(This class is a combination of the Knight of the Shadows prestige class supplemented with features adapted from the Blessed Defender prestige class.)
The Avenger Knight is a warrior willing to take a stand against evil in the world with the same conviction and dedication as a paladin. It selflessly seeks to protect the virtuous, destroy monstrous beings, and avenge those wronged by the forces of darkness. It is pledged to the destruction of a great evil, be it a powerful being, a fell organization, a dangerous artifact, etc. Unlike paladins, it is unfettered by ethical concerns regarding law and chaos but always acts with the greater good in mind. Such a knight tries to set an example by performing good deeds wherever he goes and will steadfastly refuse to ally oneself with anyone known to perform evil acts. It's a life on the run as one is bound to make powerful enemies in its crusade. The powers of the Avenger Knight come from its indomitable resolve and unflinching dedication to the cause.
WARNING: To cast a spell, an avenger knight must have a Wisdom score of 10 + the spell's level. For example, to cast a 4th-level spell, an avenger knight must have a Wisdom of 14.
- Base Attack Bonus: +1 / Level.
- Hit Die: d10.
- Primary Saving Throws: Fortitude
- Proficiencies: All simple and martial weapons, light and medium armor, and shields.
- Skill Points: 4 + Int Modifier.
- Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored).
- Ex-Avenger Knight: An avenger knight that is no longer good loses all class spells and abilities, and cannot gain levels until its alignment is good again.
Class Skills: Antagonize, Concentration, Discipline, Disguise, Heal, Hide, Influence, Lore, Move Silently, Parry, Spellcraft.
Unavailable Skills: Animal Empathy, Use Magic Device.
Bonus Feat Progression:
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Feats | 0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 | 0 | 0 |
REQUIREMENTS:
Alignment: Any good
Base Attack Bonus: +6
Skills: Lore 4 ranks
Feats: Courage, Dead Man Walking, Expertise
ABILITIES:
Level
1: Sacred Defense I - +1 to all saving throws.
Virtue is its Own Reward I - +1 to Lore and Influence skills.
2: Improved Expertise - Defensive stance +10 AC / -10 AB.
3: Virtue is its Own Reward II - +2 to Lore and Influence skills.
4: Sacred Alliance I - +1 AB, +1 Will ST vs Fear, +2 weapons EB on itself and allies.
5: Sacred Defense II - +2 to all saving throws.
Virtue is its Own Reward III - +3 to Lore and Influence skills.
6: Uncanny Dodge I - Retain Dexterity bonus to AC, even when flat-footed.
7: Virtue is its Own Reward IV - +4 to Lore and Influence skills.
8: Sacred Alliance II - Weapon EB increased to +3, 1d8 temporary hit points gained.
Healing Circle - Healing Circle spell can be cast 3x/day.
9: Virtue is its Own Reward V - +5 to Lore and Influence skills.
10: Sacred Defense III - +3 to all saving throws.
Damage Reduction V - Ignore 5 physical damage per hit.
Spellcasting:
Class Level | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1st | 0 | |||
2nd | 1 | |||
3rd | 1 | 0 | ||
4th | 1 | 1 | ||
5th | 1 | 1 | 0 | |
6th | 1 | 1 | 1 | |
7th | 2 | 1 | 1 | 0 |
8th | 2 | 1 | 1 | 1 |
9th | 2 | 2 | 1 | 1 |
10th | 2 | 2 | 2 | 1 |
Known Spells:
1st: Bless, Disguise Self, Expeditious Retreat, Magic Weapon, Protection from Evil, Sanctuary.
2nd: Aid, Darkness, Invisibility, Ultravision, Undetectable Alignment
3rd: Displacement, Haste, Magic Circle against Alignment, Negative Energy Protection, Prayer.
4th: Death Ward, Freedom of Movement, Improved Invisibility, Greater Magic Weapon, Shadow Conjuration