NineThePuma
2011-06-13, 05:51 AM
This Class is Currently undergoing remodels.
Armored Reaver
"UAAAAAGH!" - King of Evil
The armoured reaver class was originally posted here (http://home.zipworld.com.au/~hong/dnd/armoured_reaver.htm), where it was intended to be used to represent any human(oid) tank or melee brute: a warrior who relies on strength, power and mighty blows to defeat his enemies.
This adaptation brings it down to a reasonable power level for working alongside Tier 3 classes, while simultaneously adding an element normally unseen among melee types.
Hit Die: d12
Starting Gold: As Fighter
Class Features
Class Skills: The Armored Reavers's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Martial Lore (Int), Ride (Dex), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (4+Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier
{table=head]{colsp=7}Features|{colsp=3}Maneuvers
Level|
BAB|
Fort|
Ref|
Will |Special |
Inspiration |
Maneuvers Known |
Maneuvers Readied |
Stances
1st|
1|
2|
0|
2|Dark Enthusiasm, Reaver|
3 |
5 |
5 |
1
2nd|
2|
3|
0|
3|Bonus Feat, Combat Aptitude|
3 |
5 |
5 |
1
3rd|
3|
3|
1|
3|Unstable Barrier |
5 |
6 |
5 |
2
4th|
4|
4|
1|
4|Damage Reduction 2/- |
5 |
6 |
5 |
2
5th|
5|
4|
1|
4|Wild Card Feat |
5 |
7 |
5 |
2
6th|
6|
5|
2|
5|Sacrifice |
7 |
7 |
5 |
2
7th|
7|
5|
2|
5| |
7 |
8 |
5 |
2
8th|
8|
6|
2|
6|Damage Reduction 4/-, Bonus Feat|
7 |
8 |
5 |
2
9th|
9|
6|
3|
6| |
9 |
9 |
5 |
3
10th|
10|
7|
3|
7| |
9 |
9 |
6 |
3
11th|
11|
7|
3|
7|Wild Card Feat |
9 |
10 |
6 |
3
12th|
12|
8|
4|
8|Damage Reduction 6/- |
11 |
10 |
6 |
3
13th|
13|
8|
4|
8| |
11 |
11 |
6 |
3
14th|
14|
9|
4|
9|Bonus Feat |
11 |
11 |
6 |
3
15th|
15|
9|
5|
9| |
13 |
12 |
6 |
3
16th|
16|
10|
5|
10|Damage Reduction 8/-|
13 |
12 |
6 |
4
17th|
17|
10|
5|
10|Wild Card Feat |
13 |
13 |
6 |
4
18th|
18|
11|
6|
11| |
15 |
13 |
6 |
4
19th|
19|
11|
6|
11| |
15 |
14 |
6 |
4
20th|
20|
12|
6|
12|Damage Reduction 10/-, Bonus Feat|
15 |
14 |
7 |
4 [/table]
Weapon and Armor Proficiencies: The armoured reaver is proficient with all simple and martial weapons, all types of armour and all shields.
Maneuvers
A 1st-level Armored Reaver has knowledge of three martial maneuvers. Armored Reavers have access to the Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Devoted Spirit, and Stone Dragon disciplines.
In order to use a maneuver, you must first ready it. Your maneuvers are extraordinary abilities unless otherwise stated. Your maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.
You learn additional maneuvers as you gain more levels. You must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, you can exchange one of your maneuvers known for another maneuver of any level you are capable of initiating.
You can ready your maneuvers by exercising or meditating for 5 minutes. The maneuvers you choose remain readied until you choose to ready new maneuvers. You begin an encounter with all your readied maneuvers unexpended, but once you initiate it, it is expended. You can refresh all of your expended maneuvers by expending 2 inspiration points as a free action, though you cannot initiate a maneuver or change stances in the same round you refresh your maneuvers.
Stances
A 1st-level Armored Reaver knows one stance of any discipline available to him. At 3rd, 9th, and 15th levels, you learn an additional stance. Stances do not have to be readied, and are never expended. You can enter a stance or change stances as a swift action. Stances are extraordinary abilities unless otherwise noted.
Dark Enthusiasm (Ex): An armored reaver has a pool of inspiration points as indicated in the class table. He can use these points to fuel abilities as described in the Reaver ability; his pool is refreshed at the start of every encounter. An Armored Reaver does not qualify for the Font of Inspiration feat. Everytime an Armored Reaver deals damage with a Martial Maneuver (whether it is a strike or Counter), he gains 1 point of Inspiration.
Reaver: An armored reaver can expend inspiration points to activate these abilities. Activating one of these abilities costs a single inspiration point.
Furious Onslaught: As a swift action, the armoured reaver gains a morale bonus to attacks equal to his class level and extra damage equal to Xd6, where X is his charisma modifier until the start of his next turn.
