Angelic Avenger

The Light brings mercy and compassion … but it also will not stand the presence of darkness. Sometimes, servants of the Light must take up arms and act to stamp out evil wherever it may be found. Such paladins who act as the Light’s sword are called Angelic Avengers.

  • Alignment: any Good
  • Base Attack Bonus: +7
  • Feats: Touched by the Light, Power Attack, Weapon Focus (any two-handed weapon)
  • Class feature: aura of courage

Angelic Avenger

Level BAB F R W Special 1 2 3 4
1 +1 +2 +0 +2 Aura of War, Crusader Strike 0
2 +2 +3 +0 +3 Seal of Righteousness 1
3 +3 +3 +1 +3 Infusion of Light 1 0
4 +4 +4 +1 +4 Judgment 1 1
5 +5 +4 +1 +4 Seal of Vengeance 2 1 0
6 +6 +5 +2 +5 Infusion of light, Divine Fury 2 1 1
7 +7 +5 +2 +5 Improved Seal of Righteousness 2 2 1 0
8 +8 +6 +2 +6 Divine Storm 2 2 1 1
9 +9 +6 +3 +6 Infusion of light 2 2 2 1
10 +10 +7 +3 +7 Improved Divine Fury, Seal of the Martyr 2 2 2 2

Hit die: d10
Skill Points per Level: 2 + Int modifier
Class Skills: -

Weapon and Armor Proficiency: Angelic avengers gain no additional proficiency in weapons or armor.

Spells: The Angelic Avenger has access to a small number of spells per day. These spells are drawn from the (core) Paladin spell list. Wisdom is the key stat for the Angelic Avenger’s spellcasting.

Aura of war: While his aura of courage is active, the Angelic Avenger gains a bonus on his attack and damage rolls equal to his CHA modifier. In addition, all allies affected by the aura of courage gain a +1 morale bonus to their attack and damage rolls.

Seal of Righteousness (Su): When wielding a two-handed melee weapon, the Angelic Avenger may spend one Divine Power to seal holy energy into his weapon. This is a swift action, and the seal lasts for a number of rounds equal to 3 + the Angelic Avenger’s WIS modifier. While the weapon is so sealed, it is considered Good-aligned for purposes of overcoming damage reduction.

While the seal is active, the Angelic Avenger deals an extra 1d4 points of holy damage on a successful hit. If the defender is of an Evil alignment, the Angelic Avenger deals 1d6 additional damage instead. If the defender is undead or a non-native Evil Outsider, the Angelic Avenger deals 1d8 additional damage instead. This extra damage applies to any attack made with the weapon, though it is never multiplied on a critical hit.

At level 7, the bonus damage dice double, to 2d4, 2d6 and 2d8 extra damage respectively.

If the sealed weapon leaves the Angelic Avenger’s person, or if the Angelic Avenger is rendered unconscious or incapacitated, the seal dissipates. Only two-handed melee weapons (as sized for the Angelic Avenger) can be sealed in this way.

Crusader Strike (Ex): When using the Full Attack option, the Angelic Avenger may opt to make an additional attack at his highest Base Attack Bonus with his melee weapon. If he does so, all of his attacks until the start of his next action take a -2 penalty. The Angelic Avenger may use this ability only if he is wielding a two-handed melee weapon.

Infusion of Light: At 3rd, 6th and 9th level, the Angelic Avenger’s Divine Power pool size increases by one.

Judgment: As a standard action, the Angelic Avenger may spend a point of Divine Power to Judge a target. This is a ranged touch attack and is treated as a smite. The Angelic Avenger’s weapon must have an active Seal on it for this ability to function, and using Judgment causes the Seal to immediately end regardless of how much time it had left.

Judgment has a range of Short (25’ + 5’/2 levels of Angelic Avenger). On a successful hit, it deals damage as though the Angelic Avenger had used his weapon to smite the target, but does not include any extra damage due to the active Seal. Instead, the Seal is consumed to add an extra effect to the attack.

  • Seal of Righteousness: deals extra damage to the smite as Seal of Righteousness (i.e. +1d4, or +1d6 to Evil or +1d8 to undead or Evil Outsider, or twice that if 7th level or higher)
  • Seal of Vengeance: On a successful hit, all creatures in a 10’ burst around the target take damage equal to the Angelic Avenger’s character level.
  • Seal of the Martyr: On a successful hit, deals 10d6 damage to the target and 3d6 damage to the Angelic Avenger. Evil creatures take double this amount of damage. Both the damage to the target and the damage to the paladin are maximized and/or increased on a successful critical hit.

Any Judgment deals holy damage, but is subject to Spell Resistance. The Angelic Avenger uses his character level as his caster level for purposes of the check to overcome Spell Resistance.

Seal of Vengeance (Su): As Seal of Righteousness, save that the Angelic Avenger deals an extra 1d4 damage on a successful hit, and all creatures adjacent to the target take 1 point of holy damage.

Divine Fury (Su): The Angelic Avenger learns to channel the Divine in order to enter a state of holy wrath. By spending a point of Divine Power, he may enter a state functionally identical to a barbarian’s rage for a number of rounds equal to 3 + CHA modifier. For now, we’re just going to treat this like a rage. At level 10, the bonuses become like Improved Rage.

While in Divine Fury, any weapon the Angelic Avenger wields is considered to have the Holy property. While in Greater Divine Fury, any weapon the Angelic Avenger wields is considered to have the Holy Burst property. These bonuses stack with any active seal that may be on the weapon.

Divine Storm (Su): As a full-round action, the Angelic Avenger spends a point of Divine Power and makes a single attack at his full attack bonus against up to four creatures in range. If any damage is dealt, the Angelic Avenger and any adjacent allies are healed 1d8 + CHA modifier.

Seal of the Martyr (Su): As Seal of Righteousness, save that on a successful hit the Angelic Avenger deals an extra 2d6 points of damage, or 2d10 to Evil creatures, and takes 1d6 points of damage. This damage is maximised and/or multiplied on a crit.

Angelic Avenger

Rodorsceaft: Pillar of Heaven TheEndlessBard