Hit Die: d12
Armor and Weapon Proficiencies: Avengers are not proficient with any armor, but are proficient with shields. Avengers are proficient with all weapons; simple, martial, and exotic. They take no penalty to attack rolls made with improvised weapons, and are also proficient with unarmed strikes as a monk (though their unarmed strike damage does not scale based on the monk's progression; see Never Empty Handed)
Class Skills: (2+INT ranks each level) Acrobatics, Athletics, Bluff, Intimidate, Lore, Perception, Sense Motive
| | Martial Abilities | Scaling Bonuses |
| Level | BAB | Fort | Reflex | Will | Special | Techs Known | Stances Known | Maximum Tech Level | Inspiration Pool | Inspiration Limit | Low | Avg | High |
| 1 | +1 | +2 | +1 | +1 | Black Barrier, Edge of Oblivion, Edge Power, Tough as Nails | 4 | 2 | 1st | 4 | 2 | +1 | +2 | +3 |
| 2 | +2 | +3 | +2 | +2 | Never Empty Handed (1d8) | 4 | 2 | 1st | 5 | 2 | +1 | +2 | +3 |
| 3 | +3 | +3 | +2 | +2 | Profaned Flames | 5 | 2 | 2nd | 6 | 2 | +1 | +2 | +3 |
| 4 | +4 | +4 | +2 | +2 | Revengance 2/day | 6 | 2 | 2nd | 7 | 3 | +1 | +2 | +4 |
| 5 | +5 | +4 | +3 | +3 | Edge Power | 6 | 2 | 2nd | 9 | 3 | +1 | +3 | +4 |
| 6 | +6/+1 | +5 | +3 | +3 | Never Empty Handed (2d6, +1) | 7 | 3 | 3rd | 10 | 3 | +2 | +3 | +4 |
| 7 | +7/+2 | +5 | +4 | +4 | Tough as Hell | 8 | 3 | 3rd | 11 | 4 | +2 | +3 | +5 |
| 8 | +8/+3 | +6 | +4 | +4 | Revengance 3/day | 8 | 3 | 3rd | 12 | 4 | +2 | +3 | +5 |
| 9 | +9/+4 | +6 | +4 | +4 | Edge Power | 9 | 3 | 4th | 14 | 4 | +2 | +4 | +5 |
| 10 | +10/+5 | +7 | +5 | +5 | Never Empty Handed (+2) | 10 | 4 | 4th | 15 | 5 | +2 | +4 | +6 |
| 11 | +11/+6/+1 | +7 | +5 | +5 | Depth of Oblivion | 10 | 4 | 4th | 16 | 5 | +3 | +4 | +6 |
| 12 | +12/+7/+2 | +8 | +6 | +6 | Revengance 4/day | 11 | 4 | 5th | 18 | 5 | +3 | +4 | +6 |
| 13 | +13/+8/+3 | +8 | +6 | +6 | Edge Power | 11 | 4 | 5th | 19 | 6 | +3 | +5 | +7 |
| 14 | +14/+9/+4 | +9 | +6 | +6 | Never Empty Handed (2d8, +3) | 11 | 5 | 5th | 21 | 6 | +3 | +5 | +7 |
| 15 | +15/+10/+5 | +9 | +7 | +7 | Tougher than Hell | 12 | 5 | 6th | 23 | 6 | +3 | +5 | +7 |
| 16 | +16/+11/+6/+1 | +10 | +7 | +7 | Revengance 5/day | 12 | 5 | 6th | 25 | 7 | +4 | +5 | +8 |
| 17 | +17/+12/+7/+2 | +10 | +8 | +8 | Edge Power | 12 | 5 | 6th | 27 | 7 | +4 | +6 | +8 |
| 18 | +18/+13/+8/+3 | +11 | +8 | +8 | Never Empty Handed (+4) | 13 | 6 | 6th | 29 | 7 | +4 | +6 | +8 |
| 19 | +19/+14/+9/+4 | +11 | +8 | +8 | Profaned Soul | 13 | 6 | 6th | 32 | 8 | +4 | +6 | +9 |
| 20 | +20/+15/+10/+5 | +12 | +9 | +9 | Revengance 6/day | 13 | 6 | 6th | 34 | 8 | +4 | +6 | +9 |
Martial Techniques: Avengers have access to the Black Beast, Darknaught, Netherblade, Reaving Chains, and White Serpent schools
Black Barrier (Su): By burning away her own flesh, an Avenger can temporarily augment her durability through rage alone. As a free action on her turn, she may take HP burn, up to a limit based on her inspiration limit, to gain temporary hit points equal to her high scaling bonus multiplied by the amount of hit point burn she took. These temporary hit points last for up to 3 rounds and stack with other sources, but not other uses of black barrier.
