General Prestige Class : Hellreaver

"I cannot stand by while wickedness spreads, while the fiends destroy our families and our lives. The time for prayer is past. Now is the time for action?" - Camren Lighbringer, Hellreaver

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.

Though entry into this prestige class demands cross-class skill point expenditures, barbarians gain the most by taking levels in this prestige class. A barbarian's rage ability works well with the holy fury abilities granted by the hellreaver class. Likewise, paladins who become hellreavers find that the class features complement their paladin abilities even though it means abandoning their former class. Good-aligned fighters and rangers might also seek out this class. Finally, some monks and martial clerics find a powerful assortment of abilities that augment their innate capabilities.

Requirements

To qualify to become a Hellreaver, a character must fulfill all the following criteria:

Class Skills

The hellreaver's class skills are Craft, Intimidate, Knowledge (religion), Knowledge (the planes), Listen, Sense Motive, and Spot.

Skill Points at Each Level: 2 + Int modifier.

Class Features

As a hellreaver, you tap into your rage and frustration to augĀ¬ment your fighting abilities. From your first class level, you can deal impressive damage to evil creatures, but as you attain more levels, you gain the ability to heal, boost your Armor Class, and improve your saving throws. At the highest levels, you can carve through evil outsiders with impunity.

Holy Fury (Ex): When you face your enemies, a 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.

You can use holy fury once per encounter. It lasts until the end of the encounter.

Furious Strike (Su): As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +2 bonus and deal an extra id6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.

At 4th level, these bonuses increase to +4 on your attack roll and an extra 2d6 points of damage.

At 7th level, these bonuses increase to +6 on your attack roll and an extra 3d6 points of damage.

At 10th level, these bonuses increase to +8 on your attack roll and an extra 4d6 points of damage.

Divine Succor (Su): 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 1 holy fury point to heal 10 points of damage. You can apply this healing to yourself or any good-aligned creature within 20 feet.

At 5th level, you can heal 20 points of damage.

At 8th level, you can heal 30 points of damage.

Divine Resolve (Su): 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 1 holy fury point to gain a +2 bonus on your next saving throw. You can use this ability after attempting a save but before you learn whether it succeeded or failed.

Divine Shield (Su): 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. You can use this ability after a foe attacks you but before you learn whether this attack hit or missed.

Mettle (Ex)

: Beginning at 4th level, if you make a successful Fortitude or Will save that would normally reduce (rather than negate) a spell's effect, you suffer no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Heroic Sacrifice (Su): From 5th level on, as a swift action, you can voluntarily take 2 points of Constitution damage to fully replenish your holy fury points.

Call to Judgment (Su): 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.

At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effect of a dimensional anchor spell, with a caster level equal to your hellreaver level.

Improved Divine Resolve (Su): At 9th level, your divine resolve ability improves. This ability functions like the divine resolve class feature, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus on a saving throw.

Improved Divine Shield (Su): When you reach 9th level, your divine shield grows stronger. This ability functions like divine shield, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus to AC.

Divine Retribution (Su): 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 (DC 10 + 1/2 your character level + your Cha modifier). 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.

HellreaverHit Die: d10
CLBABFortRefWillSpecial
1st+1+0+0+2Holy fury, furious strike +2/+1d6
2nd+2+0+0+3Divine succor (10 points)
3rd+3+1+1+3Divine resolve, divine shield
4th+4+1+1+4Furious strike +4/+2d6, mettle
5th+5+1+1+4Divine succor (20 points), heroic sacrifice
6th+6+2+2+5Call to judgment
7th+7+2+2+5Furious strike +6/+3d6
8th+8+2+2+6Divine succor (30 points)
9th+9+3+3+6Improved divine resolve, improved divine shield
10th+10+3+3+7Divine retribution, furious strike +8/+4d6

Hellreaver Lore

Characters with ranks in Knowledge (the planes) can research hellreavers to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.

Though tales of their efforts might be heard in taverns and pubs across the land, a specific hellreaver is tough to track down, since she is constantly on the move. A character can pick up a hellreaver's trail by succeeding on a DC 20 Gather Information or Knowledge (local) check.

Source: Fiendish Codex II


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