LrdoftheRngs
2012-04-05, 08:11 PM
This is my first homebrew class that wasn't a minor refluff, so please be gentle :smallsmile:
Reaver
http://i.imgur.com/yZnzx.jpg
"I am the Scourge of the Frozen Coast, the Demon of the Northern Seas. I have the blood of a hundred villages on my hands. If I was not a competent warrior, I wouldn't be standing here before you." -Thoron Ragnos, Reaver
The Reaver is a brutal raider, the scourge of the Northern coastline, making their living off of the plunder they gain by raiding coastal settlements for their gold, food, and women. A combat-focused class that is at home on land as well as sea, the Reaver is a destructive force to be reckoned with.
Adventures: Reavers adventure to gain plunder, renown, and glory. However, they stay true to the ways of the Stormlord and take time to pillage and destroy coastal settlements.
Characteristics: The Reaver is a combat-focused class that can use Battle Cries to buff allies and hinder foes. They are adept at warfare on both land and sea.
Religion: Almost all Reavers worship the Stormlord, an ascended Reaver who has become their patron. The Stormlord is also responsible for ocean storms, and sends them to test the skill of his Reavers.
Races: Most Reavers are Humans, Orcs, or Half-Orcs, as they are the races most suited to surviving solely off of the plunder of others. The occasional Half-Elf becomes a Reaver, as it holds the appeal of total freedom. Elves are often too intrinsically good to become Reavers, and Dwarves despise the sea. Halflings and Gnomes lack the physical strength required to live the life of a Reaver, although some may come along on longships to aid those who do have the capacity.
Other Classes: Reavers share a kindred spirit with the Barbarian, as they are both free-spirited and not much for law. They regard Bards with disdain, as they have little time for music, but show a grudging respect their abilities to make other warriors more potent. They get along fairly well with Clerics, as Reavers lead a dangerous lifestyle, and are fairly pious in their belief in the Stormlord. They form no opinion on druids, as the two rarely collide. In Fighters they see fellow warriors, men who live by the sword, but think that the Fighter's rigorous discipline is folly. Reavers cannot abide Monks, and Paladins often attack Reavers on sight. Rangers can be valuable allies, but those that have no experience with the sea are often shunned or told to swab decks or otherwise do menial tasks on a longship. Reavers do not often trust the magic of Sorcerers and Wizards, and believe that a blade is more reliable than a spell any day, but do not deny that spellcasters wield great power.
Role: The Reaver can be a group's main melee fighter, but it would be overshadowed in this role by a fighter or paladin. Reavers are good as support characters and secondary melee fighters, using their battle cries to tip the tide of a battle. They come into their true role when on the sea, and are a great addition to a party that will be experience a lot of sailing.
Game Rule Information
Abilities: Strength and Constitution are the cardinal abilities for a Reaver. Charisma is key to improving your Battle Cry ability.
Alignment: Reavers live outside the law, and some of their greatest enemies are paladins and knights. Likewise, they are based on taking things from others by force, so almost no Reavers can be classified as Good.
Hit Die: d12
Starting age and gold: As barbarian
Proficiencies: Reavers are proficient in Light and Medium armor, Simple and Martial weapons, ALL Axes, and all shields but tower shields.
