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Avenger
Source War of Immortals pg. 58Most people are aware of champions and clerics as the most obvious of a deity’s divinely empowered servants, and those familiar with
vindicators as the more subtle arm of the church’s might have generally grown to accept their necessity. There exists, however, other corners of religious power that churches may be less open about with their lay worshippers. Avengers are one such example.
Sometimes known as slayers among more brutal doctrines, avengers are trained in remote monasteries or secret cloisters hidden from the eyes of casual passersby. They are indoctrinated in their church’s teachings while being taught a variety of martial skills, many focused around mastery of their deity’s favored weapon. These training environments often also enforce vows of silence, vows of celibacy, or other practices intended to keep the avengers-in-training from forming strong personal attachments.
Avenger 1st
Trained far from watching eyes, you use stealth, intimidation, and deadly bladework to root out threats to your church. You must select
Avenger Dedication as your 2nd-level class feat.
Prerequisites: You must be a
rogue.
Avenger Adjustments: You must choose a
deity to be a follower of.
You are trained in
Intimidation,
Religion,
Stealth, the divine skill granted by your racket, and a number of additional skills equal to 3 plus your Intelligence modifier, instead of your normal starting skill proficiencies. You must choose the avenger racket (below) for your rogue’s racket.
You do not gain the surprise attack class feature. You gain the
Hunt Prey action.
Avenger Racket
Trained to be a precise but brutal weapon by the priests of your faith, you eschew complex trickery for swift and deadly efficiency. Subtlety and deception have their uses, but when a false smile fails, your blades have their own way of finding the truth.
You are trained in your deity’s
favored weapon. Whenever you gain a class feature that grants you expert or greater proficiency with simple or martial weapons, you also gain that proficiency rank with your deity’s favored weapon.
You can deal sneak attack damage with your deity’s favored weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using your deity’s favored weapon and the target has the
off-guard condition, you also apply the weapon’s
critical specialization effect.
You’re trained in your deity’s divine skill and medium armor; if you’re already trained in your deity’s divine skill, you are instead trained in another skill of your choice. You can choose Strength as your key attribute modifier. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Archetype Dedication Dedication Source War of Immortals pg. 58Archetype AvengerPrerequisites Avenger
Your training regimen has given you particular advantages when it comes to enforcing the interests of your faith. You gain a +1 status bonus to saving throws against
divine spells and effects that deal
spirit damage. You can use
Religion to
Coerce,
Gather Information, or
Track as long as you are in a town or city with a church dedicated to your deity, extracting clues from the faithful with displays of your piety.
Flourish Ranger Source Player Core pg. 157 2.0Archetype AvengerRequirements You are wielding two melee weapons, each in a different hand
* This version of the Twin Takedown feat is intended for use with an Archetype and has a different level for access than the
original feat.
You swiftly attack your hunted prey with each of your weapons, potentially combining their damage into a single devastating attack. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally
Twin Parry [one-action] Feat 6*
Fighter Ranger Swashbuckler Source Player Core pg. 144 2.0Archetypes Avenger,
Dual-Weapon WarriorRequirements You are wielding two melee weapons, one in each hand
* This version of the Twin Parry feat is intended for use with an Archetype and has a different level for access than the
original feat.
You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
Archetype Flourish Source War of Immortals pg. 59Archetype AvengerPrerequisites Avenger DedicationRequirements You are wielding your deity’s
favored weapon
You channel your zeal through a sacred weapon, bringing a foe closer to their demise.
Strike a target with the required weapon. On a success, the target becomes
doomed 1 or increases the value of their doomed condition by 1 (most living creatures die when they’ve reached doomed 4). Creatures doomed in this way take a status penalty to their saving throws against
divine spells equal to their doomed value.
A creature that would become doomed 4 by this Strike can attempt a Will saving throw against your class DC to avoid increasing the value of their doomed condition. When this occurs, this ability gains the
incapacitation trait.
Archetype Source War of Immortals pg. 59Archetype AvengerPrerequisites Avenger DedicationTrigger A creature you can
observe within your reach, or within your weapon’s first
range increment if you are wielding a ranged weapon, casts a
divine spell.
Requirements You are wielding your deity’s
favored weapon
Your training included instruction on how to prevent enemy priests from using their magic against you, a technique you have now mastered. Make a
Strike with the required weapon against the opponent; if the Strike is successful, the triggering spell is
disrupted and the target is
off-guard for 1 round.
Archetype Source War of Immortals pg. 59Archetype AvengerPrerequisites Avenger Dedication
Strikes you make with your deity’s favored weapon against a creature with the
doomed condition have the
death trait, causing the target to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect’s counteract rank is higher than half your level when you killed the creature (rounded up), or originates from an
artifact or a deity.
Slay [two-actions] Feat 12
Archetype Source War of Immortals pg. 59Archetype AvengerPrerequisites Avenger DedicationRequirements Your target is
doomed 2 or greater.
You finish your target with a vicious attack. Make a
Strike against the target. If you hit, the target takes 4d6 extra precision damage with a basic Fortitude save against your class DC. If the target critically fails, they die. This is an
incapacitation effect. The creature then becomes temporarily immune to your Slay for 1 day.
Fighter Ranger Source Player Core pg. 148 2.0Archetypes Avenger,
Dual-Weapon WarriorTrigger A creature within your reach critically fails to Strike you
Requirements You are benefiting from Twin Parry
* This version of the Twin Riposte feat is intended for use with an Archetype and has a different level for access than the
original feat.
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or Disarm action against the triggering opponent.
Press Ranger Source Player Core pg. 162 2.0Archetype AvengerRequirements You are wielding two melee weapons, each in a different hand
* This version of the Second Sting feat is intended for use with an Archetype and has a different level for access than the
original feat.
You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following failure effect.
Failure You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice.)
Fighter Source Player Core pg. 150 2.0Archetypes Avenger,
Dual-Weapon WarriorPrerequisites Twin Riposte* This version of the Improved Twin Riposte (Fighter) feat is intended for use with an Archetype and has a different level for access than the
original feat.
Your weapons are a blur, blocking and biting at your foes. You can use Twin Riposte even if you aren’t benefiting from Twin Parry. At the start of each of your turns, you gain an additional reaction that you can use only to make a Twin Riposte.