Advanced NPC class, the Reaver


Homebrew and House Rules


Yes, he is another variant on the Evil Paladin I needed to design for a custom pantheon/setting. This one is Chaotic Evil. Looking for people's opinions/thoughts. Most abilities are the inverse of the paladin abilities, but I didn't want to just take the opposite of the paladin Mercy abilities, so I tweaked them some.

Reaver
Start with Paladin and make the following changes:
Alignment: Chaotic Evil
Class Skills: Bluff(Cha), Craft (Int), Intimidate (Cha), Handle Animal(Cha), Knowledge(Sacrifice)*(int), Knowledge(Religion)(int), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int)

*Knowledge(Sacrifice) is from the D&D suppliment Book of Vile Darkness.

Class Features:
1st level: Aura of Evil, Detect Good, Smite Good 1/day
2nd Level: Profane Grace, Reaving Touch
3rd Level: Aura of Unease, Profane Stamina, Shivering
4th level: Channel Negative Energy, Smite Good 2/day
5th level: Profane Bond
6th Level: Shivering
7th Level: Smite Good 3/day
8th level: Aura of Defiance
9th level: Shivering
10th level: Smite Good 4/day
11th level: Aura of Destruction
12th level: Shivering
13th level: Smite Good 5/day
14th level: Stigmata (was Aura of faith)
15th level: Shivering
16th level: Smite Good 6/day
17th level: Aura of Domination
18th level: Shivering
19th level: Smite Good 7/day
20th level: Unholy Champion

Ability Descriptions:
Aura of Evil: The power of a Reaver's aura of Evil (see the detect evil spell) is equal to his reaver level.
Detect Good: At will, a reaver can use detect good, as the spell. A reaver can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the reaver does not detect good in any other object or individual within range.
Smite Good: Once per day, a reaver can call out to the powers of evil to aid her in his struggle against good. As a swift action, the reaver chooses one target within sight to smite. If this target is good, the reaver adds his Cha bonus (if any) to his attack rolls and adds his reaver level to all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, or a good-aligned dragon, the bonus to damage on the first successful attack increases to 2 points of damage per level the reaver possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the reaver gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the reaver targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the reaver rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the reaver may smite good one additional time per day up to a maximum of seven times per day at 19th level.
Profane Grace: At 2nd level, a reaver gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.
Reaving Touch: Beginning at 2nd level, a reaver can inflict wounds by touch. Each day he can use this ability a number of times equal to 1/2 her reaver level plus his Charisma modifier. With one use of this ability, a reaver can deal 1d6 hit points of damage for every two reaver levels he possesses. Using this ability is a standard action. Using reaving touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The target does not receive a saving throw against this damage. A reaver only needs one free hand to use this ability.
Alternatively, a reaver can use this reaving touch to heal damage to undead creatures, healing 1d6 points of damage for every two levels the reaver possesses. Using this ability is a standard action, unless the reaver targets himself, in which case it is a swift action.
Aura of Unease: At 3rd level, each enemy within 10 feet of the reaver suffers a -4 morale bonus on saving throws against fear effects. This ability functions only while the reaver is conscious, not if he is unconscious or dead. The reaver also gains a +4 bonus to all intimidate checks.
Profane Stamina: at 3rd level: the Reaver no longer suffers any ill effects from all diseases, including supernatural and magical diseases. They still have the diseases, and roll normally to recover from them, but they do not suffer from their effects and will not die from them. Profane Stamina also changes the reaver's aura to be negatively aligned, meaning they are cured by negative energy such as inflict spells and harmed by positive energy such as cure spells. This allows their own reaving touch to heal themselves.
Shivering: At 3rd level, and every three levels thereafter, a reaver can select one shivering. Each shivering adds an effect to the reaver's reaving touch ability. Whenever the reaver uses Shivering touch to cause damage to one target, the target also receives the additional effects from all of the shiverings possessed by the reaver. A shivering can be avoided by the target making a Fort/Will save at DC (10+1/2 Reaver level+Reaver Cha modifier). Only one shivering can be applied with a reaving touch, unless stated otherwise.
At 3rd level, the reaver can select from the following initial mercies.
- - Vision of Darkness --- Target is Dazzled for 1 minute / 1d6 of Reaving Touch (Will save negates)
- - Bleeding Attack -- 1 point bleeding damage / 1d6 of Reaving Touch (otherwise identical Rogue talent of same name)
- - Vision of Dispair --- Target is Shaken for 1 round/1d6 of Reaving Touch (Will Save negates)
At 6th level, a reaver adds the following mercies to the list of those that can be selected.
- - Vision of Doom --- Target is dazed for 1 round (Fort save negates)
- - Touch of Plague --- Gives target any 1 disease Reaver is suffering from with Immediate onset (Fort save negates)
- - Touch of Suffering --- Target is sickened for 1 round/1d6 of Reaving Touch (save negates)
At 9th level, a reaver adds the following mercies to the list of those that can be selected.
- - Vision of Death --- Target is stunned for 1 Round (Fort Save = Dazed for 1 round) (requires Dazed)
- - Sting of Evil --- Target is poisoned, Effect 1 Con/Round, duration 1 round / 2d6 of Reaving Touch, 1 Fort Save ends
- - Stench of Evil --- Target is Nauseated for 1 round / 2d6 of Reaving Touch, (Fort save = sickened instead) Requires Touch of Suffering
- - Vision of Terror -- Target is Frightened for 1 round / 2d6 of Reaving Touch (Will Save = shaken for instead) Requires Vision of Dispair
At 12th level, a reaver adds the following mercies to the list of those that can be selected.
- - Hand of Weakness --- -1 STR / 1d6 of Reaving touch, duration 1d6+CHA minutes (Fort save makes duration 1 round)
- - Hand of Disorientation --- -1 DEX/ 1d6 of Reaving touch, duration 1d6+CHA minutes (Fort save makes duration 1 round)
- - Hand of Sickness --- -1 CON / 1d6 of Reaving touch, duration 1d6+CHA minutes (Fort save makes duration 1 round)
- - Hand of Forgetfulness --- -1 INT / 1d6 of Reaving touch, duration 1d6+CHA minutes (Will save makes duration 1 round)
- - Hand of Confusion --- -1 WIS / 1d6 of Reaving touch, duration 1d6+CHA minutes (Will save makes duration 1 round)
- - Hand of Worthlessness --- -1 CHA / 1d6 of Reaving touch, duration 1d6+CHA minutes (Will save makes duration 1 round)
- - SPECIAL: Multiple "Hand" effects can be applied with a single Reaving Touch. Multiple uses do not stack damage, but durations to add together. The decrease from a "Hand" shivering effects cannot reduce the ability score below 1.