Class skills (and the key ability for each skill): Balance (Dex), Climb (Str), Escape Artist (Dex), Imtimidate (Cha), Jump (Str), Profession (Sailor) (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at first level: (4+Int modifier)x4
Skill points per level after first: 4+Int modifier
Reaver
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|
Captain +2, Frightening Yell, Battle Cry, Enourmous Strength
2nd|
+2|
+3|
+3|
+0|
Sea Legs, Pillage and Burn, Endurace
3rd|
+3|
+3|
+3|
+1|
Black Sails and Muffled Oars, Axe Thrower
4th|
+4|
+4|
+4|
+1|
Victorious Cry, Captain +4
5th|
+5|
+4|
+4|
+1|
Cold Resistance 5, Stormlord's Rage
6th|
+6/1|
+5|
+5|
+2|
Diehard, Shout of Defiance
7th|
+7/2|
+5|
+5|
+2|
Keen Eyes +2, Cleaving Charge, Damage Reduction 1/--
8th|
+8/3|
+6|
+6|
+2|
Captain +6, Cold Resistance 7
9th|
+9/4|
+6|
+6|
+3|
Thunderous Roar, Improved Axe Thrower
10th|
+10/5|
+7|
+7|
+3|
Scourge of the Seas, Damage reduction 2/--
11th|
+11/6/1|
+7|
+7|
+3|
Cold Resistance 9, Keen Eyes +4
12th|
+12/7/2|
+8|
+8|
+4|
Captain +8, Demoralizing Yell
13th|
+13/8/3|
+8|
+8|
+8|
Naval Warfare, Damage Reduction 3/--
14th|
+14/9/4|
+9|
+9|
+4|
Cold Resistance 11, Ramming Speed
15th|
+15/10/5|
+9|
+9|
+5|
Fury of the Maelstrom, Stormlord's Wrath, Great Axe thrower
16th|
+16/11/6/1|
+10|
+10|
+5|
Captain +10, Damage Reduction 4/--
17th|
+17/12/7/2|
+10|
+10|
+5|
Cold Resistance 13
18th|
+18/13/8/3|
+11|
+11|
+6|
Stormlord's Shout
19th|
+19/14/9/4|
+11|
+11|
+6|
Improved Battle Cry, Damage Reduction 5/--
20th|
+20/15/10/5|
+12|
+12|
+6|
Captain +12, Cold Resistance 15, Dark Iron Scourge[/table]
Class Features: The following are the class features of the Reaver
Captain: The Reaver lives half of his life on the sea. Because of this, he is an extraordinary captain, and all Profession (Sailor) Checks made while he is captaining a ship have a +2 modifier. This increases by two at every fourth level (+4 at 4th, +6 at 8th, +8 at twelfth, etc.)
Battle Cry: The Reaver can channel all of his power and issue a potent Battle Cry a number of times per day equal to his Reaver level plus his Charisma modifier. All Battle Cries have a duration equal to their Reaver class level unless stated otherwise. Creatures that cannot hear are unaffected by Battle Cries.
Frightening Yell (Su): The Reaver lets out an otherworldly wail that makes his enemies quake in their boots. All enemies within 30 feet are shaken.
Victorious Cry (Su): The Reaver shouts of victory, of the death of enemies, and of plunder to be gained, strengthening the resolve of his companions. All allies within 30 feet of the Reaver get a morale bonus on saving throws equal to the Reaver's Charisma modifier plus one fourth of his Reaver Level.
Shout of Defiance (Su): The Reaver proclaims that he will never be defeated, and how he will keep fighting until the last. All allies within 30 feet (including the Reaver) gain temporary hit points equal to his Reaver level plus his Charisma Modifier).
Thunderous Roar (Su): The Reaver issues a primal yell that seems to ring throughout the landscape, achieving an enormous volume that damages the ears of all who hear it. Anyone within 30 feet is deafened. Additionally, this acts like the Shatter spell on any mundane objects within 15 feet (Excluding those of the Reaver.
Demoralizing Yell (Su): The Reaver lets loose a terrifying shout, much like the roar of a dire bear, breaking enemies' will and resolve. Any enemies within a 30 foot radius that hear this shout suffer a -5 morale penalty on all will saves as well as a -2 penalty on all attack rolls they make.
Fury of the Maelstrom (Su): The Reaver lets loose a cry of absolute rage. His wrath rivals that of an ocean storm, and those that hear the cry on the Reaver's side are infused with that fury. All allies within 30 feet gain a bonus to attack and damage rolls equal to the Reaver's class level divided by 4.
Stormlord's Shout (Su): By channeling the power of the Stormlord, the patron deity of Reavers and the Bringer of maelstroms, the Reaver can use up two Battle Cries to summon a hurricane, obscuring vision and hindering ranged weapons that lasts for 1 hour/class level.
Enourmous Strength: Reavers are known for their strength and their ability to deal massive amounts of damage in a single blow. You gain Power Attack as a bonus feat.
Sea Legs: The Reaver has gotten permanently accustomed to the rocking deck of a boat. He gets a +2 modifier to all balance checks made while on the deck of a ship.
Pillage and Burn: A Reaver lives off of the plunder of villages and the like. He has gained a large knowledge about structures and the best ways to quickly and forcefully dismantle them, as well as exactly how far he has to push something before it breaks. If he succeeds on a Strength check where the DC is 10+ the hardness of the item he is trying to break, he totally ignores the hardness of that item while calculating damage.
