Reaver (3.5e Class)
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The Reavers have found ways of using the scythe that devastates all. A Reaver is the ultimate killer with a scythe and knows how and when to use them. They were an order created by Nerull, the God of Death himself. He created them for the sole purpose to reave all good souls so they can be brought back to fight for him. He has since died but the Reavers still grow in numbers and have found new ways of trapping the soul. A Reaver will usually work for necromancers or evil clerics. They see themselves as the bringers of death and some are, in fact, undead themselves so that they may help the destruction, and bring around a new order of death.
Making a Reaver
A Reaver is an expert with the scythe and knows how to use it. They are like rangers in a sense that they have a small amount of spells that work to their advantages and that they're aimed at a single target to slay a chosen foe. While rangers have many, a Reaver has but one: the living.
Abilities: Strength is important as their main weapon (the scythe) is a melee weapon. Wisdom is important because it helps the Reaver's spells.
Races: Humans and Elves mostly make up Reavers but it has been known for Dwarves, Haflings, Orcs, Gnomes and Half-Elves to become Reavers.
Alignment:A Reaver must be Lawful Neutral, Lawful Evil, Neutral Evil or Chaotic Evil.
Starting Gold: 4d4×10gp (80gp)
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+0||+2||Soul Bound, Detect Alignment, Smite 1/Day.||—||—||—||—|
|2nd||+2||+3||+0||+3||Bonus Feat, Spiritual Resolve||—||—||—||—|
|3rd||+3||+3||+1||+3||A Mask To Hide Behind||—||—||—||—|
|5th||+5||+4||+1||+4||Smite 2/day, Mettle||0||—||—||—|
|6th||+6/+1||+5||+2||+5||Capture The Soul.||1||—||—||—|
|8th||+8/+3||+6||+2||+6||Improved Unholy Strike||1||0||—||—|
|10th||+10/+5||+7||+3||+7||Death's Disciple, Improved Capture The Soul, Smite 3/day||1||1||0||—|
|14th||+14/+9/+4||+9||+4||+9||Greater Capture The Soul.||2||1||1||0|
|19th||+19/+14/+9/+4||+12||+6||+12||A Reaper's Scythe||3||3||3||2|
|20th||+20/+15/+10/+5||+12||+6||+12||Harbinger of Death, Life In The Palm Of Your Hand, Smite 5/day||3||3||3||3|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Reaver.
Weapon and Armor Proficiency: A Reaver is proficient with all Light and Medium Armor, All Simple and the Scythe .
Spells: DCs and bonus spells come from Wisdom. The spells DC = 10 + (Spell Level + Wisdom Modifier). Reavers choose their spells from the following list:
1st—Bane, Curse Water, Curse Weapon, Inflict Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Mage Hand, Magic Weapon, Protection From Good, Read Magic, Resistance, Virtue.
2nd—Deathknell, Desecrate, Resist Elements, Inflict Moderate Wounds, Undetectable Alignment.
3rd—Inflict Serious Wounds, Discern Lies, Dispel Magic, Greater Magic Weapon, Contagion, Magic Circle Against Good, Prayer, Blindness/Deafness.
4th—Inflict Critical Wounds, Poison, Death Ward, Dispel Good, Freedom Of Movement, Unholy Sword.
Soul Bound (Sp): The Reaver at 1st level is presented a scythe by his/her master. This scythe is then soulbound to the character and the character needs only think about his scythe (thinking that he had it) and it automatically teleports to his hands. It must be on the same plane though.(Treat As A Free Action)
Smite (Sp): At 1st level a Reaver gains the ability to Smite 1/day. This increases at 5th level and every 5 levels there after. This is exactly the same as a Paladins ability to smite evil but it instead gets the bonuses against living creatures.
Unholy Strike (Sp): The Reaver can channel negative energy through his/her weapon. This does 2d6 negative damage and can be suppressed. This is always active.
Spiritual Resolve (Su): At 2nd level the Reaver has begun his journey as a advocate of death and can channel the spiritual power of the afterlife around him to protect him. He receives a deflection bonus equal to his wisdom to his AC.
A Mask To Hide Behind (Sp): At 3rd level the Reaver begins to be able to manipulate his true form so that an enemy that survives a Reaver encounter does not know his true face. This works just like a druids thousand faces ability and it is usable at will as a free action.
Mettle (Su): At 5th level, the Reaver can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping mystic warrior does not gain the benefit of mettle.
