Villain Class: Armoured Reaver

The armoured reaver class can be used to represent any human(oid) tank or melee brute: a warrior who relies on strength, power and mighty blows to defeat his enemies.

The armoured reaver's CR is equal to his class level/HD. A class progression to 25th level is given below, to allow creation of powerful opponents for high-level parties. An armoured reaver gains a feat at 1st level, 3rd level and every 3 levels thereafter, just like any other humanoid creature.

Class Statistics

Hit die: d12

Skills: The armoured reaver has ranks equal to his level +3 in Concentration, Balance, Climb, Jump, Tumble, Martial Lore, Ride, Swim and Intimidate. His skill ranks are not affected by his Intelligence score, nor does he benefit from synergy bonuses.

Level BAB Fort
Save
Ref
Save
Will
Save
Maneuvers Stances Special Str Dex Con Int Wis Cha
1 +1 +2 +0 +0 5 1 Special abilities 16 12 14 12 10 10
2 +2 +3 +0 +0 5 1   16 12 14 12 10 10
3 +3 +3 +1 +1 5 1   16 12 14 12 10 10
4 +4 +4 +1 +1 5 1 Bonus feat, DR 1/- 18 12 14 12 10 10
5 +5 +4 +1 +1 5 1   18 12 16 12 10 10
6 +6 +5 +2 +2 6 1   18 14 16 12 10 10
7 +7 +5 +2 +2 6 1   18 14 16 14 12 12
8 +8 +6 +2 +2 6 1 Wildcard feat, DR 2/- 20 14 16 14 12 12
9 +9 +6 +3 +3 6 1   20 14 16 14 12 12
10 +10 +7 +3 +3 6 1   20 14 18 14 12 12
11 +11 +7 +3 +3 7 2   20 16 18 14 12 12
12 +12 +8 +4 +4 7 2 Bonus feat, DR 3/- 22 16 18 14 12 12
13 +13 +8 +4 +4 7 2   22 16 18 14 12 12
14 +14 +9 +4 +4 7 2   22 16 18 14 12 12
15 +15 +9 +5 +5 7 2   22 16 20 14 12 12
16 +16 +10 +5 +5 8 2 Wildcard feat, DR 4/- 24 18 20 14 12 12
17 +17 +10 +5 +5 8 2   24 18 20 16 14 14
18 +18 +11 +6 +6 8 2   24 18 20 16 14 14
19 +19 +11 +6 +6 8 2   24 18 20 16 14 14
20 +20 +12 +6 +6 8 2 Bonus feat, DR 5/- 26 18 22 16 14 14
21 +21 +12 +7 +7 9 3   26 20 22 16 14 14
22 +22 +13 +7 +7 9 3   26 20 22 16 14 14
23 +23 +13 +7 +7 9 3   26 20 22 16 14 14
24 +24 +14 +8 +8 9 3 Wildcard feat, DR 6/- 28 20 22 16 14 14
25 +25 +14 +8 +8 9 3   28 20 24 16 14 14

Class Abilities

The following are the class abilities of the armoured reaver. All are extraordinary abilities unless otherwise noted.

Weapon and armour proficiency: The armoured reaver is proficient with all simple and martial weapons, all types of armour and all shields.

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 24th level.

Bonus Feats: The armoured reaver gains a bonus feat at 4th, 12th and 20th level. He must meet the prerequisites for these 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 from the list of fighter bonus feats 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 (see Complete Warrior) 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. At 24th level, he gains a third.

(This is taken from the Iron Heroes man-at-arms class ability.)

Stances and maneuvers

The armoured reaver gains the listed number of stances and maneuvers per encounter, starting from 8th level. He can choose from any stance and maneuver from the Iron Heart school, plus one of the Diamond Mind, Stone Dragon or Tiger Claw schools (this school must be selected beforehand). He can use any given maneuver only once per encounter, and he cannot recover spent maneuver slots. If the armoured reaver knows more than one stance, he can switch between them as normal, but he cannot use more than his maximum number of stances per encounter.

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 stance or maneuver whose level is up to half his initiator level (rounded up). The armoured reaver's IL is equal to his class level. Thus, for example, a 9th level armoured reaver has 6 maneuver slots per encounter, and he can use any maneuver up to 5th level. See The Book of Nine Swords for more information on stances and maneuvers.

It's possible for an armoured reaver to use different stances and maneuvers in subsequent encounters, if the PCs meet him more than once.