Endurance: You gain endurance as a bonus feat
Black Sails and Muffled Oars: The Reaver is remarkably adept at naval stealth. If a Reaver takes precautions, any ship that he captains can make a hide check to remain undetected at night. The modifier for the roll is the Reaver's class level minus any size penalties the ship might incur.
Axe Thrower: A Reaver's legendary strength and fondness for axes work in harmony. The Reaver now has the ability to throw battleaxes as if they were throwing axes. Additionally, you may use either your strength or your dexterity modifier for attack rolls with thrown axes. At level 9 this ability extends to Dwarven Waraxes, and at level 15, to Greataxes.
Cold Resistance: The Reaver spends so much of his time in the waters and along the coastline of the frozen North that he builds up a resistance to the cold inherent to those lands. Starting at 5th level, he has Cold Resistance 5, and it gets bigger by two points for every 3rd level after that.
Stormlord's Rage: The most fearsome aspect of the Reaver is the ability for more experienced members to fly into a berserk rage. When a Reaver is Berserk, it gains a +2 bonus to both Strength and Constitution, the duration of his Battle Cries last 1.5 times as long, he gains DR equal to his new constitution modifier, and he suffers a -1 penalty to armor class. A Reaver may remain in a Berserk state for a number of rounds equal to his constitution modifier plus one third of his Reaver level, and can use it a number of times per day equal to half of his Reaver level.
Diehard: A Reaver suffers remarkable wounds in his raids, but manages to shrug them off and keep fighting. A Reaver gets the Diehard feat at 6th level, whether he fills the prerequisites or not.
Keen Eyes: The Reaver spends so much time in the dark of night on raids that he gains a +2 modifier on spot checks in low light. This bonus increases to +4 at level 11.
Cleaving Charge (Ex): A Reaver can recklessly charge into battle, weapon held high. When he charges, he automatically attacks any enemy in front of him. If he kills this enemy, he may continue to charge until he runs into another foe, which he then attacks.
Damage Reduction: The Reaver has taken so many blows that he has gained the ability to shrug off a certain amount of damage for every blow he takes, whether Berserk or not. At 7th level, this Damage Reduction is 1, and it increases by 1 at tenth level and every third level after that. This Damage Reduction can reduce damage to zero, but not below that, and it stacks with the DR from Stormlord's Rage.
Scourge of the Seas: At tenth level, a Reaver may make a gather information check once a week. The DC of the check is 25- the number of towns he has plundered. If he succeeds, he learns of a civilization composed of those that follow the ideals of the Reaver. If he is accepted into their ranks, he is awarded his own longship and its crew.
Naval Warfare: As the Reaver gets more and more accustomed to combat on the high seas, he becomes better and better at destroying larger ships through better tactics. A number of times per day equal to his Reaver level divided by 2, the Reaver may perform a special combat maneuver. Combat maneuvers can be found at the bottom of this post.
Ramming Speed: The Reaver is very experienced at ramming and boarding other ships. He knows where to target other ships for maximum damage, and how to cripple them with only the bow of his longship. All ramming attacks that the Reaver makes now deal double damage.
Stormlord's Wrath: As the Reaver advances in notoriety, the Stormlord grants him an increased ability to bring havoc and ruin to his victims. When Berserk, his Constitution and Strength Bonus increases to +4, Battle Cry duration is now doubled, and the DR is increased to 1.5 times his new Constitution modifier. The Armor Class penalty remains at -1, and the duration and uses per day remain the same.
Improved Battle Cry: The Reaver has much practice issuing these supernatural shouts. The range of all of his Battle Cries is doubled.
Dark Iron Scourge: At 20th level, the Reaver has attained so much glory he is promoted to the Captain of the Reaver's Fleet, and given command of the vessel The Dark Iron Scourge. The statistics of the Scourge are as follows: Colossal Vessel; Seaworthiness +3; Shiphandling +1; Speed Wind x20 feet or Oars 30 ft; Overall AC 0; 16 hull sections (5 to sink), 50 hp and 10 hardness per section; Rigging sections 1; Rigging hp 60, hardness 0, AC 3; Ram 5d6; Weapons: 2 light bombards (loaded with firebombs), 1 ballista, 1 Heavy Bombard, 1 Firespout; Space 80 feet by 20 feet, height 10 feet (draft 5 feet); Complement 75, Watch 5, Oarsmen 50; Cargo 40 tons.
