Annihilating Reaver (3.5e Class)

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Annihilator[edit]

"*unintelligible roaring followed by the sound of flesh being carved*"

             - Wolverine, an Annihilator

Becoming an Annihilator[edit]

Those who give themselves fully to the power of emotion will gravitate to this class, and those closer to beasts than men will stick with it longer.

Entry Requirements
Alignment: Must be Chaotic and non-Good.
Base Attack Bonus: Minimum base attack bonus needed is +18.
Race: No specific race is required, but those of the large or larger size category are more likely to become an Annihilator.
Special: A character must be able to Frenzy at least 4/day, and the ability to Rage at least 4/day.

Table: The Annihilator

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +2 +3 +0 +0 Fury 1/Day, Reckless Attack
2nd +3 +4 +0 +0 Terrifying Presence, DR3/-
3rd +4 +4 +2 +2 Fury 2/Day, Annihilating Grasp
4th +5 +5 +2 +2 Annihilator's Speed, DR6/-
5th +6 +5 +2 +2 Combat Expertise, Fury 4/Day
6th +7 +6 +3 +3 DR9/-
7th +8 +6 +3 +3 Fury 5/Day
8th +9 +7 +3 +3 DR12/-
9th +10 +7 +4 +4 Annihilating Glare
10th +11 +8 +4 +4 Invigorating Fury

Class Skills (6 + Int modifier per level)
Class skills include Balance, Climb, Intimidate, Jump, Survival, Tumble.

Class Features[edit]

Annihilators are forces of pure chaos in the world, but where other warriors express their rage merely through getting stronger or bigger, the Annihilator goes past that and has a seething, constant wrath that lends them great strength by giving him or her slightly more control over the anger.

All of the following are class features of the Annihilator.

Fury (Ex):

An Annihilator can only go into a Fury if he or she is in a Rage and/or a Frenzy.

When a character goes into a Fury he or she reaches a largely unexplored level of anger, one where animalistic will takes over. When Furious, the Annihilator gains a +4 to STR and CON, and +2 to DEX and WIS. However the Furious Annihilator takes a -6 to AC, cannot use any skill that requires INT or CHA (except for Intimidation), and automatically fails any saving throw that requires those abilities. Additionally the Annihilator becomes illiterate while Furious and takes 4 lethal damage per turn.

A character can enter a Fury as a free action as many times as he or she has the ability to per day, and the Fury only ends when the character dies or all other rage effects have ended (Rage, Frenzy, etc.). A character that goes into a Fury while in a Frenzy and/or in a Rage regains the ability to use all DEX based skills except Escape Artist, Hide, Open Lock, Slight of Hand, and Use Rope. In addition to this the character regains the ability to use the Combat Expertise Feat.

Reckless Attack (Ex):

When it is the Annihilator's turn, if he or she uses a Full Attack, he or she automatically crits on all damage die rolls for those attacks, but suffers an additional -4 to AC until his or her next turn.

Terrifying Presence (Ex):

Whenever the character kills a creature, he or she can make an intimidation roll. Each other creature that saw the character do so must make a will save vs the character's intimidation roll or cowers for 1d4 rounds. A creature that cowered but is now unaffected or passed the first saving throw cannot be affected by this ability again until it takes a long rest.

Annihilating Grasp (Ex):

When an Annihilator grapples a creature that creature must make a Fortitude saving throw with DC equal to the Annihilator's base attack bonus or be torn to pieces, killing it instantly.

Annihilator's Speed (Ex):

The Annihilator adds 10 feet to his or her base speed, and while Furious negates all debuffs to speed.

Combat Expertise (Ex):

The Annihlator gains the feat Combat Expertise even if he or she does not meet the requirements.

Annihilating Glare (Su):

The Annihilator may use a Swift Action to stare into the eyes of a creature which is cowering due to the Terrifying Presence ability. When he or she does, that creature must make another will saving throw with DC equal to the Annihilator's base attack bonus or have its head explode in fear. Adjacent cowering creatures add 1d4 rounds to the time they spend cowering.

Invigorating Fury (Ex):

The Annihilator no longer takes the 2 nonlethal damage from being Frenzied, and no longer takes the 4 lethal damage from being Furious. Finally, when using Rage, Frenzy, and Fury simultaneously the character cannot be affected by any negative status effect except Grappled, but when the Annihilator is no longer Furious he or she becomes fatigued.


The epic Annihilator gains a bonus feat (selected from the list of epic Annihilator feats) every 2 levels after Annihilator level 10 instead of increasing the class abilities.

Epic Annihilator Bonus Feat List: Armor Skin, Devastating Critical, Dire Charge, Epic Fortitude, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Fast Healing, Great Constitution, Great Strength, Improved Combat Reflexes, Overwhelming Critical, Penetrate Damage Reduction.

Ex-Annihilators[edit]

If an Annihilator becomes non-Chaotic he or she regains a sense of self and can no longer gain levels in this class, and cannot go into a rage, frenzy, or fury until he or she becomes Chaotic again.

Campaign Information[edit]

Playing a <-class name->[edit]

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Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

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<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

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Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

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<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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