Tough as Nails (Ex): An Avenger is far tougher than her bare flesh would otherwise suggest. So long as she is not wearing armor, an avenger may apply her strength modifier as an armor bonus to her armor class. In addition, she gains a profane bonus to her armor class when she is suffering from hit point burn, equal to half of the amount of hit point burn she has taken, to a maximum of her high scaling bonus. This profane bonus applies to both her flatfooted and touch AC.
Edge of Oblivion (Su): Entering a state of raw fury, tempered only by the barest hints of sanity, an avenger pushes herself to the edge, granting her increased physical prowess. She may enter this state as a free action on her turn, gaining the following benefits.
- She gains an insight bonus to damage rolls equal to her medium scaling bonus.
- She gains an immunity to effects with the emotion and pain descriptors.
- She applies her wisdom modifier to her fortitude and reflex saves.
She may maintain edge of oblivion for a number of rounds equal to 2 + her wisdom modifier (minimum 1 round). At the end this duration, she must make a charisma check with a DC equal to 10 plus her low scaling bonus, increasing this DC by +1 for each time in a day she uses this ability. If this charisma check fails, her edge of oblivion state continues for 1 additional round, during which she is confused.
Depth of Oblivion (Su): Starting at 11th level, the Avenger no longer sits at the edge of madness, but surrenders herself entirely, her hatred the only thing allowing herself to pull herself out of this state. She may choose to activate this ability whenever she enters her edge of oblivion state, applying the following in addition to the normal effects of edge of oblivion for the duration.
- She immediately takes 1d4 points of charisma damage, which cannot be reduced by any means.
- She gains a +4 profane bonus to her strength, dexterity, and constitution scores.
- She reduces all hit point damage (other than from the cost of black barrier) by an amount equal to her high scaling bonus.
In addition, the duration of edge of oblivion is increased for a number of rounds equal to her low scaling bonus, however the duration of her confusion on a failed save is also increased by an equal amount.
Edge Powers: These abilities may only be used while under the effects of your edge of oblivion ability, unless otherwise noted.
- Berserker – You may take a -2 penalty to your armor class to gain an insight bonus to your attack rolls equal to your low scaling bonus. This penalty and bonus last until the start of your next turn.
- Blind Madness – (Requires 9th level) You gain the benefits of the blind-fighting feat, even when not in edge of oblivion. When entering edge of oblivion, you may choose to become blind, gaining blind-sense out to 60 feet, but only against creatures hostile to you and/or your allies. You are blinded for the duration of your edge of oblivion, and for 10 minutes afterward.
- Knowledge of Oblivion – You may select a number of techniques you know equal to your low scaling bonus by meditating for five minutes. You may select the same technique multiple times; each selected technique may be used once per combat without being expended while under the effects of edge of oblivion.
- Leash of Loyalty – When afflicted by confusion from your edge of oblivion ability, you will never attack your allies (this does not include damaging yourself). You gain a +4 bonus to saves against effects that would cause you to attack your allies.
- Protection of Oblivion – You are protected from mental domination and possession (as if by protection from chaos/evil/good/law) at all times. You are also immune to negative levels bestowed by magical items you attempt to use, such as by artifacts that do not match your alignment. You automatically succeed any ego checks against intelligent weapons or shields that attempt to influence you in any way.
- Rip and Tear – (Requires 5th level) Whenever you strike a creature twice in a single round, that creature must make a fortitude save (DC 10 + half your avenger level + your strength modifier) or take an additional 2d6 damage, plus bleed damage equal to your medium scaling bonus.
