pestilenceawaits
2006-12-21, 02:12 PM
I have created a new prestige class. Is it over powered? general criticisms welcome.
Reaver
Reavers are what constitute the nightmares of evil creatures everywhere. Reavers are or once were good men who through battle or some great personal tragedy have become frustrated and jaded with the way evil has run rampant in the world and they seek to stop it at the cost of everything else in their lives. With grim and unstoppable determination they trudge silently forward, efficiently and mercilessly slaying evil. Stories are told of reavers walking through a field of battle shrugging off blows that would have killed lesser men seeking out the greatest evil threat. They are considered by many to be the ultimate judge, jury, and executioner and great champions. Others see them as crazed vigilantes that must be stopped. The only thing that they agree on is that once a reaver has targeted someone that they consider evil they are nearly unstoppable. They have an intimidating presence and rarely have close friends. Because of the nature of their work many cut all ties with their previous lives and go by aliases to prevent retaliation enacted upon former friends or family.
Races
Most reavers are humans, half-orcs or half-elves but particularly jaded elves and dwarves also join their ranks. It is very rare for halflings or gnomes to become reavers.
Other classes
Many classes can join the ranks of the reavers but by far the majority are paladins and fighters. Clerics, barbarians, and rangers are the next most prevalent group among reaversand most rogues are terrified of them, but it is not unheard of for rogues to turn to this profession. Druids, wizards, bards, and sorcerers very rarely become reavers.
Alignment
Reavers are vehemently opposed to acts of evil and in their relentless pursuit of it the can at times be unforgiving. Their lifestyle requires them to be extremely disciplined, the must always be on guard from evil, and from retribution by others. Reavers are all either LG or LN.
Religion
Many reavers are or once were very religious some of them lost faith in their deities other lost faith in the system of laws of the land depending on how they became reavers. Most reavers that are religious worship gods of justice or vengeance some follow non-evil deities of death.
Requirements
Base attack +7
Skills: Intimidate 10 ranks, gather information 4 ranks, and knowledge religion 4 ranks
Feats: Power attack, weapon focus (any weapon)
Special: Reavers must have witnessed or been the victim of a great evil perpetuated by an evil individual or organization that went unpunished. (this can be done in game if desired by the DM) Paladins that become reavers are considered fallen and have special caveats explained further later.
Table 1.1 The Reaver Hit dice 1d10
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Grim determination, Smite evil 1/ day
2nd +2 +3 +0 +3 Fearless, Fast movement 10
3rd +3 +3 +1 +3 Unstoppable force DR 1/-
4th +4 +4 +1 +4 Freedom of Movement
5th +5 +4 +1 +4 Fear Aura
6th +6/+1 +5 +2 +5
7th +7/+2 +5 +2 +5 Unstoppable force DR 2/-
8th +8/+3 +6 +2 +6
9th +9/+4 +6 +3 +6 Smite evil 2/ day
10th +10/+5 +7 +3 +7 Final Judgment
Grim determination: Through shear force of personality reavers shrug off the effects of most spells and spell like effects. This ability grants them a bonus to their saves equal to their charisma modifier (minimum +1) this functions like the paladins divine grace but it does not stack with any other similar ability.
Smite evil: This functions like the paladin ability and levels stack from any class that grants the ability.
Fearless: The reaver is immune to all fear effects (this does not grant aura bonuses like the paladin)
Unstoppable force: Reavers gain damage reduction of 1/- at 3rd level this increases to 2/- at 7th level.
Freedom of Movement: This functions like the spell always active.
Fear Aura: at 5th level the reaver projects as a free action a 30ft fear aura around himself that requires all creatures caught in its affect to make a will save DC 10+class levels+chr modifier or be shaken for 2d6 rounds.
Final Judgment: As a full round action a reaver may make an attack against a single evil creature which opens a one way gate to one of the nine hells and forces the creature through. The creature that is struck must make an opposed strength check with the reaver if the hit is successful. The reaver receives a bonus to the check equal to his charisma modifier in addition to any other bonuses from size etc. if the hit is a confirmed critical the multiplier is applied to the charisma modifier for example a reaver with a 16 charisma would normally add 3 to his strength check but if he hit with a critical with a great sword it would be 6 or 9 with a great axe. If the creature isn’t evil the attack fails and is wasted for the day but does damage normally the same applies if the reaver fails the strength check.
Ex-paladins: Once a paladin becomes a reaver he has violated his oaths his tactics are too violent and unmerciful. In addition to his levels stacking for smite evil (his smite evil attempts per day are dictated by his reaver levels) if he switches to a deity that accepts reavers or his own deity will accept him as one he retains the abilities to detect evil and turn undead as a paladin of his paladin plus reaver levels. All other paladin abilities are lost including special mount, laying on of hands, cure disease, spells, etc.