Implacable Foe: As an immediate action, the armoured reaver gains an insight bonus to saves equal to one half his class level plus his charisma. This lasts until the start of his next turn.
Withstand the Tide: As an immediate action, the armoured reaver can gain DR equal to half his class level plus his charisma modifier. This DR cannot be bypassed. This DR stacks with any DR the Armoured Reaver has from armored reaver class levels. This lasts until the start of his next turn.
Soul of Fire: As an immediate action, the armoured reaver gains SR 10+half his class level plus his charisma modifier against one spell or spell-like ability that would affect him. This is a supernatural ability.
Indomitable Sentinel: As a move action, the armoured reaver can heal himself of damage. He regains lost hit points equal to his charisma modifer x his class level. His hit points cannot go above his normal maximum. This is a supernatural ability.
Combat Aptitude: Armored reaver class levels count as fighter levels for the purpose of qualifying for feats or prestige classes.
Bonus Feat: At 2nd level, an armored reaver gets a bonus combat-oriented feat. The armored reaver gains an additional bonus feat at 8th level and every six armored reaver levels thereafter (8th, 14th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. An armored reaver must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Unstable Shield (Su): At 3rd level, an Armored Reaver gains the ability to generate a barrier that lasts a number of rounds equal to his charisma modifier around himself or an ally as a move action. This shield grants temporary immunity to damage. When the shield absorbs a total of 5 points per class level of damage, it is destroyed. If this barrier is destroyed before the duration is up, it shatters, dealing 3 times class level untyped energy damage to enemies in a 10 foot burst.
Damage Reduction (Ex): At 4th level, an Armored Reaver gains Damage Reduction. Subtract 2 from the damage the armored reaver takes each time she is dealt damage from a weapon or a natural attack. At 8th level, and every four armored reaver levels thereafter, this damage reduction rises by 2 point. Damage reduction can reduce damage to 0 but not below 0.
Wildcard Feat: At 5th level, the armoured reaver gains an open feat slot. As a free action once per encounter, she can fill this slot with any feat from the list of fighter bonus feats that she meets the prerequisites for. He keeps that feat for the duration of the encounter. She loses the use of the feat once the encounter is over, but she can select the same feat again in subsequent encounters. She gains another open feat slot at 11th level and every 6 level thereafter.
Sacrifice (Su): At 6th level, as a standard action, the Armored Reaver can sacrifice hit points to heal an ally within 30 ft by an amount equal to double the hit points sacrificed.
Armored Reaver
"UAAAAAGH!" - King of Evil
The armoured reaver class was originally posted here (http://home.zipworld.com.au/~hong/dnd/armoured_reaver.htm), where it was intended to be used to represent any human(oid) tank or melee brute: a warrior who relies on strength, power and mighty blows to defeat his enemies.
This adaptation brings it down to a reasonable power level for working alongside Tier 3 classes, while simultaneously adding an element normally unseen among melee types.
Hit Die: d12
Starting Gold: As Fighter
Class Features
Class Skills: The Armored Reavers's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Martial Lore (Int), Ride (Dex), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (4+Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier
{table=head]{colsp=7}Features|{colsp=3}Maneuvers
Level|
BAB|
Fort|
Ref|
Will |Special |
Inspiration |
Maneuvers Known |
Maneuvers Readied |
Stances
1st|
1|
2|
0|
2|Dark Enthusiasm, Reaver|
3 |
5 |
5 |
1
2nd|
2|
3|
0|
3|Bonus Feat, Combat Aptitude|
3 |
5 |
5 |
1
3rd|
3|
3|
1|
3|Unstable Barrier |
5 |
6 |
5 |
2
4th|
4|
4|
1|
4|Damage Reduction 2/- |
5 |
6 |
5 |
2
5th|
5|
4|
1|
4|Wild Card Feat |
5 |
7 |
5 |
2
6th|
6|
5|
2|
5|Sacrifice |
7 |
7 |
5 |
2
7th|
7|
5|
2|
5| |
7 |
8 |
5 |
2
8th|
8|
6|
2|
6|Damage Reduction 4/-, Bonus Feat|
7 |
8 |
5 |
2
9th|
9|
6|
3|
6| |
9 |
9 |
5 |
3
10th|
10|
7|
3|
7| |
9 |
9 |
6 |
3
11th|
11|
7|
3|
7|Wild Card Feat |
9 |
10 |
6 |
3
12th|
12|
8|
4|
8|Damage Reduction 6/- |
11 |
10 |
6 |
3
13th|
13|
8|
4|
8| |
11 |
11 |
6 |
3
14th|
14|
9|
4|
9|Bonus Feat |
11 |
11 |
6 |
3
15th|
15|
9|
5|
9| |
13 |
12 |
6 |
3
16th|
16|
10|
5|
10|Damage Reduction 8/-|
13 |
12 |
6 |
4
17th|
17|
10|
5|
10|Wild Card Feat |
13 |
13 |
6 |
4
18th|
18|
11|
6|
11| |
15 |
13 |
6 |
4
19th|
19|
11|
6|
11| |
15 |
14 |
6 |
4
20th|
20|
12|
6|
12|Damage Reduction 10/-, Bonus Feat|
15 |
14 |
7 |
4 [/table]
Weapon and Armor Proficiencies: The armoured reaver is proficient with all simple and martial weapons, all types of armour and all shields.
