Reaver Prestige Class by David Koon
Reaver
Game Rule Information:
Hit Points: d4
Class Skills: Concentration, Perception, Persuasion, Sleight of Hand, and Survival
Skill Points at Each Level: 2 + INT modifier
Weapon and Armour Proficiency: The Reaver gains no new proficiencies with weapons or amour.
Pre-Requisites: WIS 16 or higher, CHA 18 or higher, 3 powers from the Mind Control Tree, Special, level 10
Game Rule Information:
Hit Points: d4
Class Skills: Concentration, Perception, Persuasion, Sleight of Hand, and Survival
Skill Points at Each Level: 2 + INT modifier
Weapon and Armour Proficiency: The Reaver gains no new proficiencies with weapons or amour.
Pre-Requisites: WIS 16 or higher, CHA 18 or higher, 3 powers from the Mind Control Tree, Special, level 10
Special: Reavers are some of the most despicable beings in the universe; no good person ever chooses this profession due to its insatiable need to overpower, dominate, destroy and feed off of other sentient beings in a way so intimate and personal that a high degree of instability and total eschewment of normal standards of right and wrong is required. Therefore, in order to take the Reaver prestige class, the player must commit an incredible atrocity in person. Murdering an innocent by ordering a hit, or bombing their home from a spacecraft is not enough; the player must go and kill the individual up close and personally. Similar acts may satisfy the requirement, depending upon the GM’s discretion.
Special Abilities:
Health Reave I:
Type: Mental (active)
Level: 11
Range: Touch
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 4
Action: Standard
The Reaver absorbs an individual’s life essence, dealing a d4 of damage per point of CHA modifier +1 per point of CHA modifier and gaining half of that back as temporary HP.
Health Reave II:
Type: Mental (active)
Level: 13
Range: Close (8 metres + ½ metre per character level)
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 8
Action: Standard
Functions identically to Health Reave I except the range is increased and the Reaver rolls a d6 for damage.
Health Reave III:
Type: Mental (active)
Level: 15
Range: Medium (30 metres + 2 metres per character level)
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 12
Action: Standard
Functions identically to Health Reave II except the range is increased and the Reaver rolls a d8 for damage.
Health Reave IV:
Type: Mental (active)
Level: 17
Range: Long (150 metres + 16 metres per character level)
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 16
Action: Standard
Functions identically to Health Reave III except the range is increased and the Reaver rolls a d10 for damage.
Health Reave V:
Type: Mental (active)
Level: 19
Range: Long (150 metres + 16 metres per character level)
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 20
Action: Standard
Functions identically to Health Reave IV except the player rolls a d12 for damage.
Kizen Reave I:
Type: Mental (active)
Level: 11
Range: Touch
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 4
Action: Standard
The Reaver absorbs an individual’s Kien essence, draining a d4 of damage per point of CHA modifier +1 per point of CHA modifier from the target’s Kizen pool, and using it to replenish the Reaver’s own Kizen pool.
Kizen Reave II:
Type: Mental (active)
Level: 13
Range: Close (8 metres + ½ metre per character level)
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 8
Action: Standard
Functions identically to Kizen Reave I except the range is increased and the Reaver rolls a d6 for damage.
Kizen Reave III:
Type: Mental (active)
Level: 15
Range: Medium (30 metres + 2 metres per character level)
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 12
Action: Standard
Functions identically to Kizen Reave II except the range is increased and the Reaver rolls a d8 for damage.
Kizen Reave IV:
Type: Mental (active)
Level: 17
Range: Long (150 metres + 16 metres per character level)
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 16
Action: Standard
Functions identically to Kizen Reave III except the range is increased and the Reaver rolls a d10 for damage.
Kizen Reave V:
Type: Mental (active)
Level: 19
Range: Long (150 metres + 16 metres per character level)
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 20
Action: Standard
Functions identically to Kizen Reave IV except the player rolls a d12 for damage.
Action Point Reave I:
Type: Mental (active)
Level: 12
Range: Touch
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 4
Action: Standard
The Reaver drains 1d4 + 1 per point of CHA modifier action points from the target. The Reaver gains action points equal to half the action points drained.
Action Point Reave II:
Type: Mental (active)
Level: 16
Range: Close (8 metres + ½ metre per character level)
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 8
Action: Standard
Functions exactly the same as Action Point Reave I, except the die rolled is increased to a 1d6.
Action Point Reave III:
Type: Mental (active)
Level: 19
Range: Medium (30 metres + 2 metres per character level)
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 12
Action: Standard
Functions exactly the same as Action Point Reave II, except the die rolled is increased to a 1d8.
Ability Reave I:
Type: Mental (active)
Level: 12
Range: Touch
Saving Throw: Special negates
Dominant Attribute: Charisma
Point Cost: 12
Action: Full
The Reaver absorbs the actual being of his victim, leeching ability points. The Reaver decides whether he wishes to Reave the three physical (which will require a Fortitude save) or three mental attributes (Will save) of his victim. The power does 1d4 + CHA modifier worth of ability damage to each applicable ability, and the Reaver adds that number to each one of his applicable abilities. This bonus lasts for 1 round/point of CHA modifier (before the bonus is applied).