Reaver
Reavers are what constitute the nightmares of evil creatures everywhere. Reavers are or once were good men who through battle or some great personal tragedy have become frustrated and jaded with the way evil has run rampant in the world and they seek to stop it at the cost of everything else in their lives. With grim and unstoppable determination they trudge silently forward, efficiently and mercilessly slaying evil. Stories are told of reavers walking through a field of battle shrugging off blows that would have killed lesser men seeking out the greatest evil threat. They are considered by many to be the ultimate judge, jury, and executioner and great champions. Others see them as crazed vigilantes that must be stopped. The only thing that they agree on is that once a reaver has targeted someone that they consider evil they are nearly unstoppable. They have an intimidating presence and rarely have close friends. Because of the nature of their work many cut all ties with their previous lives and go by aliases to prevent retaliation enacted upon former friends or family.
Races
Most reavers are humans, half-orcs or half-elves but particularly jaded elves and dwarves also join their ranks. It is very rare for halflings or gnomes to become reavers.
Other classes
Many classes can join the ranks of the reavers but by far the majority are paladins and fighters. Clerics, barbarians, and rangers are the next most prevalent group among reaversand most rogues are terrified of them, but it is not unheard of for rogues to turn to this profession. Druids, wizards, bards, and sorcerers very rarely become reavers.
Alignment
Reavers are vehemently opposed to acts of evil and in their relentless pursuit of it the can at times be unforgiving. Their lifestyle requires them to be extremely disciplined, the must always be on guard from evil, and from retribution by others. Reavers are all either LG or LN.
Religion
Many reavers are or once were very religious some of them lost faith in their deities other lost faith in the system of laws of the land depending on how they became reavers. Most reavers that are religious worship gods of justice or vengeance some follow non-evil deities of death.
Requirements
Base attack +7
Skills: Intimidate 10 ranks, gather information 4 ranks, and knowledge religion 4 ranks
Feats: Power attack, weapon focus (any weapon)
Special: Reavers must have witnessed or been the victim of a great evil perpetuated by an evil individual or organization that went unpunished. (this can be done in game if desired by the DM) Paladins that become reavers are considered fallen and have special caveats explained further later.
Table 1.1 The Reaver Hit dice 1d10
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Grim determination, Smite evil 1/ day
2nd +2 +3 +0 +3 Fearless, Fast movement 10
3rd +3 +3 +1 +3 Unstoppable force DR 1/-
4th +4 +4 +1 +4 Freedom of Movement
5th +5 +4 +1 +4 Fear Aura
6th +6/+1 +5 +2 +5
7th +7/+2 +5 +2 +5 Unstoppable force DR 2/-
8th +8/+3 +6 +2 +6
9th +9/+4 +6 +3 +6 Smite evil 2/ day
10th +10/+5 +7 +3 +7 Final Judgment
Grim determination: Through shear force of personality reavers shrug off the effects of most spells and spell like effects. This ability grants them a bonus to their saves equal to their charisma modifier (minimum +1) this functions like the paladins divine grace but it does not stack with any other similar ability.
Smite evil: This functions like the paladin ability and levels stack from any class that grants the ability.
Fearless: The reaver is immune to all fear effects (this does not grant aura bonuses like the paladin)
Unstoppable force: Reavers gain damage reduction of 1/- at 3rd level this increases to 2/- at 7th level.
Freedom of Movement: This functions like the spell always active.
Fear Aura: at 5th level the reaver projects as a free action a 30ft fear aura around himself that requires all creatures caught in its affect to make a will save DC 10+class levels+chr modifier or be shaken for 2d6 rounds.
Final Judgment: As a full round action a reaver may make an attack against a single evil creature which opens a one way gate to one of the nine hells and forces the creature through. The creature that is struck must make an opposed strength check with the reaver if the hit is successful. The reaver receives a bonus to the check equal to his charisma modifier in addition to any other bonuses from size etc. if the hit is a confirmed critical the multiplier is applied to the charisma modifier for example a reaver with a 16 charisma would normally add 3 to his strength check but if he hit with a critical with a great sword it would be 6 or 9 with a great axe. If the creature isn’t evil the attack fails and is wasted for the day but does damage normally the same applies if the reaver fails the strength check.
Ex-paladins: Once a paladin becomes a reaver he has violated his oaths his tactics are too violent and unmerciful. In addition to his levels stacking for smite evil (his smite evil attempts per day are dictated by his reaver levels) if he switches to a deity that accepts reavers or his own deity will accept him as one he retains the abilities to detect evil and turn undead as a paladin of his paladin plus reaver levels. All other paladin abilities are lost including special mount, laying on of hands, cure disease, spells, etc.