Combat Maneuvers
Ram and Board: The Reaver's longship rams the foe, but not for the intent of damaging. When using the Ram and Board maneuver, the Reaver has troops waiting to run across the bow of the longship and onto the enemy vessel, and this is accomplished in one swift movement, giving the attackers a surprise round.
Full Salvo: All of the longship's weapons fire at once, unleashing a devastating bombardment. This maneuver can be used to deal damage to all sections of a ship evenly, or to deal significantly more damage to a single section.
Burning Barrage: This maneuver can only be performed by a longship that has firebombs for ammunition. When this maneuver is performed, the longship rams an opposing vessel and fires a volley of firebombs at it. The damage is combined, and the confusion caused by the ramming makes it so that the ship automatically catches on fire, as there is no one to put it out.
Grappling Line: To use this maneuver, the longship must have a ballista installed. A line of rope is attached to the Javelin fired by the ballista, and provides a line that boarders can use to more easily access the target. It can also be used to drag a target off course.
Mutually Assured Destruction: To use this maneuver, the ship must be equipped with at least one Bombard or a firespout and must have firebombs on it. In a last-ditch attempt to take down a target when the longship is about to be destroyed. The longship rams the enemy, then sets off all of its gunpowder and other explosives while the crew abandons ship, dealing damage equal to the amount of gunpowder in pounds x1d6.
Reaver Feats
Stormlord's Chosen
You were born under the Stormlord's star, signifying that you were destined to become a Reaver. You can call upon the Stormlord's favor and channel it into an attack
Prerequisite: 1st level Reaver
Benefit: A number of times per day equal to your Reaver level divided by 2 (minimum 1) you may manifest the blessing of the Stormlord as a bolt of lightning that shoots from your fingers. This bolt does 1d4/ two hit dice of damage at a range of 60 feet.
Southron Reaver
Instead of being the iconic grizzled Northman, you are the product of the hellish jungles of the South, Raiding river settlements in a shallow-drafted Longship.
Prerequisite: Reaver, Must be actively raiding in Tropical waters
Benefit: You exchange your Cold Resistance for Fire Resistance, and gain +4 to all saving throws versus Disease.
Well, playground, what do you think? I would greatly appreciate help at sgetting the power level towards upper tier 3.
Reaver
http://i.imgur.com/yZnzx.jpg
"I am the Scourge of the Frozen Coast, the Demon of the Northern Seas. I have the blood of a hundred villages on my hands. If I was not a competent warrior, I wouldn't be standing here before you." -Thoron Ragnos, Reaver
The Reaver is a brutal raider, the scourge of the Northern coastline, making their living off of the plunder they gain by raiding coastal settlements for their gold, food, and women. A combat-focused class that is at home on land as well as sea, the Reaver is a destructive force to be reckoned with.
Adventures: Reavers adventure to gain plunder, renown, and glory. However, they stay true to the ways of the Stormlord and take time to pillage and destroy coastal settlements.
Characteristics: The Reaver is a combat-focused class that can use Battle Cries to buff allies and hinder foes. They are adept at warfare on both land and sea.
Religion: Almost all Reavers worship the Stormlord, an ascended Reaver who has become their patron. The Stormlord is also responsible for ocean storms, and sends them to test the skill of his Reavers.
Races: Most Reavers are Humans, Orcs, or Half-Orcs, as they are the races most suited to surviving solely off of the plunder of others. The occasional Half-Elf becomes a Reaver, as it holds the appeal of total freedom. Elves are often too intrinsically good to become Reavers, and Dwarves despise the sea. Halflings and Gnomes lack the physical strength required to live the life of a Reaver, although some may come along on longships to aid those who do have the capacity.
Other Classes: Reavers share a kindred spirit with the Barbarian, as they are both free-spirited and not much for law. They regard Bards with disdain, as they have little time for music, but show a grudging respect their abilities to make other warriors more potent. They get along fairly well with Clerics, as Reavers lead a dangerous lifestyle, and are fairly pious in their belief in the Stormlord. They form no opinion on druids, as the two rarely collide. In Fighters they see fellow warriors, men who live by the sword, but think that the Fighter's rigorous discipline is folly. Reavers cannot abide Monks, and Paladins often attack Reavers on sight. Rangers can be valuable allies, but those that have no experience with the sea are often shunned or told to swab decks or otherwise do menial tasks on a longship. Reavers do not often trust the magic of Sorcerers and Wizards, and believe that a blade is more reliable than a spell any day, but do not deny that spellcasters wield great power.
