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Avenger

True Name: Maradret

CG Plumbumedi Emreldi
Age: 23 
 Height: 6'9"Weight: 212 lbs

A prophet of lightning, betrayed by the leaders of her people after she led them to victory against invasion. Her rage is all-consuming electricity and thunder wielded as blade and bludgeon, while relying on the protection of her god as she throws herself into the fray.

Ability ScoreModifier Hit Points:168 Base Attack Bonus:+13/+8/+3
Strength20+5 Scratch HP:42 CMB+18CMD21
Dexterity16+3 Fortitude Save +12  Armor Class:20
Constitution14+2 Reflex Save +11  Touch16Flatfooted17
Intelligence8-1 Will Save +10   +3 deflection, +3 dex, +4 natural
Wisdom12+1 Initiative:+6  
Charisma16+3 Perception:+17  

Racial Abilities (Plumbumedi - Emreldi)

  • Carnivorous: Can detect corpses and heavily wounded creatures (25% HP or less) with scent.
  • Stalker: Always treats Perception and Stealth as class skills

Defenses

Conditional: +2 racial bonus to saves against diseases, ingested poisons, and the sickened and nauseated conditions; +1 trait to saves vs evil outsiders
Extra: Once per round, Avgenger may use her unarmed strike in place of her armor class against any ranged weapon attack or ranged spell attack targeting her.
Resistances: Damage Resistance 12/-, Energy Resistance (Negative 15; XX 15 see Revelation of Protection), Spell Resistance 24

Attacks

  • Bite (1d4)
  • Unarmed Strike (2d6)
  • aoeuaoeua

Skills: Acrobatics (+8), Athletics (+12), Influence (+16), Perception (+17), Religion (+2), Spellcraft (+2), Stealth (+7)

Traits and Feats

  • Broken, not Beaten – Combat – You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.
  • Purity of Faith – Religion – Gain +1 trait bonus to all will saves; +1 trait bonus to saves against effects from evil outsiders.

Feats: Combat Reflexes, Cunning, Cut from the Air, Elemental Resilience (Negative), Great Fortitude, Greater Unarmed Strike (1d10), Hardened Cording (x3), Improved Natural Armor, Improved Natural Weapon (Unarmed Strike), Improved Unarmed Strike, Iron Will, Lightning Reflexes, Metalcord, Open-Minded, Smash from the Air, Toughness, Weapon Focus (Unarmed Strike), Weapon Group Adaptation (Natural)

Special Abilities

  • Inspirations: Avenger has a pool of inspiration that fuels many of her powers, which refills after a long rest. (25, 6 limit; 3+1+1+1) [Extra Gift]
    • Combat Mastery – Once per combat, Avenger may use a technique without expending it.
    • Critical Edge – Avenger's critical threat range is increased by +1 with all her weapons (to a maximum range of 15-20).
    • Lightning Recovery – As a swift action, Avenger may spend 2 or more inspiration points, regaining a number of techniques with a total level equal to the number of inspiration points spent.
    • Vital Recovery – As a standard action, Avenger may spend 2 or more inspiration points, recovering one maneuver of choice and healing 1d6 hit points per inspiration point spent.
    • Warlord's Toughness – Avenger gains 2 additional hit points per level.
  • Revelations: Avenger has been granted divine insight that she may channel into her body or others.
    • Revelation of Names: Three times per day as a swift action, Avenger can learn information about a creature within 60 feet that she is aware of, as if she had rolled a 31+CHA on her knowledge check. She grants herself and allies within 30 feet of her a +3 insight bonus to saves against all abilities revealed by her knowledge check.
    • Revelation of Protection: Avenger can select up to 5 energy types at one time (from: acid, cold, electricity, fire, force, positive, negative, or sonic), gaining energy resistance 15 against the selected energy types, and she may change her selected resistances with 5 minutes of meditation.
    • Revelation of Flight: Avenger can fly with a speed of 60 feet and good maneuverability.
    • Revelation of Shielding: Avenger gains a deflection bonus to AC equal to her charisma modifier, and grants this bonus to allies within 15 feet of her.
    • Revelation of Binding: As an action, Avenger may command or forbid a creature to an act. She grants a +5 sacred bonus on all checks to perform the action if commanded. A creature must make a will save (DC16+CHA) to avoid performing the action if commanded, or to perform the action if forbidden. She may use this ability 3 times per day, or spend 3 uses to instead use this ability as an immediate action (even if she has already used her immediate action that turn).
  • Gifts of the Saint: Avenger may call upon her resolve as a devout warrior 5 times per day to perform any of the following.
    • Breath of Life: As a full-round action, Avenger may sacrifice some of her own life force to resurrect a creature that has been dead for no longer than 3 minutes. The resurrected creature has HP burn equal to its maximum hit points; Avenger may take HP burn in place of the resurrected creature in any amount she desires.
    • Grant Healing: Avenger may cast heal with the following changes, restoring 91 hit points to all creatures, or 78 hit points and removing one condition, or 39 hit points and removing two or more conditions. Each creature is affected separately by this effect.
    • Light of Protection: Avenger summons up a banner to protect herself and allies as shield other for 10 minutes, with damage being redirected to this banner. The banner has (91+ (cha*13) HP and Fast Healing 3, and any healing directed at Avenger may instead be used to heal this banner. Any damage in excess of the banner's hit points is still prevented.
    • Power of the Faithful: Avenger may inspire greatness as a bard, for 7 rounds.
    • Smite Foe: Avenger may declare a hostile creature of CR11 or higher as target of her smite, as a paladin's smite evil, treating the foe as if they met every requirement.

