Elderbound Reaver (3.5e Class)

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Elderbound Reaver[edit]

A warrior whos soul and body willingly follows an old god. Fearsome in combat with the melee-focused skills and utility.

Making a Elderbound Reaver[edit]

Very effective meatshield with the damage potential to match but a heavy weakness to 'holy' magic.

Abilities: Constitution, Intelligence.

Races: Litches, humans.

Alignment: neutral evil, evil, chaotic evil.

Starting Gold: As fighter

Starting Age: As fighter

Table: The Bruiser

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +0 +1 Elderbound Tome, Bonus feat, Blinding Light
2nd +2 +1 +0 +1 Crescent Moon
3rd +3 +2 +0 +1 Elderbound
4th +4 +2 +0 +2 Endless Hunger, Bonus feat
5th +5 +2 +1 +2 Wyning Moon, Wraith Form
6th +6 +3 +1 +3 Super Armor
7th +7 +6 +2 +3
8th +8 +6 +2 +4
9th +9 +6 +3 +4 Bonus feat.
10th +10 +7 +3 +5 Reaver's Dirty Trick, The Red Moon
11th +11 +7 +3 +5
12th +12 +8 +4 +6
13th +13 +8 +4 +6 Bonus Feat
14th +14 +9 +4 +7
15th +15 +9 +4 +7
16th +16 +10 +5 +8
17th +17 +10 +5 +8
18th +18 +11 +5 +9 Respawn
19th +19 +11 +6 +9 Eldersong
20th +20 +12 +6 +10 Bleeding Moon

Class Skills (4)+ Int modifier per level, ×4 at 1st level)
Bluff (CHA) Climb (STR) Heal (WIS) Intimidate (CHA) Balance (DEX) Swim (STR) Tumble (DEX) Craft(INT) Profession (INT)

Class Features[edit]

Unholy abilities granted by the old god. All of the following are class features of the elderbound reaver.

Weapon and Armor Proficiency: Heavy armor, all simple weapons (including shields).

Elderbound Tome: The reaver gains a tome that is a physical connection to his gods plane. Creatures (other than the reaver) who willingly attempt to read this tome, the conscious of that creature is sent to the old god's plane. If this tone is more then 10 feet from the reaver they cannot use any ability nor communicate with the old god. If the tome is ever destroyed or lost they can summon a new one, this process can take up to 3 hours. This will destroy the old tome.

Blinding Light: Holy magic (Such as smite, channel divinity, ect) against the reaver will have double the effect but only half the effect for healing.

Crescent Moon:: The reaver raises his weapon in preparation for an attack, imbuing the attack with eldrich fury. After one round if a creature is struck the numeric damage outcome is maxed. This attack cannot miss, a visible target is required for this ability to take effect. You cannot move while preparing the crescent moon.

Wyning Moon: You can move half of your normal movement while preparing/using Crescent Moon.

Bleeding Moon: Cresent Moon no longer requires preparation and may be cast as a normal action.

Endless Hunger: Slain creatures around the reaver will grant 1d4 health each round.

Wraith Form: The reaver takes a deep breath and exhales, the body of the reaver becomes a dark mist allowing the reaver to freely climb walls/ceiling and fit through very narrow cracks in walls, doors, windows, Ect. While in darkness the reaver is considered invisible (in Wraith Form). Any damage to the reaver while in this form will cause the reaver to be shunted back in its material form. This will also stun the reaver.

Reaver's Dirty Trick: As a swift action attack and deal bonus damage equal to half your total AC.

The Red Moon: Attempt to influence the red moon and blur the line of humanity and monsters. Target a creature, that creature must make a Wisdom save or become charmed. The reaver may speak telepathically to the creature. (Basically works as a charm person/monster spell but with added benefits). This skill may be used once per long rest, only one creature may be charmed at a time, creatures who resist the charm are immune to this ability for 24 hours.

Eldersong: The sky darkens, the sun is eclipsed, a vibrant red hue covers the lands, the old one sings his lullaby. Slain creatures around the reaver will come to life and fight under the reaver's commands. The creatures will still act and use any abilities at their disposal. The Reavers AC values are increased by 10 per active 'husk' fighting under the reavers command. Creatures revived by this effect will gain their max hitpoints back but are considered to be undead. Eldersong will only last for an hour once the effect ends all creatures revived by this effect are reduced to ash. This skill can only be used one a week.

Super Armor: While preparing crescent moon the reaver cannot be Tripped, Prone, Flatfooted, or stunned through physical means. If the reaver is level 20 this effect lingers one round after the use of the crescent moon.

Elderbound: If the elderbound is reduced to 0 hit points, his body, and equipped equipment is reduced to cinders. After 24 hours if the tome is not destroyed the reaver will 'Respawn' up to 10 feet of the tome with his equipped equipment. The elderbound may offer other creatures to forsake their god (If any) and follow his. They can sign his tome in blood. After this 'ritual' is complete the convertee will always know the location of the elderblood reaver (Last known location if in another realm). The convertees may also attempt to 'summon' the reaver by lighting 3 candles and chanting the Elderblood's name.

Ex-Elderbound Reaver[edit]

The reaver doesn't suffer from alignment penalties. Failure to meet the old gods' status quote can result in the reaver's death.

Epic Elderbound Reaver[edit]

Table: The Epic Elderbound Reaver

Hit Die: d12

Level Special
25th Cresent Moon will nolonger resistrict movement at all.
29th Eldersong will now summon a mirror image of you, capable of casting Cresent Moon.
30th Superarmor will now stop magical imparing effects.

10 + Int modifier skill points per level.

Campaign Information[edit]

Playing a Elderbound Reaver[edit]

Religion: Reavers tend to keep there distance from any religion. Paladins, clerics (Of varying religions) may actively hunt reavers to prevent them from becoming too powerful.

Other Classes: The reaver himself may not be inherently 'evil'. Motivation is normally required for anything that the reaver wouldn't normally do. Do expect inhouse fighting or heated arguments if a paladin or cleric is present.

Combat: Meatshield, bruser.

Advancement: N/a

Elderbound Reavers in the World[edit]

The stories of Elderbound are only told to make children behave and stay on the right path.
—Althorum, Human Claric

<-Where characters of this class fit in a d20 world.->

Daily Life: Ironically enough, reavers spend most of there time preaching about there god and are not normally hostile unless provoked.

Organizations: If a reaver is left uncheck and manages to collect followers they may convert towns to follow the old god.

NPC Reactions: NPCs who first see the reaver may react timidly, rise prices, ask the reaver to leave.

Elderbound Lore[edit]

Characters with ranks in Knowledge (religion) can research Elderbound Reavers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Reavers are not naturally hostile unless provoked.
10 Reavers are weak agenst holy-like magic.
15 Reavers 'telegraph' their signature skill.
20 The name of the old god the reaver follows.

Elderbound Reavers in the Game[edit]

Sample Encounter: Killing a cult may provoke the ire of an Elderbound Reaver. Elderbound Reavers are meant for encounters from level 1 - 15.

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