attacks of opportunity.
Grand Power Attack: at 14th level whenever the avenger makes a power attack the damage is doubled, instead of increased by half.
Devastating Blow: At 18th level the avenger can make a single melee attack at a -5 penalty. If the attack hits it is treated as a critical threat. Special abilities that activate only on a critical hit do not activate. If the attack would be a critical anyways, the critical multiplier is instead increased by one.
Group Style: The witcher adopts a style which allows her to better fight off multiple enemies. This style focuses on attacking multiple enemies in the same turn, and staying mobile in order to avoid being pin cushioned.
Group Sense: At 2nd level the avenger gains a +1 bonus to AC for every enemy that threatens her beyond the first and can no longer be flanked.
Whirlwind Attack: At 6th level the avenger gains the benefit of the whirlwind attack feat. If she already has this feat she instead gains a +1 competence bonus on all attacks made in this manner.
Mobile Strike: At 10th level the avenger can combine a move action with a full attack action. He may take the attacks at any point along the movement.
Greater Whirlwind: At 14th level the avenger becomes more adept at making whirlwind attacks. Whenever she makes a whirlwind attack she gains a reach of 10 ft for determining which enemies she can attack.
Retaliation: At 18th level whenever the avenger takes a full attack action any creature that attacks her in the following round provokes an attack of opportunity.
Ambush Strike: If a 3rd level avenger can catch an opponent unprepared, he can make a deadly blow. Any time the avenger’s opponent is unaware of the avenger, any successful attacks that the avenger makes deals +1d18 points of precision damage. In addition, if the damage would be lethal, it can be nonlethal instead. The avenger may use ambush attack with ranged weapons from a distance equal to total Spot bonus * 5ft. Creatures immune to critical hits are immune to precision damage. This bonus increases at seventh level and every four levels thereafter.
Fast Movement: A 3rd level avenger’s body is strengthened by the divine power of his god and he can move faster because of it. The avenger gains a divine bonus to his speed equal to the value that corresponds with his level. This ability is lost If the avenger wears medium or heavy armor, or becomes encumbered.
Bane: At 5th level the avenger can make his blade anathema to his mark. As a swift action the avenger can activate this ability to give his weapon the bane quality, although it only affects his mark. If his weapon already has the bane quality and it would affect the mark, it instead deals 1d6 extra damage. This ability can be used a number of rounds equal to the avenger’s level and do not need to be consecutive. If the weapon is dropped or leaves the avenger’s hand in any way this effect immediately ends.
Talent: At 5th level and every three levels thereafter an avenger can select a talent from the list below. An avenger can use these tricks a number of times per day equal to ½ her avenger level + her intelligence modifier. Once selected a talent can not be retrained. An avenger may never select the same talent more than once.
Aiding Attack (Ex): The avenger can use this trick as a free action when he hits an enemy with an attack. The next ally who makes an attack against the target creature before the start of the avenger’s next turn gains a +2 circumstance bonus on that attack roll.
Deft Stand (Ex): The ranger can spend a move action to stand up without provoking attacks of opportunity.
Distracting Attack (Ex): The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Hateful Attack (Ex): The ranger can use this trick as a free action when he makes an attack against his mark. The ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range such as the keen spell.
Hobbling Attack (Ex): The ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Quick Climb (Ex): The ranger can climb at his full speed as a move action without penalty.
Quick Healing (Ex): As a swift action, the ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the ranger can administer a potion to an unconscious character as a move action.
Quick Swim (Ex): The ranger can swim at his full speed as a move action without penalty.
God’s Counsel (Ex): As a swift action, the ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.
Catfall (Ex): The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage.
Rattling Strike (Ex): The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Second Chance Strike (Ex): When he misses with a melee attack, the ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Skill Sage (Ex): As a free action, the ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability. of the divination is equal to the ranger’s level.
Devoted Leap (Ex): As a free action, the ranger can attempt a running jump without moving 10 feet before the jump.
Surprise Shift (Ex): Whenever your mark moves (5ft step or a move action) the avenger can move 5-feet as an immediate action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Tangling Attack (Ex): The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Uncanny Senses (Ex): As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.
