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Enchanting Avenger

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Alignment: Any good.

Hit Die: d8.

Parent Classes: Paladin and sorcerer.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The enchanting avenger's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha),  Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Table: Enchanting Avenger
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Uncertain Caster, Bloodline, Aura 1
2nd +1 +3 +0 +3 Minor grace, enchanting beauty 2
3rd +2 +3 +1 +3 Bloodline power 3
4th +3 +4 +1 +4 Healing touch 1d6 3 1
5th +3 +4 +1 +4 Bloodline spell 4 2
6th +4 +5 +2 +5 Smite 1/day 4 3
7th +5 +5 +2 +5 Bloodline feat, Heavy armor casting 4 3 1
8th +6/+1 +6 +2 +6 Bloodline spell, Healing touch 2d6 4 4 2
9th +6/+1 +6 +3 +6 Bloodline power 5 4 3
10th +7/+2 +7 +3 +7 Smite 2/day 5 4 3 1
11th +8/+3 +7 +3 +7 Bloodline spell 5 4 4 2
12th +9/+4 +8 +4 +8 Healing touch 3d6 5 5 4 3
13th +9/+4 +8 +4 +8 Bloodline feat 5 5 4 3 1
14th +10/+5 +9 +4 +9 Bloodline spell, Smite 3/day 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Bloodline power 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Healing touch 4d6 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bloodline spell 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Smite 4/day 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Bloodline feat 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Bloodline power, Healing touch 5d6 5 5 5 5 5 5

Class Features

All of the following are class features of the enchanting avenger.

Weapon and Armor Proficiency

Enchanting avengers are proficient with all simple and martial weapons. with all types of armor (heavy, medium, and light), but not with shields. Light and medium armor doesn't interfere when the enchanting avenger casts spells, but heavy armor and shields do as normal.


An enchanting avenger casts divine spells drawn from the magus spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an enchanting avenger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an enchanting avenger's spell is 10 + the spell level + the enchanting avenger's Charisma modifier.

Table: Enchanting Avenger Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Like other spellcasters, an enchanting avenger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

An enchanting avenger's selection of spells is extremely limited. An enchanting avenger begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new enchanting avenger level, she gains one or more new spells, as indicated on Table: Enchanting Avenger Spells Known. (Unlike spells per day, the number of spells a enchanting avenger knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the enchanting avenger spell list, or they can be unusual spells that the enchanting avenger has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered enchanting avenger level after that (6th, 8th, and so on), an enchanting avenger can choose to learn a new spell in place of one she already knows. In effect, the enchanting avenger loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An enchanting avenger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, an enchanting avenger need not prepare her spells in advance. 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.

Cantrips/OrisonsEnchanting avengers learn a number of cantrips or orisons, or 0-level spells (depending on their casting type), as noted on Table: Enchanting Avenger Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.


The enchanting avenger gains a bloodline as the sorcerer. The bloodline spells are only gained at each level after they gain a new spell level, and only getting a maximum of 6th level bonus spells from their sorcerer bloodline. It otherwise functions the same way as a sorcerer's bloodline.

Aura of Good (Ex)

The power of an enchanting avenger's aura of good (see the detect good spell) is equal to his enchanting avenger level.

Minor Grace (Su)

Due to the enchanting avenger's minor divine blood, they add 1 point of their Charisma modifier (if any) per class level as a bonus to their saving throws.

Enchanting Beauty (Ex)

The enchanting avenger gains a competence bonus to bluff, diplomacy, and intimidate equal to 1/2 their class level (minimum of +1).

Healing Touch (Su)

At 4th level, the enchanting avenger gains a touch which heals them for 1d6 points of damage, +1d6 for every 4 levels thereafter to a maximum of 5d6 at 20th level. The enchanting avenger can only use this on themselves. They gain an amount of uses of healing touch equal to 1/2 their class level (minimum of 2). Using this ability is a swift action.

Heavy Armor Casting (Ex)

At 7th level, the enchanting avenger can cast arcane spells in heavy armor without spell failure.

Smite (Su)

Once per day, an enchanting avenger can call out to the powers of the divine to aid their struggles. As a swift action, the enchanting avenger chooses one target within sight to smite. If this target is of one alignment (evil or chaos), the enchanting avenger adds her Cha bonus (if any) to her attack rolls and adds her enchanting avenger level to all damage rolls made against the target of her smite. If the target of smite is an outsider (with the evil or chaos subtype depending on the type of smite), aberrations, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the enchanting avenger possesses. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.

In addition, while smite is in effect, the enchanting avenger gains a deflection bonus = to his Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the enchanting avenger targets a creature that is not evil or chaotic (depending on the type of smite) the smite is wasted with no effect.

The smite effect remains until the target of the smite is dead or the next time the enchanting avenger rests and regains her uses of this ability. At 10th level, and at every 4 levels thereafter, the enchanting avenger may smite one additional time per day, as indicated on Table: Enchanting Avenger, to a maximum of four times per day at 18th level.

The enchanting avenger chooses when they gain this ability if it functions as Smite Evil or Smite Chaos. This cannot be changed once this choice is made.

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Enchanting Avenger Archetypes / Alternate Class Features

Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Spells Cantrips Bloodline Power Eschew Materials Bloodline Bonus Spell Bloodline Bonus Class Skill Bloodline Bonus Feat Bloodline Arcana
1 3 9 15 20 3 5 7 9 11 13 15 17 19 7 13 19


X=replaced, (X)=optional replacement, C=changed