Ability Reave II:
Type: Mental (active)
Level: 16
Range: Close (8 metres + ½ metre per character level)
Saving Throw: Special negates
Dominant Attribute: Charisma
Point Cost: 16
Action: Full
Functions exactly like Ability Reave I except for the following changes. The damage is increased to 2d4 + CHA modifier. The bonus lasts 1 minute/point of CHA modifier.
Ability Reave III:
Type: Mental (active)
Level: 20
Range: Medium (30 metres + 2 metres per character level)
Saving Throw: Special negates
Dominant Attribute: Charisma
Point Cost: 20
Action: Full
Functions exactly like Ability Reave II except for the following changes. The damage is increased to 3d4 + CHA modifier. The bonus lasts 1 hour/point of CHA modifier.
Death’s Knell
Type: Spiritual (innate)
Level: 14
Range: Close (8 metres + ½ metre per character level)
Saving Throw: None
Dominant Attribute: Charisma
Point Cost: 16
The Reaver radiates death and entropy, and whenever someone dies within close proximity, he is strengthened. Every time a being dies with a Reaver standing close by, the Reaver gains +5 HP, +5 Kizen points, +1 Action Point, and +1 Ability Point per point of CHA modifier (before the bonus) for a duration of 1 round per point of CHA modifier (before the bonus).
Reaving Sphere
Type: Physical (active)
Level: 18
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 16
Action: Free
The Reaver can now reave multiple foes simultaneously. Anytime a Reaver uses one of his reave powers, he may augment it with this power and instead reave a 4 metre sphere’s worth of space.
Essence Reave
Type: Physical (active)
Level: 20
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 20
Action: Full
The Reaver leeches away everything that makes a person who they are; health, Kizen, abilities, action points, etc. The Reaver inflicts 1d6 + CHA modifier worth of damage to the target’s health, Kizen pool, abilities, and action points and restores itself by an equal amount.
Addiction
Reavers do not generally live long. Their powers make them dependent upon “feeding” on the life essence of others, which leads to their own essence being severely weakened, to the point of atrophy. A Reaver who is not constantly feeding appears incredibly emaciated, corpse-like; there is minimal brain activity, and the only conscious thought revolves around the need to hunt for new meals. As a matter of fact, if a Reaver were to be examined by a physician, the doctor would most likely deduce that the Reaver should have already been dead. Additionally, once the Reaver begins taking this class, the dark road is incredibly difficult to get off of, and unless a successful will save is made, the Reaver will be forced to continue taking levels in this self-destructive class.
-For every level of Reaver the character has, they receive a -1 permanently to all abilities other than Charisma.
-If the Reaver desires to take levels in a different class, they must first make a will save to cease being a Reaver. The Will save is equal to 15 + 2 per level of the Reaver class the character has. The save may be attempted only once a level. While the character does not lose the ability to perform any of the Reaver’s powers, doing so will automatically shift them back to the class at the level they last left, forsaking their current class again.
-The Reaver ceases to gain many level dependent benefits. Ability point increases, feats, and skill points all cease to increase as long as the character is a Reaver.
Special Abilities:
Health Reave I:
Type: Mental (active)
Level: 11
Range: Touch
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 4
Action: Standard
The Reaver absorbs an individual’s life essence, dealing a d4 of damage per point of CHA modifier +1 per point of CHA modifier and gaining half of that back as temporary HP.
Health Reave II:
Type: Mental (active)
Level: 13
Range: Close (8 metres + ½ metre per character level)
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 8
Action: Standard
Functions identically to Health Reave I except the range is increased and the Reaver rolls a d6 for damage.
Health Reave III:
Type: Mental (active)
Level: 15
Range: Medium (30 metres + 2 metres per character level)
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 12
Action: Standard
Functions identically to Health Reave II except the range is increased and the Reaver rolls a d8 for damage.
Health Reave IV:
Type: Mental (active)
Level: 17
Range: Long (150 metres + 16 metres per character level)
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 16
Action: Standard
Functions identically to Health Reave III except the range is increased and the Reaver rolls a d10 for damage.
Health Reave V:
Type: Mental (active)
Level: 19
Range: Long (150 metres + 16 metres per character level)
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 20
Action: Standard
Functions identically to Health Reave IV except the player rolls a d12 for damage.
Kizen Reave I:
Type: Mental (active)
Level: 11
Range: Touch
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 4
Action: Standard
The Reaver absorbs an individual’s Kien essence, draining a d4 of damage per point of CHA modifier +1 per point of CHA modifier from the target’s Kizen pool, and using it to replenish the Reaver’s own Kizen pool.
Kizen Reave II:
Type: Mental (active)
Level: 13
Range: Close (8 metres + ½ metre per character level)
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 8
Action: Standard
Functions identically to Kizen Reave I except the range is increased and the Reaver rolls a d6 for damage.
Kizen Reave III:
Type: Mental (active)
Level: 15
Range: Medium (30 metres + 2 metres per character level)
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 12
Action: Standard
Functions identically to Kizen Reave II except the range is increased and the Reaver rolls a d8 for damage.