Maneuvers
A 1st-level Armored Reaver has knowledge of three martial maneuvers. Armored Reavers have access to the Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Devoted Spirit, and Stone Dragon disciplines.
In order to use a maneuver, you must first ready it. Your maneuvers are extraordinary abilities unless otherwise stated. Your maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.
You learn additional maneuvers as you gain more levels. You must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, you can exchange one of your maneuvers known for another maneuver of any level you are capable of initiating.
You can ready your maneuvers by exercising or meditating for 5 minutes. The maneuvers you choose remain readied until you choose to ready new maneuvers. You begin an encounter with all your readied maneuvers unexpended, but once you initiate it, it is expended. You can refresh all of your expended maneuvers by expending 2 inspiration points as a free action, though you cannot initiate a maneuver or change stances in the same round you refresh your maneuvers.
Stances
A 1st-level Armored Reaver knows one stance of any discipline available to him. At 3rd, 9th, and 15th levels, you learn an additional stance. Stances do not have to be readied, and are never expended. You can enter a stance or change stances as a swift action. Stances are extraordinary abilities unless otherwise noted.
Dark Enthusiasm (Ex): An armored reaver has a pool of inspiration points as indicated in the class table. He can use these points to fuel abilities as described in the Reaver ability; his pool is refreshed at the start of every encounter. An Armored Reaver does not qualify for the Font of Inspiration feat. Everytime an Armored Reaver deals damage with a Martial Maneuver (whether it is a strike or Counter), he gains 1 point of Inspiration.
Reaver: An armored reaver can expend inspiration points to activate these abilities. Activating one of these abilities costs a single inspiration point.
Furious Onslaught: As a swift action, the armoured reaver gains a morale bonus to attacks equal to his class level and extra damage equal to Xd6, where X is his charisma modifier until the start of his next turn.
Implacable Foe: As an immediate action, the armoured reaver gains an insight bonus to saves equal to one half his class level plus his charisma. This lasts until the start of his next turn.
Withstand the Tide: As an immediate action, the armoured reaver can gain DR equal to half his class level plus his charisma modifier. This DR cannot be bypassed. This DR stacks with any DR the Armoured Reaver has from armored reaver class levels. This lasts until the start of his next turn.
Soul of Fire: As an immediate action, the armoured reaver gains SR 10+half his class level plus his charisma modifier against one spell or spell-like ability that would affect him. This is a supernatural ability.
Indomitable Sentinel: As a move action, the armoured reaver can heal himself of damage. He regains lost hit points equal to his charisma modifer x his class level. His hit points cannot go above his normal maximum. This is a supernatural ability.
Combat Aptitude: Armored reaver class levels count as fighter levels for the purpose of qualifying for feats or prestige classes.
Bonus Feat: At 2nd level, an armored reaver gets a bonus combat-oriented feat. The armored reaver gains an additional bonus feat at 8th level and every six armored reaver levels thereafter (8th, 14th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. An armored reaver must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Unstable Shield (Su): At 3rd level, an Armored Reaver gains the ability to generate a barrier that lasts a number of rounds equal to his charisma modifier around himself or an ally as a move action. This shield grants temporary immunity to damage. When the shield absorbs a total of 5 points per class level of damage, it is destroyed. If this barrier is destroyed before the duration is up, it shatters, dealing 3 times class level untyped energy damage to enemies in a 10 foot burst.
Damage Reduction (Ex): At 4th level, an Armored Reaver gains Damage Reduction. Subtract 2 from the damage the armored reaver takes each time she is dealt damage from a weapon or a natural attack. At 8th level, and every four armored reaver levels thereafter, this damage reduction rises by 2 point. Damage reduction can reduce damage to 0 but not below 0.
Wildcard Feat: At 5th level, the armoured reaver gains an open feat slot. As a free action once per encounter, she can fill this slot with any feat from the list of fighter bonus feats that she meets the prerequisites for. He keeps that feat for the duration of the encounter. She loses the use of the feat once the encounter is over, but she can select the same feat again in subsequent encounters. She gains another open feat slot at 11th level and every 6 level thereafter.
Sacrifice (Su): At 6th level, as a standard action, the Armored Reaver can sacrifice hit points to heal an ally within 30 ft by an amount equal to double the hit points sacrificed.