Role: The Reaver can be a group's main melee fighter, but it would be overshadowed in this role by a fighter or paladin. Reavers are good as support characters and secondary melee fighters, using their battle cries to tip the tide of a battle. They come into their true role when on the sea, and are a great addition to a party that will be experience a lot of sailing.
Game Rule Information
Abilities: Strength and Constitution are the cardinal abilities for a Reaver. Charisma is key to improving your Battle Cry ability.
Alignment: Reavers live outside the law, and some of their greatest enemies are paladins and knights. Likewise, they are based on taking things from others by force, so almost no Reavers can be classified as Good.
Hit Die: d12
Starting age and gold: As barbarian
Proficiencies: Reavers are proficient in Light and Medium armor, Simple and Martial weapons, ALL Axes, and all shields but tower shields.
Class skills (and the key ability for each skill): Balance (Dex), Climb (Str), Escape Artist (Dex), Imtimidate (Cha), Jump (Str), Profession (Sailor) (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at first level: (4+Int modifier)x4
Skill points per level after first: 4+Int modifier
Reaver
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|
Captain +2, Frightening Yell, Battle Cry, Enourmous Strength
2nd|
+2|
+3|
+3|
+0|
Sea Legs, Pillage and Burn, Endurace
3rd|
+3|
+3|
+3|
+1|
Black Sails and Muffled Oars, Axe Thrower
4th|
+4|
+4|
+4|
+1|
Victorious Cry, Captain +4
5th|
+5|
+4|
+4|
+1|
Cold Resistance 5, Stormlord's Rage
6th|
+6/1|
+5|
+5|
+2|
Diehard, Shout of Defiance
7th|
+7/2|
+5|
+5|
+2|
Keen Eyes +2, Cleaving Charge, Damage Reduction 1/--
8th|
+8/3|
+6|
+6|
+2|
Captain +6, Cold Resistance 7
9th|
+9/4|
+6|
+6|
+3|
Thunderous Roar, Improved Axe Thrower
10th|
+10/5|
+7|
+7|
+3|
Scourge of the Seas, Damage reduction 2/--
11th|
+11/6/1|
+7|
+7|
+3|
Cold Resistance 9, Keen Eyes +4
12th|
+12/7/2|
+8|
+8|
+4|
Captain +8, Demoralizing Yell
13th|
+13/8/3|
+8|
+8|
+8|
Naval Warfare, Damage Reduction 3/--
14th|
+14/9/4|
+9|
+9|
+4|
Cold Resistance 11, Ramming Speed
15th|
+15/10/5|
+9|
+9|
+5|
Fury of the Maelstrom, Stormlord's Wrath, Great Axe thrower
16th|
+16/11/6/1|
+10|
+10|
+5|
Captain +10, Damage Reduction 4/--
17th|
+17/12/7/2|
+10|
+10|
+5|
Cold Resistance 13
18th|
+18/13/8/3|
+11|
+11|
+6|
Stormlord's Shout
19th|
+19/14/9/4|
+11|
+11|
+6|
Improved Battle Cry, Damage Reduction 5/--
20th|
+20/15/10/5|
+12|
+12|
+6|
Captain +12, Cold Resistance 15, Dark Iron Scourge[/table]
Class Features: The following are the class features of the Reaver
Captain: The Reaver lives half of his life on the sea. Because of this, he is an extraordinary captain, and all Profession (Sailor) Checks made while he is captaining a ship have a +2 modifier. This increases by two at every fourth level (+4 at 4th, +6 at 8th, +8 at twelfth, etc.)
Battle Cry: The Reaver can channel all of his power and issue a potent Battle Cry a number of times per day equal to his Reaver level plus his Charisma modifier. All Battle Cries have a duration equal to their Reaver class level unless stated otherwise. Creatures that cannot hear are unaffected by Battle Cries.
Frightening Yell (Su): The Reaver lets out an otherworldly wail that makes his enemies quake in their boots. All enemies within 30 feet are shaken.
Victorious Cry (Su): The Reaver shouts of victory, of the death of enemies, and of plunder to be gained, strengthening the resolve of his companions. All allies within 30 feet of the Reaver get a morale bonus on saving throws equal to the Reaver's Charisma modifier plus one fourth of his Reaver Level.