Kizen Reave IV:
Type: Mental (active)
Level: 17
Range: Long (150 metres + 16 metres per character level)
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 16
Action: Standard
Functions identically to Kizen Reave III except the range is increased and the Reaver rolls a d10 for damage.
Kizen Reave V:
Type: Mental (active)
Level: 19
Range: Long (150 metres + 16 metres per character level)
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 20
Action: Standard
Functions identically to Kizen Reave IV except the player rolls a d12 for damage.
Action Point Reave I:
Type: Mental (active)
Level: 12
Range: Touch
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 4
Action: Standard
The Reaver drains 1d4 + 1 per point of CHA modifier action points from the target. The Reaver gains action points equal to half the action points drained.
Action Point Reave II:
Type: Mental (active)
Level: 16
Range: Close (8 metres + ½ metre per character level)
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 8
Action: Standard
Functions exactly the same as Action Point Reave I, except the die rolled is increased to a 1d6.
Action Point Reave III:
Type: Mental (active)
Level: 19
Range: Medium (30 metres + 2 metres per character level)
Saving Throw: Will negates
Dominant Attribute: Charisma
Point Cost: 12
Action: Standard
Functions exactly the same as Action Point Reave II, except the die rolled is increased to a 1d8.
Ability Reave I:
Type: Mental (active)
Level: 12
Range: Touch
Saving Throw: Special negates
Dominant Attribute: Charisma
Point Cost: 12
Action: Full
The Reaver absorbs the actual being of his victim, leeching ability points. The Reaver decides whether he wishes to Reave the three physical (which will require a Fortitude save) or three mental attributes (Will save) of his victim. The power does 1d4 + CHA modifier worth of ability damage to each applicable ability, and the Reaver adds that number to each one of his applicable abilities. This bonus lasts for 1 round/point of CHA modifier (before the bonus is applied).
Ability Reave II:
Type: Mental (active)
Level: 16
Range: Close (8 metres + ½ metre per character level)
Saving Throw: Special negates
Dominant Attribute: Charisma
Point Cost: 16
Action: Full
Functions exactly like Ability Reave I except for the following changes. The damage is increased to 2d4 + CHA modifier. The bonus lasts 1 minute/point of CHA modifier.
Ability Reave III:
Type: Mental (active)
Level: 20
Range: Medium (30 metres + 2 metres per character level)
Saving Throw: Special negates
Dominant Attribute: Charisma
Point Cost: 20
Action: Full
Functions exactly like Ability Reave II except for the following changes. The damage is increased to 3d4 + CHA modifier. The bonus lasts 1 hour/point of CHA modifier.
Death’s Knell
Type: Spiritual (innate)
Level: 14
Range: Close (8 metres + ½ metre per character level)
Saving Throw: None
Dominant Attribute: Charisma
Point Cost: 16
The Reaver radiates death and entropy, and whenever someone dies within close proximity, he is strengthened. Every time a being dies with a Reaver standing close by, the Reaver gains +5 HP, +5 Kizen points, +1 Action Point, and +1 Ability Point per point of CHA modifier (before the bonus) for a duration of 1 round per point of CHA modifier (before the bonus).
Reaving Sphere
Type: Physical (active)
Level: 18
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 16
Action: Free
The Reaver can now reave multiple foes simultaneously. Anytime a Reaver uses one of his reave powers, he may augment it with this power and instead reave a 4 metre sphere’s worth of space.
Essence Reave
Type: Physical (active)
Level: 20
Saving Throw: Fortitude negates
Dominant Attribute: Charisma
Point Cost: 20
Action: Full
The Reaver leeches away everything that makes a person who they are; health, Kizen, abilities, action points, etc. The Reaver inflicts 1d6 + CHA modifier worth of damage to the target’s health, Kizen pool, abilities, and action points and restores itself by an equal amount.
Addiction
Reavers do not generally live long. Their powers make them dependent upon “feeding” on the life essence of others, which leads to their own essence being severely weakened, to the point of atrophy. A Reaver who is not constantly feeding appears incredibly emaciated, corpse-like; there is minimal brain activity, and the only conscious thought revolves around the need to hunt for new meals. As a matter of fact, if a Reaver were to be examined by a physician, the doctor would most likely deduce that the Reaver should have already been dead. Additionally, once the Reaver begins taking this class, the dark road is incredibly difficult to get off of, and unless a successful will save is made, the Reaver will be forced to continue taking levels in this self-destructive class.
-For every level of Reaver the character has, they receive a -1 permanently to all abilities other than Charisma.
-If the Reaver desires to take levels in a different class, they must first make a will save to cease being a Reaver. The Will save is equal to 15 + 2 per level of the Reaver class the character has. The save may be attempted only once a level. While the character does not lose the ability to perform any of the Reaver’s powers, doing so will automatically shift them back to the class at the level they last left, forsaking their current class again.
-The Reaver ceases to gain many level dependent benefits. Ability point increases, feats, and skill points all cease to increase as long as the character is a Reaver.