Arcane Avenger (Apath)
|Unofficial rules compendium|
The arcane avenger is not really an inquisitor at all—she is an arcanist who has borrowed inquisitor techniques to fuel her own personal vendetta. Replacing divine inspiration with arcane magic, the arcane avenger is even more remorseless than an inquisitor, her mission unhampered by any considerations for divine justice. Despite having similar methods and objectives to inquisitors, they often feel betrayed by religion. An arcane avenger might be a failed inquisitor who turned to other sources of power or a student of the arcane motivated by a desperate cause.
This is a inquisitor archetype.
Hit Die: d8.
This archetype has all normal class features, except as noted.
An arcane avenger casts arcane spells drawn from the inquisitor spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an arcane avenger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane avenger’s spell is 10 + the spell level + the arcane avenger’s Charisma modifier.
Like other spellcasters, an arcane avenger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Charisma score. Like an inquisitor, she can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
This modifies the inquisitor's spells ability.
Arcane Bond (Ex or Sp)
At 1st level, arcane avengers form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object, as the wizard's arcane bond class feature. A familiar is a magical pet that enhances the arcane avenger's skills and senses and can aid her in magic, while a bonded object is an item a arcane avenger can use to cast additional spells and to serve as a magical item. Once per day, a bonded item allows the arcane avenger to cast any one spell on her spell list (unlike a wizard’s bonded item, which only allows her to cast any one spell in her spellbook). This ability does not allow the inquisitor to have both a familiar and a bonded item. Once a arcane avenger makes this choice, it is permanent and cannot be changed. This replaces monster lore and cunning initiative.
A arcane avenger can cast arcane spells from the inquisitor spell list while wearing light or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane avenger wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane avenger still incurs the normal arcane spell failure chance for arcane spells received from other classes.
An arcane avenger has a patron like that of a witch. At 1st level she must select a patron. This patron is a vague and mysterious force, granting the arcane avenger power for reasons that she might not entirely understand. These forces need not be named, each patron is listed only by its theme. Its actual name is up to the GM and the arcane avenger to decide, and might not even be known. All the arcane avenger's inquisitor spells that refer to a patron deity are instead related to this patron.
Each patron has a list of patron spells, these spells are added to the arcane avenger's spell list. The first spell of each level the arcane avenger selects as a known spell must be the patron spell for that spell level. Note that the rate an arcane avenger receives patron spells differs from that of a witch, and she never receives spells of 7th or higher level, these spells are not on the arcane avenger's spell list.
This replaces domains/inquisitions.
Table: Arcane Avenger
|Special||Spells per Day|
|1st||+0||+2||+0||+2||Arcane bond, judgment 1/day, orisons, stern gaze||1||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Detect alignment, track, patron spell (level 1)||2||—||—||—||—||—|
|3rd||+2||+3||+1||+3||Solo tactics, teamwork feat||3||—||—||—||—||—|
|5th||+3||+4||+1||+4||Bane, discern lies, patron spell (level 2)||4||2||—||—||—||—|
|8th||+6/+1||+6||+2||+6||Second judgment, patron spell (level 3)||4||4||2||—||—||—|
|11th||+8/+3||+7||+3||+7||Stalwart, patron spell (level 4)||5||4||4||2||—||—|
|12th||+9/+4||+8||+4||+8||Greater bane, teamwork feat||5||5||4||3||—||—|
|14th||+10/+5||+9||+4||+9||Exploit weakness, patron spell (level 5)||5||5||4||4||2||—|
|16th||+12/+7/+2||+10||+5||+10||Judgment 6/day, third judgment||5||5||5||4||3||1|
|17th||+12/+7/+2||+10||+5||+10||Slayer, patron spell (level 6)||5||5||5||4||4||2|
At the gamemaster's option, an inquisitor that has fallen out of grace with her religion can turn into an arcane avenger.
Summary of Changed Class Abilities
- Monster Lore
- Cunning Initiative
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