Capture The Soul (Sp): At 6th level a Reaver can steal the souls of his opponents. When an enemy with HD equal to or less than your Reaver class levels, has less than 10 hit points, a Reaver that attacks, and succeeds can try and steal the soul of his opponent. The save is a Will save with the DC 10 + (Wisdom + your Reaver Level). If the soul is captured the character cannot be resurrected with out his/her soul.
Scythe's Might (Sp): "No one knows the power of a scythe like a Reaver". The Reaver uses the scythe like no other. The damage of the Reaver's soulbound scythe increases from 2d4 to 2d6. In the hands of anyone but the Reaver in which the scythe is bound to it's damage is 2d4.
Improved Unholy Strike (Sp): At 8th level a Reavers Unholy ability becomes more powerful. It functions exactly the same as Unholy Strike except it does 3d6 extra negative energy damage instead of the 2d6.
Death's Disciple (Su): At 10th level a Reaver has so much negative energy flowing through him he becomes slightly undead. He does not need to need to eat, sleep or breathe. The Reaver also gains a DR 10/holy and his scythe gains the Keen enhancement as long he holds the scythe. The Reaver, when he uses souls he has captured, gains +2 to either attack or damage.
Improved Capture The Soul (Sp): At 10th level a Reaver has learned how to improve their soul catching. They can activate this ability when a creature has 20 hit points or less instead of 10 hit points.
Scythe's Power (Sp): "Only the great may unlock the scythe's true potential". The Reaver knows scythes like no other and can see their hidden power. At level 13 the Reaver's scythe's power once again increases as he is the only one who can unlock this power. The scythe's damage increases from 3d6 to 4d6.
Greater Capture The Soul (Sp): At 14th level a Reaver has learned how to improve there soul catching even more. They can activate this ability when a creature has 30 hit points or less instead of 20 hit points.
Soul Stealer (Sp): At 18th level a Reaver has learned how to improve there soul catching even more. They can activate this ability when a creature has 40 hit points or less instead of 30 hit points.
A Reaper's Scythe (Sp): "Only a Reaver deserves a scythe." The Reaver's scythe reaches it's true potential. A reaver using his own scythe does 5d8 damage instead of 4d6. Reaver's scythe is more capable of bringing foes closer to death, thus gaining the Keen function again(DoubleKeen).
Harbinger of Death (Su): At 20th level a Reaver has become a master of death and no longer ages, becoming Death incarnate. He is forevermore treated as an outsider rather than as a humanoid (or whatever the Reaver’s creature type was) for the purpose of spells and magical effects. He is immune to all aging spells and death effects. His damage reduction improves to DR 20/Holy.
Life in the Palm of your Hand (Sp): At 20th level a Reaver can capture the soul as long as his opponent has 50 hit points or less.
An Ex-Reaver cannot continue gaining levels as a Reaver and loses the ability to Capture Souls, the Unholy Strike attack (and its varients), and Smite Good.
Like a member of any other class, a Reaver may be a multiclass character, but multiclass Reavers face a special restriction. A Reaver who gains a level in any class other than Reaver may never again raise her Reaver level, though he retains all his Reaver abilities.
Playing a Reaver
Religion: Reavers usually worship Nerull but there has been known for some to worship many other deities.
Other Classes: A Reaver gets along with whomever their masters alignment allows.
Combat: A Reaver is like a shock troop, sent in to destroy as much as possible.
Advancement: A Reaver is most likely to cross class as a Necromancer.
Reavers in the World
|“||He killed them all... it was just like any other patrol, but when he came out of The Dross and attacked us with that wretched scythe of his we were doomed, thank Pelor I got out ali....||”|
|—Argun, Sergent of the Town Guard last words|
Reavers can be any where but they mostly are hired mercenaries for people that want people dead and stay dead.
Notables: Jarll Icengra is a Level 20 Reaver and the Grand Master of the Reavers Guild known as the Soul Stealers.
Organizations: A Reavers only organization is the Reavers Guild. If you want a Reaver to kill someone a Gather Information check DC 20 will get you the attention of one of their contractors that live in the city as if they know nothing of the Reavers and their Guild.
Characters with ranks in Gather Information can research Reavers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC 10: Reavers can cast only a small amount of spells but have a nasty scythe that they use.
DC 20: A Reaver uses negative energy and can steal souls from those near death.
DC 30: Reavers have a guild in nearly every large village or bigger town.
DC 40: Information on a specific Reaver.