In addition to using maneuvers, the armoured reaver can also expend a maneuver slot to power one of the abilities listed below. 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 a +2 morale bonus 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 initiator level. This lasts until the start of his next turn.

Soul of Fire: As an immediate action, the armoured reaver gains SR equal to 10 + his level against one spell or spell-like ability that would affect him. This is a supernatural ability.

Indomitable Sentinel: As a move 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. This is a supernatural ability.


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. The total value of the armoured reaver's items should not vary significantly from the DMG guidelines for NPC equipment by level.

The armoured reaver wears masterwork half-plate initially, and a mithral breastplate from 11th level. From 4th level he 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 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.


Complete Tables

For convenience, the following tables give precomputed baseline statistics for armoured reavers from 1st to 25th level. All static bonuses from class abilities and the default magic items have been added in. Bonuses from feats and other customised effects are not included, however.

Table 1: Stats and attributes by level

Level Init AC (t, ff)

hp

Fort Ref Will BAB Grap Mel atk Rng atk Str Dex Con Int Wis Cha Manvrs Stances
1 +1 17 (10, 17) 14 +4 +1 +0 +1 +4 +4 +2 16 12 14 12 10 10 5 1
2 +1 18 (10, 18) 22 +6 +2 +1 +2 +5 +5 +3 16 12 14 12 10 10 5 1
3 +1 18 (10, 18) 31 +6 +3 +2 +3 +6 +6 +4 16 12 14 12 10 10 5 1
4 +1 20 (10, 20) 39 +8 +4 +3 +4 +8 +9 +6 18 12 14 12 10 10 5 1
5 +1 20 (10, 20) 53 +9 +4 +3 +5 +9 +10 +7 18 12 16 12 10 10 5 1
6 +2 21 (10, 21) 62 +11 +7 +5 +6 +11 +12 +9 20 14 16 12 10 10 6 1
7 +2 21 (10, 21) 79 +12 +7 +6 +7 +12 +13 +10 20 14 18 14 12 12 6 1
8 +2 23 (10, 23) 89 +14 +8 +7 +8 +14 +16 +12 22 14 18 14 12 12 6 1
9 +2 23 (10, 23) 100 +14 +9 +8 +9 +15 +17 +13 22 14 18 14 12 12 6 1
10 +2 24 (10, 24) 120 +17 +10 +9 +10 +16 +18 +14 22 14 20 14 12 12 6 1
11 +3 25 (13, 22) 132 +17 +11 +9 +11 +17 +19 +16 22 16 20 14 12 12 7 2
12 +3 27 (13, 24) 143 +19 +13 +11 +12 +20 +23 +18 26 16 20 14 12 12 7 2
13 +3 27 (13, 24) 168 +20 +13 +11 +13 +21 +24 +19 26 16 22 14 12 12 7 2
14 +3 28 (13, 25) 180 +22 +14 +12 +14 +22 +25 +20 26 16 22 14 12 12 7 2
15 +3 28 (13, 25) 208 +23 +15 +13 +15 +23 +26 +21 26 16 24 14 12 12 7 2
16 +4 31 (14, 27) 221 +25 +17 +14 +16 +25 +29 +24 28 18 24 14 12 12 8 2
17 +4 31 (14, 27) 235 +25 +17 +15 +17 +26 +30 +25 28 18 24 16 14 14 8 2
18 +4 32 (14, 28) 248 +27 +19 +17 +18 +28 +32 +26 30 18 24 16 14 14 8 2
19 +4 32 (14, 28) 281 +28 +19 +17 +19 +29 +33 +27 30 18 26 16 14 14 8 2
20 +4 34 (14, 30) 315 +31 +20 +18 +20 +31 +36 +29 32 18 28 16 14 14 8 2
21 +5 35 (15, 30) 331 +31 +22 +19 +21 +32 +37 +31 32 20 28 16 14 14 9 3
22 +5 36 (15, 31) 346 +33 +23 +20 +22 +33 +38 +32 32 20 28 16 14 14 9 3
23 +5 36 (15, 31) 362 +33 +23 +20 +23 +34 +39 +33 32 20 28 16 14 14 9 3
24 +5 38 (15, 33) 377 +35 +25 +22 +24 +37 +43 +35 36 20 28 16 14 14 9 3
25 +5 38 (15, 33) 443 +37 +25 +22 +25 +38 +44 +36 36 20 32 16 14 14 9 3

