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'''Call to Judgement''': With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel. You may cast Dimensional Anchor 1/day.
'''Call to Judgement''': With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel. You may cast Dimensional Anchor 1/day.


'''Divine Retribution''': By channeling divine energy into an evil outsider, you can destroy its physical form in a spectacular explosion. As your weapon cuts into its body, you funnel holy energy into it.
'''Divine Retribution''': By channeling divine energy into an evil outsider, you can destroy its physical form in a spectacular explosion. As your weapon cuts into its body, you funnel holy energy into it.

Revision as of 05:49, 19 July 2022


Devils and their ilk can go only so far before their actions demand a response. At some point, a devil will destroy enough lives that someone has to take a stand. That someone is often a hellreaver - a warrior whose outrage at the actions of the fiends and their ability to corrupt and seduce without consequence fuels an array of combat abilities. These potent options make these warriors tremendously effective combatants of the baatezu.

You have had enough. It's time to make these fiends pay. Someone must stop the baatezu, and that someone is you. You have heard all the stories about how the gods have some sort of special deal with the devils that allows them to harvest evil souls, but you're confident that such an arrangement didn't include actively working to seduce mortals into signing misleading contracts. Let the clerics and their ilk fret about the immortal soul. Warning folks doesn't do a thing but make them want to dabble in darkness even more. If you're going to deal with fiends, the best way to do so is to butcher them - and their mortal allies - wherever you find them. Those fools who are in cahoots with devils had better not expect mercy from you, because you have none to spare.

One brush with infernal power, and you knew the shape of your destiny. The existence of creatures such as devils enraged you. The thought of an entire race of creatures that served no other purpose than to harvest mortal souls and deny them their heavenly reward filled you with so much outrage that you had to take action.

Once you committed yourself to the path of the hellreaver, strange things began to happen. When you fought, you could draw power from that inner reservoir, that wellspring of hate that impels you to greater and greater acts of daring. At first, you were able to shrug off minor injuries. In time, you found you could pierce your enemies' defenses, ignore their attacks, and more. Through it all, you have learned you must keep the fires of your wrath stoked lest you falter in your mission.

Requirements

Alignment: Any Good

Base Attack Bonus: +5

Feats: Power Attack

Skills: Knowledge: Planes 4

Features

Hit Die: d10

Proficiencies: No extra proficiencies.

Skill Points: 2 + INT

Class Skills: Discipline, Heal, Listen, Spot, Taunt, Craft, Knowledge: Geo, Planes, Religion, Psion

Level progression

Lvl BAB Saves Feats HP range Notes
Fort Ref Will
1st +1 +0 +0 +2 Holy Fury, Furious Strikes (+1 AB) 5-10
2nd +2 +0 +0 +3 Divine Succor (10 Points) 10-20
3rd +3 +1 +1 +4 Divine Resolve (+2), Divine Defense (+2) 15-30
4th +4 +1 +1 +4 Furious Strikes (+2 AB, +1d6), Slippery Mind 20-40
5th +5 +1 +1 +4 Divine Succor (20 Points), Great Fortitude 25-50
6th +6/+1 +2 +2 +5 Call to Judgement 30-60
7th +7/+2 +2 +2 +5 Furious Strikes (+3 AB, +2d6) 35-70
8th +8/+3 +2 +2 +6 Divine Succor (30 Points) 40-80
9th +9/+4 +3 +3 +6 Divine Resolve (+4), Divine Defense (+4) 45-90
10th +10/+5 +3 +3 +7 Divine Retribution 50-100


Abilities

Holy Fury: When you face your enemies, a fit of raging anger fills your mind. Avenging, divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good-aligned. You also gain immunity to fear effects. In addition, you gain a number of holy fury points equal to your hellreaver level plus your Charisma modifier. You spend these points to activate many of your hellreaver class abilities.

Furious Strike: You can spend 3 holy fury points to empower yourself with divine energy. You gain additional AB and damage equal to values specified on the above table.

Divine Succor: Just as your divine power can slay evil creatures, it can also mend wounds suffered by the just. Beginning at 2nd level, as a swift action, you can spend 3 holy fury points to heal 10 points of damage. You can apply this healing to yourself or any good-aligned creature within 20 feet. This ability upgrades as you increase in level.

Divine Resolve: From 3rd level on, you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster's poison, and so forth. As an immediate action, you can spend 3 holy fury point to gain a +2 bonus on your next saving throw. This ability upgrades as you increase in level.

Divine Defense: When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe's attack with a mighty shout. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus to your AC against the next attack you face. This ability upgrades as you increase in level.

Call to Judgement: With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel. You may cast Dimensional Anchor 1/day.

Divine Retribution: By channeling divine energy into an evil outsider, you can destroy its physical form in a spectacular explosion. As your weapon cuts into its body, you funnel holy energy into it.

At 10th level, once per day as a swift action, you can spend 4 holy fury points to imbue your next attack with a mighty aura of avenging divine power. If this attack hits an outsider that has the evil subtype, the target must attempt a Fortitude save. If it fails this save, the target explodes in a flash of light. It is slain, and all evil creatures in a 60-foot-radius burst around it are blinded for 1 round. There is no saving throw to resist this blindness.

On a successful save, the target instead takes 10d6 points of damage as holy energy burns through its body, and the blinding effect does not trigger. This damage is in addition to your attack's normal damage.

The DC for this ability scales with how damaged the creature is, as shown on the table below.

Enemy HP Bonus DC
Uninjured 6 + DC
Barely Injured 10 + DC
Injured 14 + DC
Badly Wounded 20 + DC
Near Death 26 + DC