Upending Strike (Ex): The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Vengeance Strike (Ex): The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
Telling Blow: At 6th level, an avenger can aim her blows at the weakest point in her mark’s defense. Whenever she chooses a mark she may make an appropriate knowledge check to determine the weaknesses of the creature (DC 10 + HD). If the check succeeds the avenger ignores up to 5 points of damage reduction. This ability cannot be used against creatures that are immune to critical hits or otherwise lack discernible weak points. This ability stacks with the Penetrating Strike feat. If she fails the check the first time she must wait three rounds before trying again.
Grand Bane: At 9th level the avenger’s weapons are even more powerful against her mark. The damage from her bane ability increases by 1d6.
Deadly Blow: At 10th level, the avenger’s awareness of her studied foe allows her to find weak spots where none should exist. Whenever an avenger makes a knowledge check to determine her marks weakness and beats the Knowledge check DC by 10 or more may ignore the target’s natural damage reduction and immunity to critical hits and sneak attacks. This does not apply to immunities granted by spells, environmental effects, or equipment. If she fails the check the first time she must wait three rounds before trying again.
Camouflage: At 12th level the avenger gains the camouflage ability. This functions as the ranger ability of the same name.
Greater Bane: At 14th level the avenger’s weapon is like poison to her mark. The damage from het bane ability further increases by 2d6.
Hide in Plain Sight: At 16th level the avenger gains the hide in plain sight ability. This functions as the ranger ability of the same name.
Oath of the Final Strike: At 17th level the avenger learns to purge the humanity from her body and strike with a divine clarity. An avenger can make a full attack action against her mark, and declare that she is making an oath of the final attack. Every attack made that round does her full ambush attack damage. Once this attack is used it cannot be used again until three rounds have passed.
Death Stroke: At 20th level the avenger becomes the master of the art of killing. She can, as a standard action, make a single attack against a mark at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the avenger’s level + the avenger’s intelligence modifier. An avenger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. An avenger can use this ability once against each mark.
So, this class was created with the avenger from 4e in mind, but I took some liberties with mechanics and abilities. The witcher also added some influence. I am worried about the power level being too high, even though it is pathfinder (most classes are tier 2 on the 3.5 scale I believe) and that it has too many things to keep track of (IE lots of level dependent modifiers). Anyways, tear it apart.
THE AVENGER
http://www.gamezone.com/images/gamezone/25/4/47/s25447_pc_26.jpg
"Everything my god needs to say to you can be said with my weapon"
-Geralt of Rivia, an Avenger
In secret temples far from bustling cities and priestly hierarchies, orders of esoteric warriors train their initiates in ancient traditions now forgotten or forbidden by most religious organizations. The champions of these orders are avengers—deadly weapons in the hands of their gods, imbued with divine power through secret rites of initiation. In battle, avengers swear to execute divine vengeance, entering a mental state that gives them unerring focus on a single enemy.
As an avenger, you were trained in a monastery, initiated through secret rites, and imbued with the power to smite your god’s foes. You might be a disciple of Ioun, sworn to hunt and exterminate the minions of Vecna until you one day face the Maimed God. You could be an agent of the Raven Queen, bringing death to those who would defy your mistress. Or perhaps you serve Bahamut as an agent of justice, bringing ruin to tyrants and oppressors. The organizations devoted to your god might view you as a heretic or a hero, but you answer only to your god and to the vows you swore upon your initiation as an avenger. Where will those vows lead you? One thing is certain: Doing the will of your god is never easy and never free of peril.
ROLE: Avengers serve as light weight tanks. Their role is to single out one enemy and kill them as quickly as possible. They are the epitome of a striker. Avengers often travel alone, simply because their work is often nasty and looked down upon. However an avenger is not beyond teeming up with other adventurers and will gladly join a party if their goals fit into the scheme of his god.
ALIGNMENT: the avenger's alignment must be within one step of his god.
HD: D8
CLASS SKILLS
The Class Name's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge [dungeoneering] (Int), Knowledge [nature] (Int), Knowledge [religion] (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim (Str).
