Enchanting Avenger

Alignment: Any good.

Hit Points: 8 per level

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 receives 1 rank in the following; Artisan, Awareness, Bluff (Cha), Diplomacy, Endurance, Feats of Strength, Handle Animal, Heal, Intimidate, Knowledge (arcana and religion), Sense Motive, Spellcraft, and Use Magic Device.

Skill Ranks per Level: 4 + 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 Arcane Purge, 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 Divine blood 3 1
5th +3 +4 +1 +4 Bloodline spell 4 2
6th +4 +5 +2 +5 Arcane aura 4 3
7th +5 +5 +2 +5 Bloodline feat 4 3 1
8th +6/+1 +6 +2 +6 Bloodline spell, Divine blood 4 4 2
9th +6/+1 +6 +3 +6 Bloodline power 5 4 3
10th +7/+2 +7 +3 +7 Destructive aura 5 4 3 1
11th +8/+3 +7 +3 +7 Bloodline spell 5 4 4 2
12th +9/+4 +8 +4 +8 Divine blood 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 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 Divine blood 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 Avenge 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, Divine blood 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 receive proficiency with three of the following weapon groups (Swords, Polearms, Axes, Hammers, and Bows) in addition to Simple weapons, and receive proficiency with light and medium armor, and shields.


An enchanting avenger casts arcane spells drawn from the magus spell lists and paladin spell list. 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.

Paladin spells cast this way count as arcane spells, not divine spells. Paladin spells acquired from multi-classing are not subject to this rule.

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: Enchanting Avenger. 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: Enchanting avengers learn a number of cantrips, or 0-level spells, 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 if they were a 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.

Arcane Purge (Su)

At 1st level the enchanting avenger learns to call upon a mixture of their arcane might and divine grace to fight their enemies. This is a free action and doing so adds a sacred bonus to attack and damage equal to their Charisma modifier. Spells the enchanting avenger casts against their target of their arcane purge take a -4 to all saves against this spell, and the enchanting avenger receives a +5 bonus to caster level checks for Spell Penetration.

Against constructs and magical beasts, the enchanting avenger instead adds their enchanting avenger level + Charisma modifier. In addition to this, constructs are not immune to spells cast by them, regardless of if they are under the effect of arcane purge or not.

Arcane purge can be used as many times per day as the enchanting avenger wants, however it can only affect one target at a time, and a target cannot be affected by arcane purge more than once per day.

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).

Divine Blood (Su)

At 4th level and every 4 levels thereafter the enchanting avenger gains powers which come from their unique combination of arcane and divine blood. Divine blooded powers cannnot be taken multiple times unless otherwise specified, however powers from earlier levels can be taken at later levels.

All of these powers can be activated as a swift action by the enchanting avenger similar to a mercy being activated by a paladin’s lay on hands. Activating these powers on an ally is a standard action instead which doesn’t provoke an attack of opportunity.

4th Level
  • Defense: The target receives a +2 deflection bonus as per shield of faith, and it lasts for 1 minute per level.
  • Fang: The target receives a +2 sacred bonus on damage for unarmed strikes and natural attacks. This lasts for 1 minute.
  • Weapon: The target receive a +4 insight bonus to attack rolls as per true strike, and it lasts for 1 round per level.
8th Level
  • Elemental Combustion: The target deals an additional 1d8 points of damage on weapon attacks (both unarmed/natural and manufactured weapons). This elemental type is chosen when the power is used; fire, cold, electricity, or acid. This lasts for 1 minute.
  • Speed Burst: The target receives a 10 foot sacred bonus to all movement types they possess. This lasts for 1 minute.
  • Thrown: The target can throw any weapons they wield at a range of 20 feet with no penalty. This lasts for 1 minute.
12th Level
  • Iron Skin: The target receives DR 10/magic for 1 minute.
  • Overcharged: The target increases their caster level by 1 for 1 minute.
  • Unyielding: The target ignores the stamina cost of the the first ability which costs stamina they make within the next minute.
16th Level
  • Sealing: The target’s attacks count as having Dispel Magic on them for 1 minute.
  • Recovery: The target has Regeneration 5 that lasts for 1 minute.
  • Afterimage: The target receives 4 mirror images and total concealment as long as the mirror images are active. This lasts for 1 minute.
20th Level
  • Slaying: The target reduces opponents to half their current HP instantly on their first attack if they would deal damage. This lasts for 1 minute.
  • Arcanum: The target can cast a single spell of 3rd level or lower without expending any spell slots. This lasts for 1 minute or until the spell is spent. An individual can only be affected by this once per encounter.
  • Unleash: The target receives a +6 sacred bonus to all attributes for 1 minute.

Arcane Aura (Su)

At 6th level the enchanting avenger receives a +4 circumstance bonus on saving throws against arcane spells. This bonus doubles against spells cast by evil arcane spellcasters. Allies within 10 feet of the enchanting avenger also receive this bonus.

Destructive Aura (Su)

At 10th level the enchanting avenger reduces the damage reduction and spell resistance of all enemies they attack or affect by 2. Allies within 10 feet of the enchanting avenger also receive this bonus.

Avenge (Ex)

At 18th level the enchanting avenger flies into an unbridled rage of justice and a desire to protect those around them. If an ally within their line of sight would fall unconscious due to damage by an enemy, the enchanting avenger can let out a bellowing roar as an immediate action. The opponent who dealt damage to their ally immediately comes under the effects of being smote by the enchanting avenger’s arcane purge. This can be done even if the enchanting avenger already has an enemy under the effects of purge, and doing so does not end the first use of arcane purge.

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