Table 2: Skill bonuses by level

Level Conc Balance Climb Jump Tumble MartL Ride Swim Intim
1 +6 -1 +1 -5 -1 +5 +5 -5 +4
2 +7 +0 +2 -4 +0 +6 +6 -4 +5
3 +8 +1 +3 -3 +1 +7 +7 -3 +6
4 +9 +2 +5 -1 +2 +8 +8 -1 +7
5 +11 +3 +6 +0 +3 +9 +9 +0 +8
6 +12 +5 +8 +2 +5 +10 +11 +2 +9
7 +14 +6 +9 +3 +6 +12 +12 +3 +11
8 +15 +7 +11 +5 +7 +13 +13 +5 +12
9 +16 +8 +12 +6 +8 +14 +14 +6 +13
10 +18 +9 +13 +7 +9 +15 +15 +7 +14
11 +19 +16 +19 +19 +16 +16 +17 +18 +15
12 +20 +17 +22 +22 +17 +17 +18 +21 +16
13 +22 +18 +23 +23 +18 +18 +19 +22 +17
14 +23 +19 +24 +24 +19 +19 +20 +23 +18
15 +25 +20 +25 +25 +20 +20 +21 +24 +19
16 +26 +22 +27 +27 +22 +21 +23 +26 +20
17 +27 +23 +28 +28 +23 +23 +24 +27 +22
18 +28 +24 +30 +30 +24 +24 +25 +29 +23
19 +30 +25 +31 +31 +25 +25 +26 +30 +24
20 +32 +26 +33 +33 +26 +26 +27 +32 +25
21 +33 +28 +34 +34 +28 +27 +29 +33 +26
22 +34 +29 +35 +35 +29 +28 +30 +34 +27
23 +35 +30 +36 +36 +30 +29 +31 +35 +28
24 +36 +31 +39 +39 +31 +30 +32 +38 +29
25 +39 +32 +40 +40 +32 +31 +33 +39 +30

Sample Armoured Reavers

5th level

Human armoured reaver 5: CR 5; Medium humanoid (human); HD 5d12+15 (53 hp); Init +1; Spd 20 ft; AC 20 (touch 10, flat-footed 20); BAB +5; Grap +9; Atk +11 melee (2d6+7/19-20, +1 greatsword) or +8 ranged (1d10/19-20, masterwork heavy crossbow); S/R 5 ft/5 ft; SQ DR 1/-, armoured reaver abilities; AL LE; SV Fort +9, Ref +4, Will +5; Str 18, Dex 12, Con 16, Int 12, Wis 10, Cha 10.

Skills: Concentration +11, Balance +3, Climb +0, Jump +6, Tumble +3, Martial Lore +9, Ride +9, Swim +0, Intimidate +8.

Feats: Power Attack, Cleave, Weapon Focus (greatsword), Iron Will.

Maneuvers: 5/encounter, max 3rd level from Iron Heart, Stone Dragon.

Stances: 1/encounter, max 3rd level from Iron Heart, Diamond Mind.

Furious Onslaught: As swift action, convert a maneuver to gain +4 to attack, +2d6 to damage rolls until next turn.

Implacable Foe: As immediate action, convert a maneuver to gain a +2 insight bonus to saves until next turn

Withstand the Tide: As immediate action, convert a maneuver to gain DR 5/- until next turn.

Soul of Fire: As immediate action, convert a maneuver to gain SR 15 against one spell.

Indomitable Sentinel: As move action, convert a maneuver to heal up to 25 hit points.

Possessions: +1 greatsword, masterwork heavy crossbow, +1 half-plate, 20 bolts.

10th level

Human armoured reaver 10: CR 10; Medium humanoid (human); HD 10d12+50 (120 hp); Init +2; Spd 20 ft; AC 24 (touch 10, flat-footed 24); BAB +10; Grap +16; Atk +19/+14 melee (2d6+13/19-20, +2 greatsword); S/R 5 ft/5 ft; SQ DR 2/-, armoured reaver abilities; AL LE; SV Fort +17, Ref +10, Will +11; Str 22, Dex 14, Con 20, Int 14, Wis 12, Cha 12.

Skills: Concentration +18, Balance +8, Climb +6, Jump +12, Tumble +8, Martial Lore +15, Ride +15, Swim +5, Intimidate +14.

Feats: Power Attack, Cleave, Weapon Focus (greatsword), Iron Will, Weapon Specialisation (greatsword), Improved Sunder.

Wildcard Feats: 1/encounter.

Maneuvers: 6/encounter, max 5th level from Iron Heart, Diamond Mind.

Stances: 1/encounter, max 5th level from Iron Heart, Diamond Mind.

