Armored+Reaver

=Armored Reaver=

The armored reaver class can be used to represent any humanoid tank or melee brute: a warrior who relies on strength, power and mighty blows to defeat his enemies. They are most likely human, dwarven, or orcish.

Class Statistics
Alignment: Any

Hit die: d12

The reaver's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str). Skill Points at 1st Level (2 + Int modifier) ×4. Skill Points at Each Additional Level. 2 + Int modifier.


 * Table: Armored Reaver**


 * **Level** || **BAB** || **Fort Save** || **Ref Save** || **Will Save** || **Empowered** || **Special** ||
 * 1 || +1 || +2 || +0 || +0 || 0 || Dark-hardened Spirit, Skin of the Dragon ||
 * 2 || +2 || +3 || +0 || +0 || 0 || AC +1 ||
 * 3 || +3 || +3 || +1 || +1 || 0 ||  ||
 * 4 || +4 || +4 || +1 || +1 || 0 || DR/1, AC+2 ||
 * 5 || +5 || +4 || +1 || +1 || 0 || Bonus Feat ||
 * 6 || +6 || +5 || +2 || +2 || 1 || AC +3 ||
 * 7 || +7 || +5 || +2 || +2 || 1 ||  ||
 * 8 || +8 || +6 || +2 || +2 || 1 || Dr/2, AC +4, Wildcard Feat ||
 * 9 || +9 || +6 || +3 || +3 || 1 ||  ||
 * 10 || +10 || +7 || +3 || +3 || 1 || Bonus Feat, AC +5 ||
 * 11 || +11 || +7 || +3 || +3 || 1 ||  ||
 * 12 || +12 || +8 || +4 || +4 || 2 || DR/3, AC +6 ||
 * 13 || +13 || +8 || +4 || +4 || 2 ||  ||
 * 14 || +14 || +9 || +4 || +4 || 2 || AC +7 ||
 * 15 || +15 || +9 || +5 || +5 || 2 || Bonus Feat ||
 * 16 || +16 || +10 || +5 || +5 || 2 || DR/4, AC +8, Wildcard Feat ||
 * 17 || +17 || +10 || +5 || +5 || 2 ||  ||
 * 18 || +18 || +11 || +6 || +6 || 3 || AC +9 ||
 * 19 || +19 || +11 || +6 || +6 || 3 ||  ||
 * 20 || +20 || +12 || +6 || +6 || 3 || DR/5, Bonus Feat, AC +10 ||
 * 21 || +21 || +12 || +7 || +7 || 3 ||  ||
 * 22 || +22 || +13 || +7 || +7 || 3 || AC +11 ||
 * 23 || +23 || +13 || +7 || +7 || 3 ||  ||
 * 24 || +24 || +14 || +8 || +8 || 4 || DR/6, AC +12, Wildcard Feat ||
 * 25 || +25 || +14 || +8 || +8 || 4 ||  ||

Class Abilities
The following are the class abilities of the armored reaver. All are extraordinary abilities unless otherwise noted.


 * Weapon and armor proficiency:** The armored reaver is proficient with all simple and martial weapons, all types of armor and all shields.


 * Dark-Hardened Spirit:** The armored reaver gains a resistance bonus to saves equal to half his level, rounded down.


 * Skin of the Dragon:** The armored reaver gains a natural armor bonus to AC equal to half his level, rounded down. The bonus only stacks so long as the armored reaver is wearing light or no armor.


 * Damage Reduction:** At 4th level, the armored 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 armored reaver gains a bonus feat at 5th, 10th, 15th, and 20th level. He must meet the prerequisites for these feats.


 * Wildcard Feats:** At 8th level, the armored 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 armored 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 armored reaver thus gains a measure of flexibility to deal with situations that he may find himself in.

At 16th level, the armored reaver gains a second wildcard feat. At 24th level, he gains a third.

Empowered
Starting at 6th level, the armored reaver gains the ability to power up one of his abilities. He may choose from the list below.


 * Furious Onslaught:** As a swift action, the armored reaver gains a +4 morale bonus to attacks and +2d6 to damage rolls until the start of his next turn.


 * Implacable Foe:** As an immediate action, the armored reaver gains an insight bonus to saves equal to half his level, rounded down. This lasts until the start of his next turn.


 * Indomitable Sentinel:** As a move action, the armored 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.


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


 * Withstand the Tide:** As an immediate action, the armored 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.