- Rip and Tear, Improved – (Requires 9th level, Rip and Tear) The damage from Rip and Tear increases by Xd6, where X equals your low scaling bonus. The save DC for your Rip and Tear increases by +2.
- Sword of Hate – You may increase the damage of weapons you wield through never empty handed whenever you successfully strike a creature or object. In doing so, you deal damage to your weapon equal to this bonus damage, ignoring any hardness (or damage reduction if you are making unarmed strikes). The amount of bonus damage you may add is +Xd6, where X is your low scaling bonus.
Never Empty Handed (Ex): An avenger can use anything at her disposal as a potent weapon. At 2nd level, if a weapon wielded by an avenger, including improvised weapons, has a lower damage die than 1d8, it instead has a damage die of 1d8. The damage type and other modifiers are unchanged. In addition, she gains the throw anything feat as a bonus feat.
Starting at 6th level, all weapons the avenger wields are treated as if they had a +1 enhancement bonus, and have a minimum damage die of 2d6. The enhancement bonus increases to +2 at 10th level, to +3 at 14th level, and to +4 at 18th level, and the minimum damage die increases to 2d8 at 14th level.
Profaned Flames (Su): Starting at 3rd level, whenever an avenger deals energy damage, she may cause part of that energy damage to become profaned, ignoring part of her foes' energy resistance. A number of times per day equal to her medium scaling bonus, she may choose to have half of the energy damage (acid, cold, electricity, fire, negative, positive, and/or sonic) she deals by an ability or effect to be profane damage, allowing her to damage creatures normally resistant or immune to the energy type she is using. Against creatures vulnerable to the original energy type, the profane portion of the damage is multiplied as if it were still the original energy type.
Profaned Soul (Su): At 19th level, the avenger's spirit has stewed in enough hatred that none can resist her fire. All energy damage the avenger deals is profane in addition to its normal energy type, ignoring energy resistance and immunity equally. It is still multiplied against creatures vulnerable to the original energy type.
Revengance: (desc, similar to dominion)
- Foul Karma – As part of a melee attack, or as a melee touch attack, you may attempt to transfer some of your HP burn to your foe. You may choose to spend inspiration on this attack, using your low scaling bonus as your spending limit instead of your normal limit. If your attack is successful, you may transfer up to 2d6+5 points of HP burn to the target, plus an additional +2d6 per point of inspiration spent. You may not transfer more HP burn than you have taken in this way. If you have taken charisma damage, you may choose to transfer 1 point of charisma damage by decreasing the amount of HP burn transferred by 2d6.
- No Escape – In response to a foe moving away from you, you may teleport to a space within long range that is adjacent to where the foe ends their movement. If the target ends their movement in the air, you gain a fly speed equal to your base speed for 1 minute. Similarly, if the foe stands on a surface you would normally be unable to, you gain the same ability that allows them to do so for 1 minute.
- Reactive Barrier – In response to taking damage, you may activate black barrier as an immediate action (which activates before applying the damage). Against a critical strike, apply the weapon's critical multiplier to the temporary hit points gained as if it were HP burn taken. Using it in this manner allows the temporary hit points to stack.
- Repel Magic – In response to being affected by a spell, you may attempt to disrupt it as if using dispel magic, using your avenger level as your caster level, and gaining a bonus to this attempt equal to your high scaling modifier plus your wisdom bonus. If your dispel magic attempt succeeds, you suffer no effects from the spell and you may choose to counter the spell for all targets of the spell, or to gain a profane bonus to your next d20 roll equal to the level of the spell you countered.
Tough as Hell (Ex): Having survived as long as she has, the avenger has become even more difficult to put down. Starting at 7th level, so long as she is not wearing armor, an avenger gains energy resistance against acid, electricity, fire, and negative energy damage equal to 7 + her high scaling bonus.
Tougher than Hell (Ex): At 15th level, the avenger is nigh-indestructable. She gains damage reduction equal to half of her level, and gains energy immunity to one energy type from her tough as hell class ability. She may change this choice by taking a full-round action that does not provoke attacks of opportunity.