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REVblades are trained at a young age to handle the weapon from which their namesake comes. A REV is a weapon brought about by many experiments with incarnum and other mysterious substances. REVs utilize a steady stream of spirit energy from their 'host'. A REVblade can increase the flow of energy to increase Their damage output for a short time. But to much and the wielder is out of commission.
 Making a REVblade
REVblades are usually impatient and stuck up. This fact isn't because they see themselves higher then others, but because they are usually very young and very competent in their skills.
Abilities: Key skills for a REVblade are Strength, Charisma, and a little Constitution. REVblades are strong formidable Opponents. Most are Very good at persuading and are good conversationalists. They also need to be able to handle the taxing effects of their weapon.
Races: Humans usually, for the REV training program they usually take strong, attractive children.
Alignment: usually neutral.
Starting Gold: as fighter.
Starting Age: Simple.
|Saving Throws||Special|| Power|
|1st||+1||+5||+3||+5||REV up, Active mode, weapon proficiency (REV)||—|
|15th||+9/+7||+6||+4||+6||Exospark, spirit tanks||9|
|20th||+9/+9/+3||+6||+4||+6||awakening Lv2, spirit tanks||12|
Class Skills (5 + Int modifier x 4)
 Class Features
REV up: A REVblade can either use one spirit tank or take 5 points non-lethal damage. Doing so adds 1d6 to damage rolls
Active mode: A REVblade can enter 'active mode' by spending one spirit tank or taking 10 points non-lethal damage. In active mode, a REV blades speed increases by 10 feet per round and the REVblade gains +3 to AC.
Rage combo: If a REVblade falls below half HP they get two attacks per turn. Base Attack Bonus is not added to these attacks
Spirit tanks: The REVblade now learns how to channel spirit energy into tanks within the REV. These tanks refill once the REVblade has had at least 8 hours rest.
Flare dash: This ability can only be activated by spending two spirit tanks. The REVblade activates the REV, cloaking themselves in flame before hurtling forward at an alarming speed, dealing 2d8 fire damage.
Shock Blitz: This ability can only be activated by taking 15 points non-lethal damage. The REVblade activates the REV, summoning electricity to surround the REV, the REVblade then makes a series of quick attacks dealing 3d8 electrical damage potentially paralyzing the target. Roll 2d10 for percent. If higher then 80% target is now paralyzed.
Combo finish: The REVblade can spend three Spirit tanks to unleash a three hit combo of attacks ending in a powerful finishing attack. each attack must roll VS AC. each attack does 1d4 finish does 1d10.
Exospark: The REVblade must spend 3 spirit tanks and take 5points non-lethal damage to send out a shockwave, affecting a 30 foor radius. dealing 1d4 electrical damage for 4 turns. with chance for paralysis (see Shock blitz).
Awakening Lv1: a REVblade must spend all remaining spirit tanks. By doing so he automatically enters Active mode and gains +1 to all attacks.
Awakening Lv2: A REVblade must take 20 points non-lethal damage. By doing so he gains access to his other abilities without point or damage cost.
Power Points/Day: A REVblades’s ability to manifest his or her abilities is limited by the Amount of non-lethal damage or spirit tanks he or she has available. His or her base daily allotment of spirit tanks is given on the above table. if at any point the REVblade's non-lethal damage equals his current HP he or she is knocked out
Once you are enrolled in the REV training program there is no escape, nor exile. once a REVblade always a REVblade
 Epic REVblade
|21st||+1 Spirit tank|
|30th||bonus feat, final awakening|
Final awakening: by taking an additional 5 points of non-lethal damage the REVblade doubles his movement speed. Their weapon also gains an extra damage die.
 Human REVblade Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Power attack
Bonus Feats: ACtive mode, REV up, Weapon Proficiency (REV).
Gear: Chainmail, adventure pack, torches x5 .
 Campaign Information
 Playing a REVblade
Other Classes: any.
 REVblades in the World
|“||You get addicted to the power after a while, you wanna use the thing. But Damn this thing'll put you out quicker then a pissed of momma Ork||”|
|—Stefan Dredge, Human REVblade|
Daily Life: REVblades don't really stand out in society, and thus they live like normal people. A few choose to go out gallivanting as vigilantes
Notables: Stefan Dredge, combat instructor in the REV training program. Arion Cross, former Arena champion.
Organizations: In most cities there are places that keep track of the location of all graduates of the REV training program..
NPC Reactions: REVblades don't stand out in society, the only thing that hints to what they are is the throttle on the hilt of the REV.
 REVblade Lore
Characters with ranks in Knowledge magical device or arcane can research REVblades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||REVblades go through an intensive training program.|
|10||The weapon they use is a magical parasite that feeds on spirit energy..|
|15||once bound to a host the REV offers semi-magical abilities in exchange for spirit energy.|
|20||If a REV is destroyed the host dies.|