Skills Points at Each Level: 4 + int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0| AC Bonus, Mark 1/day, Monster Lore
2nd|
+1|
+3|
+3|
+0| Domains, Combat Style
3rd|
+2|
+3|
+3|
+1| Ambush Strike +1d8, Fast Movement
4th|
+3|
+4|
+4|
+1| Bane, Mark 2/day
5th|
+3|
+4|
+4|
+1| Talent
6th|
+4|
+5|
+5|
+2| Telling Blow, Combat Style
7th|
+5|
+5|
+5|
+2| Mark 3/day, Ambush Strike +2d8
8th|
+6/+1|
+6|
+6|
+2| Talent
9th|
+6/+1|
+6|
+6|
+3| Grand Bane
10th|
+7/+2|
+7|
+7|
+3| Mark 4/day, Combat Style
11th|
+8/+3|
+7|
+7|
+3| Ambush Strike +3d8, Talent
12th|
+9/+4|
+8|
+8|
+4| Camouflage
13th|
+9/+4|
+8|
+8|
+4| Mark 5/day, Deadly Blow
14th|
+10/+5|
+9|
+9|
+4| Greater Bane, Talent, Combat Style
15th|
+11/+6/+1|
+9|
+9|
+5| Ambush Strike +4d8
16th|
+12/+7/+2|
+10|
+10|
+5| Mark 6/day, Hide in Plain Sight
17th|
+12/+7/+2|
+10|
+10|
+5| Oath of the Final Strike, Talent
18th|
+13/+8/+3|
+11|
+11|
+6| Combat Style
19th|
+x14/+9/+4|
+11|
+11|
+6| Mark 7/day, Ambush Strike +5d8
20th|
+15/+10/+5|
+12|
+12|
+6| Talent, Death Stroke [/table]
CLASS FEATURES
Weapon and Armor Proficiencies: Avengers are proficient with all simple weapons, and 4 martial weapons of her choice. She is proficient with light armors.
Mark: Calling on the divine power within them to mark a foe for death. As a swift action she may designate a foe as her mark. Doing so grants her a +1 insight bonus against her enemy. This insight bonus may be applied to one of the following stances, chosen when the mark is decided:
Martial stance: Attack and damage rolls against the target. At 4th level, the avenger is treated as having the Critical Focus feat for the purpose of attacks against the studied foe.
Defensive stance: Armor Class and saving throws against the target’s attacks. At 6th level, the avenger is treated as having the Mobility feat when provoking attacks of opportunity from the studied foe.
Tactical stance: CMB and CMD when initiating or defending against bull rush, disarm, grapple, overrun, and trip combat maneuvers. At 8th level, the avenger no longer provokes attacks of opportunity from the mark when attempting to bull rush, disarm, grapple, overrun, or trip that target; this does not affect attacks of opportunity made by any creature other than the studied foe.
An avenger may change her stance as a move action. The bonus lasts for 1 minute per class level or until the character kills the target. An avenger can have no more than one mark at a time. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the avenger sees proof that his mark is dead, he can select a new mark immediately. The bonus is equal to the avenger’s level (minimum 1). At 7th level, the avenger can mark an enemy as a free action rather than a swift action, and he may select a new mark after waiting 1 hour if he dismisses his mark.
Monster Lore: When making a knowledge check to determine the weaknesses of creatures treat all checks as if they were class skills. Additionally, they are also made with a bonus equal to your avenger level.
AC Bonus: At first level the avenger learns how to use their intellect to predict the movement of attacks, and better defend against them. Whenever the avenger is wearing light armor they gain their intelligence modifier to AC. They lose the benefits of this ability if they wear anything over light armor, or become encumbered.
Domains: At second level the avenger is granted a small amount of divine power by whatever god he worships. He may select two domains in the same manner as a cleric, except he does not gain any spells, only the domain powers. He uses his intelligence modifier instead of his wisdom modifier for determining the number of times he can use his powers per day.
Combat Style: At second level the witcher learns the basics of the three combat styles that make avengers such deadly enemies. An avenger begins play knowing all three combat styles, but can only have one active at a time. Using a style is taxing, and as such cannot be used constantly. A avenger can receive the benefits of a style a number of rounds per day equal to 4 + her constitution modifier, plus two additional rounds for every avenger level after first. These rounds do not need to be consecutive. Switching between styles is a standard action that does not provoke attacks of opportunity. At 9th level this becomes a move action.