Furious Onslaught: As swift action, convert a maneuver to gain +4 to attack, +2d6 to damage rolls until next turn.

Implacable Foe: As immediate action, convert a maneuver to gain a +5 insight bonus to saves until next turn.

Withstand the Tide: As immediate action, convert a maneuver to gain DR 10/- until next turn.

Soul of Fire: As immediate action, convert a maneuver to gain SR 20 against one spell.

Indomitable Sentinel: As move action, convert a maneuver to heal up to 50 hit points.

Possessions: +2 greatsword, +2 half-plate, gauntlets of ogre power +2, amulet of health +2.

15th level

Human armoured reaver 15: CR 15; Medium humanoid (human); HD 15d12+105 (208 hp); Init +3; Spd 30 ft; AC 28 (touch 13, flat-footed 25); BAB +15; Grap +23; Atk +27/+22/+17 melee (1d12+17/x3, +3 greataxe) or +21/+16/+11 ranged (1d8+7/x3, +3 composite longbow); S/R 5 ft/5 ft; SQ DR 3/-, armoured reaver abilities; AL LE; SV Fort +23, Ref +15, Will +15; Str 26, Dex 16, Con 24, Int 14, Wis 12, Cha 12.

Skills: Concentration +25, Balance +20, Climb +25, Jump +28, Tumble +20, Martial Lore +20, Ride +21, Swim +24, Intimidate +19.

Feats: Power Attack, Cleave, Weapon Focus (greataxe), Iron Will, Weapon Specialisation (greataxe), Improved Bull Rush, Great Cleave, Skill Focus (Jump), Improved Overrun.

Wildcard Feats: 1/encounter.

Maneuvers: 7/encounter, max 8th level from Iron Heart, Tiger Claw.

Stances: 2/encounter, max 8th level from Iron Heart, Tiger Claw.

Furious Onslaught: As swift action, convert a maneuver to gain +4 to attack, +2d6 to damage rolls until next turn.

Implacable Foe: As immediate action, convert a maneuver to gain a +7 insight bonus to saves until next turn.

Withstand the Tide: As immediate action, convert a maneuver to gain DR 15/- until next turn.

Soul of Fire: As immediate action, convert a maneuver to gain SR 25 against one spell.

Indomitable Sentinel: As move action, convert a maneuver to heal up to 80 hit points.

Possessions: +3 greataxe, +3 composite longbow (+4 Str), +3 mithral breastplate, belt of giant Strength +4, amulet of health +4, 20 arrows.

20th level

Human armoured reaver 20: CR 20; Medium humanoid (human); HD 20d12+180 (315 hp); Init +4; Spd 30 ft; AC 34 (touch 14, flat-footed 30); BAB +20; Grap +31; Atk +37/+32/+27/+22 melee (1d10+23/x3, +5 glaive) or +29/+24/+19/+14 ranged (1d8+9/x3, +5 composite longbow); S/R 5 ft/10 ft; SQ DR 5/-, armoured reaver abilities; AL LE; SV Fort +31, Ref +20, Will +20; Str 32, Dex 18, Con 28, Int 16, Wis 14, Cha 14.

Skills: Concentration +32, Balance +26, Climb +33, Jump +33, Tumble +26, Martial Lore +26, Ride +27, Swim +32, Intimidate +25.

Feats: Power Attack, Cleave, Weapon Focus (glaive), Iron Will, Weapon Specialisation (glaive), Combat Reflexes, Great Cleave, Combat Expertise, Improved Disarm, Point Blank Shot, Rapid Shot.

Wildcard Feats: 2/encounter.

Maneuvers: 8/encounter, max 9th level from Iron Heart, Stone Dragon.

Stances: 2/encounter, max 9th level from Iron Heart, Stone Dragon.

Furious Onslaught: As swift action, convert a maneuver to gain +4 to attack, +2d6 to damage rolls until next turn.

Implacable Foe: As immediate action, convert a maneuver to gain a +10 insight bonus to saves until next turn.

Withstand the Tide: As immediate action, convert a maneuver to gain DR 20/- until next turn.

Soul of Fire: As immediate action, convert a maneuver to gain SR 30 against one spell.

Indomitable Sentinel: As move action, convert a maneuver to heal up to 100 hit points.

Possessions: +5 glaive, +5 composite longbow (+4 Str), +5 mithral breastplate, belt of giant Strength +6, amulet of health +6, 20 arrows.


Last modified: 5 June 2007

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