Reaver (Variant 1)(3.5e Class)
From D&D Wiki
A "Combat Monster" class.
Making a Reaver
Very good damage potential, not much else.
Abilities: Strength is important as this is primarily a damage class.
Races: Any living race with hands.
Alignment: Any non-lawful.
Starting Gold: 1d4×10 gp (25 gp).
Starting Age: Simple.
|Saving Throws||Special||Claw Damage|
|1st||+1||+2||+0||+0||Claws, Claw Enhancement: Magic, Metabolic Control||1d6|
|2nd||+2||+3||+0||+0||Claw Enhancement: Piercing Critical 25%||1d6|
|3rd||+3||+3||+1||+1||Metabolic Control +1||1d6|
|5th||+5||+4||+1||+1||Claw Enhancement: Force, Metabolic Control +2||1d8+1|
|6th||+6/+1||+5||+2||+2||Claw Enhancement: Piercing Critical 50%||1d8+1|
|7th||+7/+2||+5||+2||+2||Metabolic Control +3||1d8+1|
|9th||+9/+4||+6||+3||+3||Metabolic Control +4||1d10+1|
|10th||+10/+5||+7||+3||+3||Claw Enhancement: Sonic, Claw Enhancement: Piercing Critical 75%||1d10+2|
|11th||+11/+6/+1||+7||+3||+3||Metabolic Control +5||1d10+2|
|12th||+12/+7/+2||+8||+4||+4||Claw Enhancement: Cursed Wound||2d6+2|
|13th||+13/+8/+3||+8||+4||+4||Metabolic Control +6||2d6+2|
|14th||+14/+9/+4||+9||+4||+4||Claw Enhancement: Piercing Critical 100%||2d6+2|
|15th||+15/+10/+5||+9||+5||+5||Claw Enhancement: Keen, Metabolic Control +7||2d6+3|
|17th||+17/+12/+7/+2||+10||+5||+5||Metabolic Control +8||2d8+3|
|19th||+19/+14/+9/+4||+11||+6||+6||Metabolic Control +9||2d8+3|
|20th||+20/+15/+10/+5||+12||+6||+6||Claw Enhancement: Vicious||2d10+4|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Reaver.
Weapon and Armor Proficiency: Reavers have no weapon or armor proficiencies.
The signature ability of a reaver is his ability to turn his hands into deadly claws. At 1st level, a reaver may turn either or both of his hands into claws as a free action (or return them to normal form as a standard action). A reaver may make 1 attack with each claw at his standard attack bonus and extra attacks due to high BAB or other effects allow him to attack with each claw.
Reavers are uncomfortable in armor and take a penalty to their attack rolls equal to 1 increment worse than the armor check penalty of the armor worn while wearing armor (Example: a reaver wearing a chain shirt would incur a -3 penalty on all attack rolls). A reavers claws are also not suited to the same tasks as normal hands and as such all but the simplest of tasks incur a 75% chance of failing (simple tasks for the purpose of this ability are ones that could be done even if the character had no hands).
These claw enhancements can aid the reaver when attacking by allowing his claws to do things not normally possible with physical attacks.
Example: A reaver attacking an object with hardness but immunity to sonic can ignore hardness (beneficial) but his damage will not be subject to sonic immunity (not beneficial).
Magic (Ex): A reaver's claws are treated as magic weapons when it would be beneficial. This benefit also increases with level in that the reaver gains an enhancement bonus to damage rolls with his claws equal to 1/5th of his reaver level (rounded down).
Piercing Critical (Ex): A reaver's claws have a chance (as mentioned in the table above) of achieving critical hits even against objects or other targets not normally subject to them.
Force (Ex): A reaver's claws are treated as force effects when it would be beneficial.
Sonic (Ex): A reaver's claws are treated as dealing sonic damage in circumstances where it would be beneficial.
Cursed Wound (Ex): The damage a reaver deals with his claws doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a reaver's claws must succeed on a caster level check (DC 15 + the Reaver's level), or the spell has no effect on the injured character. This ability may even affect undead or other creatures with immunity to this sort of ability.
Keen (Ex): The threat range on a reaver's claws improves to 18-20 (this does not stack with other effects which improve threat range).
Vicious (Ex): The critical multiplier on a reaver's claws improves to x3 (this does not stack with other effects which improve critical multipliers).
Metabolic Control (Ex)
Reavers have gained such great control over their metabolism that they are afforded benefits not available to many others. Firstly, a Reaver heals lost hit points every hour rather than every day (the rate for nonlethal damage improves to every 5 minutes and the rate for ability damage becomes equal to the reaver's class level per day). Secondly, the reaver's level is treated as 1 higher than normal at 3rd level and continues to improve by 1 every odd level thereafter for the purpose of natural healing. Thirdly, at 7th level, if the reaver loses a limb, an organ, or any other body part he regenerates it 1 hour later (or 1 minute later if he holds it to the place where it was removed from). Fourthly, a reaver does not need to eat or drink to survive (and at 10th level he does not even need to breathe). Finally, this ability causes the reaver to be unable to age past adulthood or to reverse in age until reaching adulthood (losing all ability score adjustments due to age).
The reason for the mental ability score adjustments being removed is that a reaver functions on a genetic memory which allows him to store a potentially limitless amount of information but does not allow him to grow mentally as he is forced to keep things in perspective.
|21st||Metabolic Control +10|
|23rd||Metabolic Control +11, Bonus Feat|
|25th||Metabolic Control +12, Claw Damage 2d10+5|
|27th||Metabolic Control +13|
|29th||Metabolic Control +14, Bonus Feat|
|30th||Claw Damage 2d10+6|
2 + Int modifier skill points per level.
Claws (Ex): This ability does not improve with the exception of a 1 point damage increase every 5 levels.
Metabolic Control (Ex): The effective character level of the Reaver increases by 1 every odd level as shown in the chart above.
Bonus Feats: The epic Reaver gains a bonus feat every 3 levels after 20th.