Third villain class in the series; others are the swift assassin and the darkmage.
Armoured reaver
The armoured reaver villain class can be used to represent any tank or melee brute opponent: a warrior who relies on strength, power and mighty blows to defeat his enemies.
Class table (scroll right to see stat progression)
Class statistics
Hit die: d12
Skills: The armoured reaver has ranks equal to his level +3 in Concentration, Balance, Climb, Jump, Tumble, Knowledge (martial lore), Ride, Swim and Intimidate. He gains no other ranks, nor does he benefit from synergy bonuses.
Proficiencies: The armoured reaver is proficient with all simple and martial weapons, all types of armour, and shields.
Class abilities
Weapon Aptitude: The armoured reaver's class levels count as fighter levels for the purpose of qualifying for feats.
Dark-hardened Spirit: The armoured reaver gains a resistance bonus to saves equal to half his level, rounded down.
Skin of the Dragon: The armoured reaver gains a natural armor bonus to AC equal to half his level, rounded down.
Damage Reduction: At 4th level, the armoured reaver gains damage reduction 1/-. This increases to 2/- at 8th level, 3/- at 12th, 4/- at 16th, 5/- at 20th, and 6/- at 25th level.
Bonus feats: The armoured reaver gains a bonus feat at 4th, 12th and 20th level. He can choose from any feat that is on the list of fighter bonus feats.
Wildcard feats: At 8th level, the armoured reaver gains an open feat slot. As a free action once per encounter, he can fill this slot with any feat that he meets the prerequisites for. He keeps that feat for the duration of the encounter. He loses the use of the feat once the encounter is over, but he can select the same feat again in subsequent encounters.
For example, if the armoured reaver is being attacked by archers, he can choose Weapon Focus (longbow) as his wildcard feat to help him shoot back. If he later encounters a dire bear, he can choose Close-Quarters Fighting (CWar) to avoid being grappled. The armoured reaver thus gains a measure of flexibility to deal with situations that he may find himself in.
At 16th level, the armoured reaver gains a second wildcard feat.
(Taken from the Iron Heroes man-at-arms)
Stances and maneuvers
Stances: The armoured reaver gains the listed number of stances per encounter, starting from 8th level. He can use any maneuver from the Iron Heart school, plus one of the Diamond Mind, Stone Dragon or Tiger Claw schools (chosen beforehand).
Maneuvers: The armoured reaver gains the listed number of maneuver slots per encounter. He can use any maneuver from the Iron Heart school, plus one of the Stone Dragon or Tiger Claw schools (chosen beforehand). He can use any given maneuver only once per encounter, and he cannot recover spent maneuver slots. Alternatively, he can also use a maneuver slot to power one of the abilities listed below.
The armoured reaver does not have to meet the usual prerequisites for choosing stances and maneuvers, nor does he have to select his stances and maneuvers known beforehand. Instead, he can use any maneuver whose level is equal to or less than half his IL (rounded up). The armoured reaver's IL is equal to his class level. Thus, for example, a 9th level armoured reaver has 4 maneuver uses per encounter, and he can use any maneuver up to 5th level.
The following abilities use up one of the armoured reaver's maneuver slots for the encounter. Unlike actual maneuvers, the armoured reaver can use these abilities more than once per encounter, but each use consumes another slot.
Furious Onslaught: As a swift action, the armoured reaver gains +4 to attacks and +2d6 to damage rolls until the start of his next turn.
Implacable Foe: As an immediate action, the armoured reaver gains an insight bonus to saves equal to half his level, rounded down. This lasts until the start of his next turn.
Withstand the Tide: As an immediate action, the armoured reaver can increase his damage reduction to a number equal to his level x 4. This is effective against the next attack that hits him before the start of his next turn.
Soul of Fire: As an immediate action, the armoured reaver can gain SR equal to 10 + his level against one spell or spell-like ability that affects him.
Indomitable Sentinel: As a swift action, the armoured reaver can heal himself of damage. He regains lost hit points equal to 5 x his level. His hit points cannot go above his normal maximum.
Possessions
The armoured reaver is equipped with gear appropriate to a knight, guardsman or other character specialising in skill at arms.