Shout of Defiance (Su): The Reaver proclaims that he will never be defeated, and how he will keep fighting until the last. All allies within 30 feet (including the Reaver) gain temporary hit points equal to his Reaver level plus his Charisma Modifier).
Thunderous Roar (Su): The Reaver issues a primal yell that seems to ring throughout the landscape, achieving an enormous volume that damages the ears of all who hear it. Anyone within 30 feet is deafened. Additionally, this acts like the Shatter spell on any mundane objects within 15 feet (Excluding those of the Reaver.
Demoralizing Yell (Su): The Reaver lets loose a terrifying shout, much like the roar of a dire bear, breaking enemies' will and resolve. Any enemies within a 30 foot radius that hear this shout suffer a -5 morale penalty on all will saves as well as a -2 penalty on all attack rolls they make.
Fury of the Maelstrom (Su): The Reaver lets loose a cry of absolute rage. His wrath rivals that of an ocean storm, and those that hear the cry on the Reaver's side are infused with that fury. All allies within 30 feet gain a bonus to attack and damage rolls equal to the Reaver's class level divided by 4.
Stormlord's Shout (Su): By channeling the power of the Stormlord, the patron deity of Reavers and the Bringer of maelstroms, the Reaver can use up two Battle Cries to summon a hurricane, obscuring vision and hindering ranged weapons that lasts for 1 hour/class level.
Enourmous Strength: Reavers are known for their strength and their ability to deal massive amounts of damage in a single blow. You gain Power Attack as a bonus feat.
Sea Legs: The Reaver has gotten permanently accustomed to the rocking deck of a boat. He gets a +2 modifier to all balance checks made while on the deck of a ship.
Pillage and Burn: A Reaver lives off of the plunder of villages and the like. He has gained a large knowledge about structures and the best ways to quickly and forcefully dismantle them, as well as exactly how far he has to push something before it breaks. If he succeeds on a Strength check where the DC is 10+ the hardness of the item he is trying to break, he totally ignores the hardness of that item while calculating damage.
Endurance: You gain endurance as a bonus feat
Black Sails and Muffled Oars: The Reaver is remarkably adept at naval stealth. If a Reaver takes precautions, any ship that he captains can make a hide check to remain undetected at night. The modifier for the roll is the Reaver's class level minus any size penalties the ship might incur.
Axe Thrower: A Reaver's legendary strength and fondness for axes work in harmony. The Reaver now has the ability to throw battleaxes as if they were throwing axes. Additionally, you may use either your strength or your dexterity modifier for attack rolls with thrown axes. At level 9 this ability extends to Dwarven Waraxes, and at level 15, to Greataxes.
Cold Resistance: The Reaver spends so much of his time in the waters and along the coastline of the frozen North that he builds up a resistance to the cold inherent to those lands. Starting at 5th level, he has Cold Resistance 5, and it gets bigger by two points for every 3rd level after that.
Stormlord's Rage: The most fearsome aspect of the Reaver is the ability for more experienced members to fly into a berserk rage. When a Reaver is Berserk, it gains a +2 bonus to both Strength and Constitution, the duration of his Battle Cries last 1.5 times as long, he gains DR equal to his new constitution modifier, and he suffers a -1 penalty to armor class. A Reaver may remain in a Berserk state for a number of rounds equal to his constitution modifier plus one third of his Reaver level, and can use it a number of times per day equal to half of his Reaver level.
Diehard: A Reaver suffers remarkable wounds in his raids, but manages to shrug them off and keep fighting. A Reaver gets the Diehard feat at 6th level, whether he fills the prerequisites or not.
Keen Eyes: The Reaver spends so much time in the dark of night on raids that he gains a +2 modifier on spot checks in low light. This bonus increases to +4 at level 11.
Cleaving Charge (Ex): A Reaver can recklessly charge into battle, weapon held high. When he charges, he automatically attacks any enemy in front of him. If he kills this enemy, he may continue to charge until he runs into another foe, which he then attacks.
Damage Reduction: The Reaver has taken so many blows that he has gained the ability to shrug off a certain amount of damage for every blow he takes, whether Berserk or not. At 7th level, this Damage Reduction is 1, and it increases by 1 at tenth level and every third level after that. This Damage Reduction can reduce damage to zero, but not below that, and it stacks with the DR from Stormlord's Rage.