Martial Techniques
Avenger knows the following stances, and may enter one as a swift action on her turn, ending her previous stance.

  • Martial Furor (Holy Sword stance, 1st): Whenever Avenger strikes a foe while in this stance, she may heal 5 HP of damage from herself or an ally within 10 feet.
  • Retributive Spear (Angelic Light stance, 1st): While in this stance, if an enemy within 10 feet of Avenger attacks one of her allies (not including herself), that enemy provokes an attack of opportunity. Avenger makes attacks of opportunity gained by this stance with a spear of radiant energy; this spear gains a +3 enhancement bonus to attack and damage rolls, and deals 3d8 points of radiant damage.
  • Shadow Tag (Darknaught stance, 3rd): While in this stance, enemies within 10 feet of Avenger that attempt to move away from her take 1d8+13 points of cold damage and provoke an attack of opportunity if they are within her threatened area at any point of their movement. Enemies within 15 feet that are moving away from Avenger must make a combat maneuver check against her CMD+5 or have their movement speed reduced to 5 feet.
  • Three Wing Step (Angelic Light stance, 3rd): While in this stance, Avenger gains a flight speed at good maneuverability equal to her base speed, and if she moves at least 15 feet on her turn, she gains a +3 dodge bonus to AC until the start of her next turn. Once per 3 rounds, Avenger may make a second movement on her turn.

Avenger's martial techniques recover after five minutes of rest, and once per day, she may recover up to 7 techniques as a standard action.

  • Boosts are performed as a swift action on her turn.
    • Admonishing Glare (AL1st, Boost) - Enemies take a -4 penalty to attack you until the end of your next turn; duration increases by 1 round per inspiration spent.
    • Dark Mirror (DK5th, Boost) - Gain 4 mirror images for 3 turns. You may expend one of these mirror images as an attack action to flank a foe with that image, making two attacks at your highest base attack bonus. You may then choose which square the real you is in, even if it is a different square than when you started.
    • Glistening Wall of Embers (AL2nd, Boost) - Allies within close range gain +1 sacred bonus to AC and stacking, regenerating temporary hit points equal to (Hsb) for 3 rounds.
    • Unyielding Gates of the Heavens (AL3rd, Counter) - In response to an attack, spell, or effect, you shield an area by transposing it slightly into another plane of existence to avoid it. This area is a column that extends out to the end of close range from you, and up to 20 feet above and 10 feet below you. This transposition only lasts for the duration of the triggering effect, up to the start of your next turn should it be longer than instantaneous. The stress of using this technique is severe, and you take hit point burn equal to your level whenever it is activated. If you spend at least 3 inspiration points on this technique, it persists until the end of your next turn. If the duration of this technique becomes longer than instantaneous, it protects against all effects that originate from beyond the area of effect, and creatures within the effect may choose to leave the area and lose the benefits and drawbacks of this technique's effects, but they may not be forced out except by you.
  • Counters are immediate actions in response to certain triggers.
    • Gleam of Denial (AL1st, Counter) - When attacked in melee: Attacker takes -4 penalty to all damage rolls until the end of its next turn. You gain a sanctuary (WIS) until the start of your next turn.
    • Spiked Shield (DK1st, Counter) - When attacked: Increase your AC by +2 against that attack, attacker must make reflex save (STR) or take 1d8 points of damage. If the triggering attack is still successful, increase the damage by +1d8. Increase AC by +1 and damage if struck by +1d8 for each point of inspiration spent.
    • Shield of Steel (DK2nd, Counter) - When attacked; You may use an attack roll in place of your touch AC against the triggering attack. If you spend at 2 inspiration points when using this technique, it is not expended.
  • Strikes are standard actions.
    • Lightning Blade (HS3rd, Strike) - Ranged touch attack within 30ft; target takes 3d8+CHA electricity damage, and all creatures within a 10ft burst of the target (including the target) take 3d8 sonic damage. A fortitude save (CHA) halves the sonic damage. Both types of damage increase by +1d8 per point of inspiration spent.
    • Nightblade (HS1st, Strike) - Ranged touch attack within 20ft deals 1d8+CHA negative energy damage and heals you for the same. Damage increases by +1d8 per point of inspiration spent.
    • Twin Wing Guard (AL1st, Strike) - Gain a shield bonus to AC equal to (Hsb) until the start of your next turn; may make one melee attack against a foe within reach, and if successful increase the shield bonus by +1 and deal +1d6 (+1d8 if favored) damage. Increase damage by 1 die per point of inspiration spent.
    • Four Wing Guard (AL4th, Strike) - Gain 4 mirror images until the end of your next turn. As part of making this strike, you may make a single melee attack against a foe within reach, dealing +2d6 damage (+2d8 if favored). At any point in the duration of this technique, you may expend a mirror image to make a melee attack that also deals this bonus damage. For every inspiration point spent, the duration increases by 1 round, and for every 2 inspiration points spent, you gain an additional mirror image.

Equipment

  • God Hand
  • Angel-feather Raiments
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Page last modified on January 30, 2020, at 09:47 AM