The following magic items are those commonly found on armoured reavers; others may be substituted at your discretion. From 4th level the armoured reaver has +1 armour and a +1 weapon; these bonuses increase to +2 at 8th level, +3 at 12th, +4 at 16th, +5 at 20th and +6 at 24th. The type of armour is usually half-plate initially and a mithral breastplate from 10th level. The weapon can be any weapon that he is proficient with.
From 6th level the armoured reaver has gauntlets of ogre power +2. This becomes a belt of giant Strength +4 at 12th level, a belt +6 at 18th and a belt +8 at 24th. He has an amulet of health +2 from 7th level, which improves to +4 at 13th level, +6 at 19th and +8 at 25th.
Armoured reaver
The armoured reaver villain class can be used to represent any tank or melee brute opponent: a warrior who relies on strength, power and mighty blows to defeat his enemies.
Class table (scroll right to see stat progression)
Code:
Level BAB Fort* Ref* Will* AC* Maneuvers Stances Other Str* Dex Con* Int Wis Cha
1 +1 2+0 0+0 0+0 +0 0 0 special abilities 16 12 14 12 10 10
2 +2 3+1 0+1 0+1 +1 0 0 16 12 14 12 10 10
3 +3 3+1 1+1 1+1 +1 1 0 16 12 14 12 10 10
4 +4 4+2 1+2 1+2 +2 1 0 bonus feat, DR 1/- 16 12 14 12 10 10
5 +5 4+2 1+2 1+2 +2 1 0 18 14 16 12 10 10
6 +6 5+3 2+3 2+3 +3 2 1 18+2 14 16 12 10 10
7 +7 5+3 2+3 2+3 +3 2 1 18+2 14 16+2 12 10 10
8 +8 6+4 2+4 2+4 +4 2 1 wildcard feat, DR 2/- 18+2 14 16+2 14 12 12
9 +9 6+4 3+4 3+4 +4 3 1 20+2 14 16+2 14 12 12
10 +10 7+5 3+5 3+5 +5 3 1 20+2 16 18+2 14 12 12
11 +11 7+5 3+5 3+5 +5 3 1 20+2 16 18+2 14 12 12
12 +12 8+6 4+6 4+6 +6 4 2 bonus feat, DR 3/- 20+4 16 18+2 14 12 12
13 +13 8+6 4+6 4+6 +6 4 2 22+4 16 18+4 14 12 12
14 +14 9+7 4+7 4+7 +7 4 2 22+4 16 18+4 14 12 12
15 +15 9+7 5+7 5+7 +7 5 2 22+4 18 20+4 14 12 12
16 +16 10+8 5+8 5+8 +8 5 2 wildcard feat, DR 4/- 22+4 18 20+4 14 12 12
17 +17 10+8 5+8 5+8 +8 5 2 24+4 18 20+4 14 12 12
18 +18 11+9 6+9 6+9 +9 6 3 24+6 18 20+4 16 14 14
19 +19 11+9 6+9 6+9 +9 6 3 24+6 18 20+6 16 14 14
20 +20 12+10 6+10 6+10 +10 6 3 bonus feat, DR 5/- 24+6 20 22+6 16 14 14
21 +21 12+10 7+10 7+10 +10 7 3 26+6 20 22+6 16 14 14
22 +22 13+11 7+11 7+11 +11 7 3 26+6 20 22+6 16 14 14
23 +23 13+11 7+11 7+11 +11 7 3 26+6 20 22+6 16 14 14
24 +24 14+12 8+12 8+12 +12 8 4 26+8 20 22+6 16 14 14
25 +25 14+12 8+12 8+12 +12 8 4 wildcard feat, DR 6/- 28+8 22 24+8 16 14 14
* includes inherent bonuses from special abilities and items listed below
Class statistics
Hit die: d12
Skills: The armoured reaver has ranks equal to his level +3 in Concentration, Balance, Climb, Jump, Tumble, Knowledge (martial lore), Ride, Swim and Intimidate. He gains no other ranks, nor does he benefit from synergy bonuses.
Proficiencies: The armoured reaver is proficient with all simple and martial weapons, all types of armour, and shields.