Scourge of the Seas: At tenth level, a Reaver may make a gather information check once a week. The DC of the check is 25- the number of towns he has plundered. If he succeeds, he learns of a civilization composed of those that follow the ideals of the Reaver. If he is accepted into their ranks, he is awarded his own longship and its crew.
Naval Warfare: As the Reaver gets more and more accustomed to combat on the high seas, he becomes better and better at destroying larger ships through better tactics. A number of times per day equal to his Reaver level divided by 2, the Reaver may perform a special combat maneuver. Combat maneuvers can be found at the bottom of this post.
Ramming Speed: The Reaver is very experienced at ramming and boarding other ships. He knows where to target other ships for maximum damage, and how to cripple them with only the bow of his longship. All ramming attacks that the Reaver makes now deal double damage.
Stormlord's Wrath: As the Reaver advances in notoriety, the Stormlord grants him an increased ability to bring havoc and ruin to his victims. When Berserk, his Constitution and Strength Bonus increases to +4, Battle Cry duration is now doubled, and the DR is increased to 1.5 times his new Constitution modifier. The Armor Class penalty remains at -1, and the duration and uses per day remain the same.
Improved Battle Cry: The Reaver has much practice issuing these supernatural shouts. The range of all of his Battle Cries is doubled.
Dark Iron Scourge: At 20th level, the Reaver has attained so much glory he is promoted to the Captain of the Reaver's Fleet, and given command of the vessel The Dark Iron Scourge. The statistics of the Scourge are as follows: Colossal Vessel; Seaworthiness +3; Shiphandling +1; Speed Wind x20 feet or Oars 30 ft; Overall AC 0; 16 hull sections (5 to sink), 50 hp and 10 hardness per section; Rigging sections 1; Rigging hp 60, hardness 0, AC 3; Ram 5d6; Weapons: 2 light bombards (loaded with firebombs), 1 ballista, 1 Heavy Bombard, 1 Firespout; Space 80 feet by 20 feet, height 10 feet (draft 5 feet); Complement 75, Watch 5, Oarsmen 50; Cargo 40 tons.
Combat Maneuvers
Ram and Board: The Reaver's longship rams the foe, but not for the intent of damaging. When using the Ram and Board maneuver, the Reaver has troops waiting to run across the bow of the longship and onto the enemy vessel, and this is accomplished in one swift movement, giving the attackers a surprise round.
Full Salvo: All of the longship's weapons fire at once, unleashing a devastating bombardment. This maneuver can be used to deal damage to all sections of a ship evenly, or to deal significantly more damage to a single section.
Burning Barrage: This maneuver can only be performed by a longship that has firebombs for ammunition. When this maneuver is performed, the longship rams an opposing vessel and fires a volley of firebombs at it. The damage is combined, and the confusion caused by the ramming makes it so that the ship automatically catches on fire, as there is no one to put it out.
Grappling Line: To use this maneuver, the longship must have a ballista installed. A line of rope is attached to the Javelin fired by the ballista, and provides a line that boarders can use to more easily access the target. It can also be used to drag a target off course.
Mutually Assured Destruction: To use this maneuver, the ship must be equipped with at least one Bombard or a firespout and must have firebombs on it. In a last-ditch attempt to take down a target when the longship is about to be destroyed. The longship rams the enemy, then sets off all of its gunpowder and other explosives while the crew abandons ship, dealing damage equal to the amount of gunpowder in pounds x1d6.
Reaver Feats
Stormlord's Chosen
You were born under the Stormlord's star, signifying that you were destined to become a Reaver. You can call upon the Stormlord's favor and channel it into an attack
Prerequisite: 1st level Reaver
Benefit: A number of times per day equal to your Reaver level divided by 2 (minimum 1) you may manifest the blessing of the Stormlord as a bolt of lightning that shoots from your fingers. This bolt does 1d4/ two hit dice of damage at a range of 60 feet.
Southron Reaver
Instead of being the iconic grizzled Northman, you are the product of the hellish jungles of the South, Raiding river settlements in a shallow-drafted Longship.
Prerequisite: Reaver, Must be actively raiding in Tropical waters
Benefit: You exchange your Cold Resistance for Fire Resistance, and gain +4 to all saving throws versus Disease.
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