Fast style: When wielding a light or one handed weapon an avenger can attack with such speed that his attacks are almost impossible to follow: he sacrifices accuracy for extra attacks. He loses the benefits of this style if he uses a two handed weapon or becomes encumbered.
Flurry of Blows: At 2nd level the avenger gains a flurry of blows attack very similar to the monk ability of the same name. Whenever she makes a full attack she gains a second attack at her highest base attack bonus, however she suffers penalties as if she was dual wielding her main weapon with the two weapon fighting feat (a -2 penalty if the weapon is a light weapon etc.). This cannot be used in conjunction with dual wielding.
Wall of Blades: At 6th level whenever the avenger makes a full attack action using the flurry of blows ability he gains a dodge bonus to his AC equal to ¼ his avenger level.
Greater Flurry: At 10th level the avenger gains more adept at making a flurry of blows. She gains a second extra attack, albeit at an additional -5 penalty similar to the improved two weapon fighting feat.
Double Strike: At 14th level whenever the avenger makes a standard action he may make two attacks at his highest base attack bonus instead of one. The normal penalties for dual wielding apply.
Opportune Strike: At 18th level whenever the avenger makes an attack of opportunity she may make two attacks. The penalties for dual wielding apply as normal.
Strong Style: When the witcher is wielding a two handed weapon, or a one handed weapon in two hands he learns how to beater utilize his strength, and is able to cause massive damage. When using this style she is treated as having the power attack feat.
Overhand Swing: At 2nd level whenever an avenger makes a single attack (this attack can be part of a charge) with a two-handed weapon, he adds double his strength bonus on damage rolls.
Backswing: At 6th level an avenger can add two times his strength modifier to all attacks he makes with a two-handed weapon.
Overpower: At 10th level as a standard attack action an avenger can make an attack at his full attack bonus. If the attack hits he may make a bulrush, or trip attempt as a free action that doesn’t provoke attacks of opportunity.
Grand Power Attack: at 14th level whenever the avenger makes a power attack the damage is doubled, instead of increased by half.
Devastating Blow: At 18th level the avenger can make a single melee attack at a -5 penalty. If the attack hits it is treated as a critical threat. Special abilities that activate only on a critical hit do not activate. If the attack would be a critical anyways, the critical multiplier is instead increased by one.
Group Style: The witcher adopts a style which allows her to better fight off multiple enemies. This style focuses on attacking multiple enemies in the same turn, and staying mobile in order to avoid being pin cushioned.
Group Sense: At 2nd level the avenger gains a +1 bonus to AC for every enemy that threatens her beyond the first and can no longer be flanked.
Whirlwind Attack: At 6th level the avenger gains the benefit of the whirlwind attack feat. If she already has this feat she instead gains a +1 competence bonus on all attacks made in this manner.
Mobile Strike: At 10th level the avenger can combine a move action with a full attack action. He may take the attacks at any point along the movement.
Greater Whirlwind: At 14th level the avenger becomes more adept at making whirlwind attacks. Whenever she makes a whirlwind attack she gains a reach of 10 ft for determining which enemies she can attack.
Retaliation: At 18th level whenever the avenger takes a full attack action any creature that attacks her in the following round provokes an attack of opportunity.
Ambush Strike: If a 3rd level avenger can catch an opponent unprepared, he can make a deadly blow. Any time the avenger’s opponent is unaware of the avenger, any successful attacks that the avenger makes deals +1d18 points of precision damage. In addition, if the damage would be lethal, it can be nonlethal instead. The avenger may use ambush attack with ranged weapons from a distance equal to total Spot bonus * 5ft. Creatures immune to critical hits are immune to precision damage. This bonus increases at seventh level and every four levels thereafter.
Fast Movement: A 3rd level avenger’s body is strengthened by the divine power of his god and he can move faster because of it. The avenger gains a divine bonus to his speed equal to the value that corresponds with his level. This ability is lost If the avenger wears medium or heavy armor, or becomes encumbered.