Class abilities
Weapon Aptitude: The armoured reaver's class levels count as fighter levels for the purpose of qualifying for feats.
Dark-hardened Spirit: The armoured reaver gains a resistance bonus to saves equal to half his level, rounded down.
Skin of the Dragon: The armoured reaver gains a natural armor bonus to AC equal to half his level, rounded down.
Damage Reduction: At 4th level, the armoured reaver gains damage reduction 1/-. This increases to 2/- at 8th level, 3/- at 12th, 4/- at 16th, 5/- at 20th, and 6/- at 25th level.
Bonus feats: The armoured reaver gains a bonus feat at 4th, 12th and 20th level. He can choose from any feat that is on the list of fighter bonus feats.
Wildcard feats: At 8th level, the armoured reaver gains an open feat slot. As a free action once per encounter, he can fill this slot with any feat that he meets the prerequisites for. He keeps that feat for the duration of the encounter. He loses the use of the feat once the encounter is over, but he can select the same feat again in subsequent encounters.
For example, if the armoured reaver is being attacked by archers, he can choose Weapon Focus (longbow) as his wildcard feat to help him shoot back. If he later encounters a dire bear, he can choose Close-Quarters Fighting (CWar) to avoid being grappled. The armoured reaver thus gains a measure of flexibility to deal with situations that he may find himself in.
At 16th level, the armoured reaver gains a second wildcard feat.
(Taken from the Iron Heroes man-at-arms)
Stances and maneuvers
Stances: The armoured reaver gains the listed number of stances per encounter, starting from 8th level. He can use any maneuver from the Iron Heart school, plus one of the Diamond Mind, Stone Dragon or Tiger Claw schools (chosen beforehand).
Maneuvers: The armoured reaver gains the listed number of maneuver slots per encounter. He can use any maneuver from the Iron Heart school, plus one of the Stone Dragon or Tiger Claw schools (chosen beforehand). He can use any given maneuver only once per encounter, and he cannot recover spent maneuver slots. Alternatively, he can also use a maneuver slot to power one of the abilities listed below.
The armoured reaver does not have to meet the usual prerequisites for choosing stances and maneuvers, nor does he have to select his stances and maneuvers known beforehand. Instead, he can use any maneuver whose level is equal to or less than half his IL (rounded up). The armoured reaver's IL is equal to his class level. Thus, for example, a 9th level armoured reaver has 4 maneuver uses per encounter, and he can use any maneuver up to 5th level.
The following abilities use up one of the armoured reaver's maneuver slots for the encounter. Unlike actual maneuvers, the armoured reaver can use these abilities more than once per encounter, but each use consumes another slot.
Furious Onslaught: As a swift action, the armoured reaver gains +4 to attacks and +2d6 to damage rolls until the start of his next turn.
Implacable Foe: As an immediate action, the armoured reaver gains an insight bonus to saves equal to half his level, rounded down. This lasts until the start of his next turn.
Withstand the Tide: As an immediate action, the armoured reaver can increase his damage reduction to a number equal to his level x 4. This is effective against the next attack that hits him before the start of his next turn.
Soul of Fire: As an immediate action, the armoured reaver can gain SR equal to 10 + his level against one spell or spell-like ability that affects him.
Indomitable Sentinel: As a swift action, the armoured reaver can heal himself of damage. He regains lost hit points equal to 5 x his level. His hit points cannot go above his normal maximum.
Possessions
The armoured reaver is equipped with gear appropriate to a knight, guardsman or other character specialising in skill at arms.
The following magic items are those commonly found on armoured reavers; others may be substituted at your discretion. From 4th level the armoured reaver has +1 armour and a +1 weapon; these bonuses increase to +2 at 8th level, +3 at 12th, +4 at 16th, +5 at 20th and +6 at 24th. The type of armour is usually half-plate initially and a mithral breastplate from 10th level. The weapon can be any weapon that he is proficient with.
From 6th level the armoured reaver has gauntlets of ogre power +2. This becomes a belt of giant Strength +4 at 12th level, a belt +6 at 18th and a belt +8 at 24th. He has an amulet of health +2 from 7th level, which improves to +4 at 13th level, +6 at 19th and +8 at 25th.
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