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Reaver
The Reavers are a fraternity of warriors who study both the straightforward art of the fighter and the shadowy art of the rogue. All reavers recognize each other as brothers and will always offer honerable combat to another reaver if situations between them come to blows. The Reavers are tenuously led by the Grand Reaver, a Djen-Ryan Human who goes by the name Grant Dynasta. Though the reavers have no offical agenda, they are known for their strength, resilience, and near invulnerability on the battlefield.

Prerequisites
Race:
Any
Base Attack Bonus:
+8
Base Fortitude Save:
+6
Skills:
Balance 8 Ranks, Intimidate 8 Ranks, Jump 8 Ranks, Tumble 8 Ranks
Feats:
Combat Expertise, Dodge, Mobility, Spring Attack, Power Attack, Weapon Focus
Special:
Sneak Attack +2d6, Evasion, Must be inducted into the brotherhood of the Reavers by a Reaver of 4th level or higher. Must swear to the Reaver's Oath.


         Base    Saving Throws
Lvl   Attack   Fort  Ref   Will   Special
1        +1      +2    +2     +0    Brotherhood, Rogue Training
2        +2      +3    +3     +0    Dance of the Reaver, Parry, Sneak Attack +1d6
3        +3      +3    +3     +1    Reaver Strength (+1)
4        +4      +4    +4     +1    Improved Combat Expertise, Sneak Attack +2d6
5        +5      +4    +4     +1    Fearless Warrior, Improved Evasion
6        +6      +5    +5     +1    Reaver Strength (+3), Sneak Attack +3d6
7        +7      +5    +5     +2    Defensive Roll
8        +8      +6    +6     +2    Sneak Attack +4d6
9        +9      +6    +6     +2    Reaver Strength (+5)
10       +10    +7    +7     +3    Impenetrable Fortress, Sneak Attack +5d6

Hit Die: d8

Skill Points: 4 +Int modifier
Class Skills: Balance, Climb, Heal, Hide, Intimidate, Jump, Knowledge (Tactics), Knowledge (Monsters), Listen, Move Silently, Ride, Spot, Tumble

Class Features:
Brotherhood:
Reavers belong to an orginization and are expected to offer aid to any member of the brotherhood who requires it of them. If two reavers are in conflict, they are expected to give quarter and to  accept honorable surrender. A reaver who accepts surrender is honor-bound to see to it that his comrades respect the terms. All Reavers upon their initiation are marked with a tattoo of a sword through an open eye (most often upon their face). This serves to display their membership in the fraternity.
Rogue Training:
A reaver never stops watching his back. His reaver levels stack with rogue levels for the purpose of determining trap sense and uncanny dodge.
Dance of the Reaver:
At 2nd level, the reaver begins to learn the secret fighting style passed down by the Grand Reaver. once per day the reaver may enter a Dance of the Reaver. He gains a +1 insight bonus to attack and damage rolls while in a dance. This insight bonus counts as enhancement bonus for the purposes of overcomming Magic-type Damage Reduction. A Dance lasts for 1 round per reaver level plus the reaver's constitution modifier. At 3rd, 5th, 7th and 9th level the Reaver may Dance an additional time per day. At 4th, 6th, 8th, and 10th level, the insight bonus increases by 1. While a reaver dances, he may move up to his speed while making a full attack, however he must move at least 5' between attacks, drawing attacks of opporitunity as normal. At the end of his dance, the reaver is fatigued for a number of minutes equal to the number of rounds he spent in the dance.
Parry:
As the feat from the Seafarer's Handbook. A reaver may forego any number of his normal melee attacks in a given round to parry later strikes in combat. At any time before his next initiative when struck in combat he may roll an opposed attack roll at the bonus of the attack foregone. if he wins the opposed roll, the attack is negated. He may use this ability any number of times per round, but may only attempt to parry one strike per attack sacrificed.
Sneak Attack: As the rogue ability of the same name. The extra damage increases every other level by +1d6 (2nd, 4th, 6th, 8th, and 10th). If the reaver has sneak attack from another source, the damage bonus stacks.
Reaver Strength:
The Reaver voluntarily enters a regimen of weight training in order to increase his own strength, the technique of which has passed down from the Grand Reaver. At 3rd level, the reaver gains a +1 Inherant bonus to his strength score. This bonus increases to +3 at 6th level, and +5 at 9th level.
Improved Combat Expertise:
As the feat, A reaver may take a penalty on his attack rolls to gain an egual dodge bonus to his armor class. This voluntary penalty can go beyond the -5 allowed by combat expertise, but cannot exceed the reaver's base attack bonus.
Fearless Warrior:
Experienced in facing some of the most horrific creatures and powerful warriors imaginable, The reaver becomes much more difficult to scare. He gains a +4 bonus vs. fear, and cannot become panicked.
Improved Evasion:
As the rogue special ability, if the reaver fails a reflex saving throw, he takes only half damage.
Defense Roll:
As per the rogue special ability,  Once per day when the reaver would be dropped to 0 Hp or less by damage in combat, he may attempt to roll with the damage. He may make a reflex save (DC = Damage dealt) and if successful takes half damage from the blow.
Impenetrable Fortress:
By 10th level, the art of defense is so reflexive to the reaver that he may focus solely on parrying.. By forsaking all other actions (Including all movement) he may use the parry feat an unlimited number of times per round at his highest attack bonus becomming a bastion of defense. If the reaver moves even a single step, Impenetrable fortress will end. It will also end if the reaver attempts a reflex saving throw to avoid an effect, though he may voluntarily fail to maintain his Fortress.
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