Channel Negative Energy: When a reaver reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of her Reaving Touch ability. A reaver uses her level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Spells: Beginning at 4th level, a reaver gains the ability to cast a small number of divine spells which are drawn from the Reaver spell list. A reaver must choose and prepare his spells in advance.
To prepare or cast a spell, a reaver must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a reaver's spell is 10 + the spell level + the reaver's Charisma modifier. (This ability is idental to the paladin ability, except with a different spell list)
SPELL LIST PENDING
Profane bond: This ability is nearly identical to the paladin Divine bond ability with the following exceptions:
Weapon Properties allowed: Anarchic, flaming, flaming burst, Unholy, keen, Vicious, Vorpal, Wounding, and speed.
At 11th level, a bonded mount gains the Fiendish creature advanced simple template and becomd a megical beast for the purposes of determining which spells affect it.
Aura of Defiance: At 8th level, a reaver is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the reaver is conscious, not if he is unconscious or dead.
Aura of Destruction: At 11th level, a reaver can expend two uses of his smite good ability to grant the ability to smite good to all allies within 10 feet, using his bonuses. Allies must use this smite good ability by the start of the reaver's next turn and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability.
Stigmata: At 14th level, a reaver's weapons are treated as evil-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of him is treated as evil-aligned for the purposes of overcoming Damage Reduction. This ability functions only while the reaver is conscious, not if she is unconscious or dead.
Aura of Domination: At 17th level, a reaver gains DR 5/good and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the reaver is conscious, not if he is unconscious or dead.
Unholy Champion: At 20th level, a reaver becomes a conduit for the power of her god. His DR increases to 10/good. Whenever he uses smite good and successfully strikes a good outsider, the outsider is also subject to a banishment, using his reaver level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses reaving touch to harm a creature, he deals the maximum possible amount.


InfoStorm wrote:

Yes, he is another variant on the Evil Paladin I needed to design for a custom pantheon/setting. This one is Chaotic Evil. Looking for people's opinions/thoughts. Most abilities are the inverse of the paladin abilities, but I didn't want to just take the opposite of the paladin Mercy abilities, so I tweaked them some.

Reaver
Start with Paladin and make the following changes:
Alignment: Chaotic Evil
Class Skills: Bluff(Cha), Craft (Int), Intimidate (Cha), Handle Animal(Cha), Knowledge(Sacrifice)*(int), Knowledge(Religion)(int), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int)

*Knowledge(Sacrifice) is from the D&D suppliment Book of Vile Darkness.

Class Features:
1st level: Aura of Evil, Detect Good, Smite Good 1/day
2nd Level: Profane Grace, Reaving Touch
3rd Level: Aura of Unease, Profane Stamina, Shivering
4th level: Channel Negative Energy, Smite Good 2/day
5th level: Profane Bond
6th Level: Shivering
7th Level: Smite Good 3/day
8th level: Aura of Defiance
9th level: Shivering
10th level: Smite Good 4/day
11th level: Aura of Destruction
12th level: Shivering
13th level: Smite Good 5/day
14th level: Stigmata (was Aura of faith)
15th level: Shivering
16th level: Smite Good 6/day
17th level: Aura of Domination
18th level: Shivering
19th level: Smite Good 7/day
20th level: Unholy Champion

Ability Descriptions:
Aura of Evil: The power of a Reaver's aura of Evil (see the detect evil spell) is equal to his reaver level.
Detect Good: At will, a reaver can use detect good, as the spell. A reaver can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the reaver does not detect good in any other object or individual within range.
Smite Good: Once per day, a reaver can call out to the powers of evil to aid her in his struggle...

im pretty sure there is something like this in the APG btw but is still nice


One thing to realize is that while the Paladin's mercies are helpful, they are not attacks. He really only has Smite for his special attack and then relies on his character level feats and spell buffs.

Your shivering is very cool...and each one improves your attack ability. In a lot of ways that makes him more powerful than a Paladin, in terms of combat. A Paladin could take him on because his mercies could help cancel out the shivering, but against a fighter, or some poor rogue, the Reaver is going to be hell on wheels.
Which is fine if he is going to remain a villian. But I lay odds somebody is going to want to play one, and that might cause problems.

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