AvengerSource 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.
Additional Feats: 4th Twin Takedown;
6th Twin Parry;
12th Twin Riposte;
14th Second Sting;
16th Improved Twin RiposteAvenger 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.
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.
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.