Bane: At 5th level the avenger can make his blade anathema to his mark. As a swift action the avenger can activate this ability to give his weapon the bane quality, although it only affects his mark. If his weapon already has the bane quality and it would affect the mark, it instead deals 1d6 extra damage. This ability can be used a number of rounds equal to the avenger’s level and do not need to be consecutive. If the weapon is dropped or leaves the avenger’s hand in any way this effect immediately ends.
Talent: At 5th level and every three levels thereafter an avenger can select a talent from the list below. An avenger can use these tricks a number of times per day equal to ½ her avenger level + her intelligence modifier. Once selected a talent can not be retrained. An avenger may never select the same talent more than once.
Aiding Attack (Ex): The avenger can use this trick as a free action when he hits an enemy with an attack. The next ally who makes an attack against the target creature before the start of the avenger’s next turn gains a +2 circumstance bonus on that attack roll.
Deft Stand (Ex): The ranger can spend a move action to stand up without provoking attacks of opportunity.
Distracting Attack (Ex): The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Hateful Attack (Ex): The ranger can use this trick as a free action when he makes an attack against his mark. The ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range such as the keen spell.
Hobbling Attack (Ex): The ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Quick Climb (Ex): The ranger can climb at his full speed as a move action without penalty.
Quick Healing (Ex): As a swift action, the ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the ranger can administer a potion to an unconscious character as a move action.
Quick Swim (Ex): The ranger can swim at his full speed as a move action without penalty.
God’s Counsel (Ex): As a swift action, the ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.
Catfall (Ex): The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage.
Rattling Strike (Ex): The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Second Chance Strike (Ex): When he misses with a melee attack, the ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Skill Sage (Ex): As a free action, the ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability. of the divination is equal to the ranger’s level.
Devoted Leap (Ex): As a free action, the ranger can attempt a running jump without moving 10 feet before the jump.
Surprise Shift (Ex): Whenever your mark moves (5ft step or a move action) the avenger can move 5-feet as an immediate action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Tangling Attack (Ex): The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Uncanny Senses (Ex): As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.
Upending Strike (Ex): The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Vengeance Strike (Ex): The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
Telling Blow: At 6th level, an avenger can aim her blows at the weakest point in her mark’s defense. Whenever she chooses a mark she may make an appropriate knowledge check to determine the weaknesses of the creature (DC 10 + HD). If the check succeeds the avenger ignores up to 5 points of damage reduction. This ability cannot be used against creatures that are immune to critical hits or otherwise lack discernible weak points. This ability stacks with the Penetrating Strike feat. If she fails the check the first time she must wait three rounds before trying again.
Grand Bane: At 9th level the avenger’s weapons are even more powerful against her mark. The damage from her bane ability increases by 1d6.
Deadly Blow: At 10th level, the avenger’s awareness of her studied foe allows her to find weak spots where none should exist. Whenever an avenger makes a knowledge check to determine her marks weakness and beats the Knowledge check DC by 10 or more may ignore the target’s natural damage reduction and immunity to critical hits and sneak attacks. This does not apply to immunities granted by spells, environmental effects, or equipment. If she fails the check the first time she must wait three rounds before trying again.
Camouflage: At 12th level the avenger gains the camouflage ability. This functions as the ranger ability of the same name.
Greater Bane: At 14th level the avenger’s weapon is like poison to her mark. The damage from het bane ability further increases by 2d6.
Hide in Plain Sight: At 16th level the avenger gains the hide in plain sight ability. This functions as the ranger ability of the same name.
Oath of the Final Strike: At 17th level the avenger learns to purge the humanity from her body and strike with a divine clarity. An avenger can make a full attack action against her mark, and declare that she is making an oath of the final attack. Every attack made that round does her full ambush attack damage. Once this attack is used it cannot be used again until three rounds have passed.
Death Stroke: At 20th level the avenger becomes the master of the art of killing. She can, as a standard action, make a single attack against a mark at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the avenger’s level + the avenger’s intelligence modifier. An avenger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. An avenger can use this ability once against each mark.