Spirit Avenger (Half-Orc Barbarian 4/Sorcerer 6/Eldritch Knight 7)

Spirit Avenger
CR 16

XP 76,800
Half-orc Barbarian 4/Sorcerer 6/Eldritch Knight 7
N Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +16


AC 25, touch 18, flat-footed 20 (+5 armor, +3 deflection, +4 Dex, +1 dodge, +2 natural)
hp 139 (4d12+6d6+7d10+48)
Fort +17, Ref +12, Will +16
Defensive Abilities orc ferocity, trap sense +1, uncanny dodge; Resist acid 5, cold 5


Speed 40 ft.
Melee +1 spear +15/+10/+5 (1d8+1/×3)
Ranged +1 shortbow +20/+15/+10 (1d6+3/×3)
Special Attacks rage (12 rounds/day), rage powers (no escape, superstition +3)
Bloodline Spell-Like Abilities (CL 12th; concentration +15)

6/day—heavenly fire (1d4+3 divine energy)

Sorcerer Spells Known (CL 12th; concentration +15)

Bloodline celestial


Before Combat The eldritch knight casts false life.

During Combat The knight starts combat with shield and summoning spells, letting conjured allies run interference while he contains or damages his foes.

Base Statistics

Without false life, the eldritch knight’s statistics are hp 125.


Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 16
Base Atk +14; CMB +14; CMD 32
Feats Arcane Armor Mastery, Arcane Armor Training, Blind-Fight, Combat Casting, Dodge, Eschew Materials, Great Fortitude, Iron Will, Point-Blank Shot, Rapid Shot, Weapon Focus (shortbow), Weapon Specialization (shortbow)
Skills Climb +8, Diplomacy +5, Handle Animal +11, Intimidate +5, Knowledge (nature) +8, Knowledge (planes, religion) +5, Linguistics +1, Perception +16, Survival +11, Swim +8
Languages Celestial, Common, Giant, Orc
SQ bloodline arcana (summoned creatures gain DR 3/evil), diverse training, fast movement, orc blood, weapon familiarity
Combat Gear +1 ghost touch arrows (10), +1 undeadbane arrows (10), scroll of neutralize poison, scroll of remove disease, scrolls of restoration (2); Other Gear +1 shortbow with 20 arrows, +1 spear, amulet of natural armor +2, belt of incredible dexterity +2, bracers of armor +5, cloak of resistance +3, headband of mental prowess +2 (Wis, Cha), ring of protection +3, 246 gp


Dedicated to protecting the world from evil outsiders and undead, spirit avengers realize it’s better to contain an enemy than to destroy it..

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

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