Reaversworn
When Odin was but a man- a very powerful man indeed, but still a man- his prowess as a dark knight was legendary, his swordsmanship having become the stuff of myth and legend. There are a select few who seek to follow his example, and rather than take part in the traditions of the typical dark knight they emphasize the Reaver Knight’s sword arm and the umbral techniques he practiced during his mortal years.
The reaversworn is an archetype of the dark knight class.
Class Skills: The reaversworn gains the class skills Perception (Wis), and Perform (dance) (Cha). He also gains 4 + Int modifier skill points per level.
This changes the class skills and skill points per level of the dark knight.
Weapon and Armor Proficiency: Reaversworn are proficient with all simple weapons, martial weapons, and knight swords, and with all armor (light, medium, and heavy) and shields (except tower shields).
This changes the dark knight’s weapon and armor proficiencies.
Limit Break (Su): At 1st level, the reaversworn receives a limit break.
Iron-Cutting Shadow (Su): This limit break allows the reaversworn to channel their inner darkness into their weapon and cast it at their enemies. As a full-round action, the reaversworn gives the Cursed condition to all enemies within 30 ft. + 5 ft. for every four levels past 1st, no save, and initiates a swordskill, applying the effects of the swordskill to all enemies who were Cursed by this limit break. All damage dealt by the swordskill is converted into shadow damage, plus an additional 1d6 for every four levels past 1st.
This replaces the Dark Force limit break.
Swordplay (Su): Though sword saints may claim to be the first to have mastered such abilities, weaponizing the spirit inside themselves and their swords is no longer a jealously-kept secret. A reaversworn takes part in the utilization of swordskills, learning swordskills and readying them as indicated on the table below:
The sword is a material focus for all swordskills, though it doesn’t need to be crafted by the reaversworn. The reaversworn can use any swordskill he knows at will, provided he is wielding a sword. As long as he is wielding a sword he forged himself, increase the DCs of all his swordskills by 1.
The three forms of swordskills, in order of their relative power, are basic, advance, and master. A reaversworn begins with knowledge of two swordskills, which must be of the basic form. As a reaversworn gains levels, he can learn new swordskills. At 6th level, a reaversworn can learn advance forms, and at 12th level, he can learn master forms.
A reaversworn’s swordskills are supernatural abilities; using a swordskill is a standard action that does not provoke an attack of opportunity. If a target makes a successful Reflex save against a swordskill, they only take half damage from the swordskill, and all of the swordskill’s other effects are negated. The save DC for a basic form is 10 + ½ the reaversworn’s level + his Charisma modifier, the save DC for an advanced form is 12 + ½ the reaversworn’s level + his Charisma modifier, and the save DC for a master form is 14 + ½ the reaversworn’s level + his Charisma modifier.
A reaversworn can ready his starting swordskills, but as he advances in level and learns more swordskills, he must choose which swordskills to ready. He readies his swordskills by practicing weapon drills for 10 minutes. Reaversworn do not need to sleep or rest for any long period of time to ready their swordskills; anytime he spends 10 minutes practicing, he can change his readied swordskills. He may not ready any individual swordskill more than once. He begins an encounter with all readied swordskills unexpended, regardless of how many times he may have already used them since he chose them. When a reaversworn initiates a swordskill, he expends it for the current encounter, so each of his readied swordskills can be used once per encounter (until they are recovered, see below).
For a reaversworn to recover swordskills, he must perform one of two types of actions: sacrifice a number of hit points equal to half of his initiator level (rounded up) as a swift action, or spend a full-round action that does not provoke attacks of opportunity to flourish his weapon and steady the flow of darkness within. Doing either of these recovers a number of swordskills of his choice equal to his Charisma modifier (minimum of 2). Alternately, he may use a standard action to recover one swordskill he chooses.
This replaces spellcasting and dark sword techs.
Darkside (Su): This ability functions as normal, but also recovers a single swordskill of the reaversworn's choice at the beginning of each round that darkside is active, so long as the swordskill was not used the previous round. The damage bonus from this ability also applies to swordskills.
This modifies darkside.
Grim Stride (Ex): From the very beginning, reaversworn take many aspects of Odin’s fighting to heart, and one of the first is speed. At 1st level, the reaversworn is given a +10 ft. competence bonus to his base land speed, increasing by another 10 ft. at 10th level; this bonus is to be applied before modifying his movement speeds for the armor he wears or encumbrance.
This replaces grit stance.
Dark Embrace (Su): At 1st level, the reaversworn has learned how to mark their enemies for death, magically branding their foes. As a swift action, the reaversworn may select a single enemy within a range of Close (25 ft. + 5 ft. every two reaversworn levels) that they can detect, even through senses such as blindsense or tremorsense. That enemy is given the Cursed condition for a number of rounds equal to the reaversworn's Charisma modifier and considered 'embraced.' The reaversworn can embrace a number of creatures equal to his Charisma modifier (minimum 1), and may not embrace a creature he has already embraced until or unless the first embrace expires. Embraced creatures using the withdraw action provoke attacks of opportunity from the reaversworn.
In addition, the reaversworn automatically knows the position of creatures he has embraced. Any opponent the reaversworn can't see still has total concealment (50% miss chance), and he still suffers the miss chance when attacking creatures with concealment. The reaversworn is still denied his Dexterity bonus to his AC against attacks from embraced creatures he cannot see.
This replaces harm touch.
Bonus Feats: At 1st, 6th, 10th, 14th, and 18th level, the reaversworn may choose one combat feat as a bonus feat. He treats his reaversworn level - 3 as his effective fighter level when meeting prerequisites for feats. All prerequisites must be met before you take these feats.
This replaces abyssal arts.
Stamina Pool (Ex): At 1st level, a reaversworn gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the reaversworn rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the reaversworn’s current and maximum stamina pool and most sustained modes stack. If he already has a stamina pool from another class, he only increases his pool by 5 + his Constitution modifier per level instead.
By spending 5 stamina points, the reaversworn can do one of the following:
This replaces shared offense.
First Into Battle (Ex): You can no longer expend a use of harm touch to act in a surprise round, but this ability also becomes an extraordinary ability instead of a supernatural ability.
This modifies first into battle.
Reaversworn Talents (Su): As a reaversworn gains experience, he learns a number of talents that aid him and his allies. Starting at 1st level, a reaversworn gains one reaversworn talent from any talent tree. He gains an additional reaversworn talent for every 2 levels of reaversworn attained after 1st level. A reaversworn cannot select an individual talent more than once. These are considered sword saint talents when determining the prerequisites and effects of the Extra Sword Saint Talent feat, following all rules thusly.
This replaces all defiles, last resort, and shadow wall.
Deathbringer (Su): At 20th level, a reaversworn has reached the peak of his fighting capability. He gains a master form swordskill called Deathbringer; this does not count towards his total swordskills known. He deals damage equal to a melee attack with the focus sword + twice his Charisma modifier + 6d8 shadow damage to a single creature within 20 feet, and inflicts the Doom status. If the target is Cursed, the swordskill deals +8d8 shadow damage instead, and the target dies upon failing the saving throw. By expending 25 hit points, the reaversworn may change the shadow damage dealt by this swordskill to non-elemental damage, or increase the DC by 2; he cannot expend 50 hit points to gain both effects. The death effect from a Cursed creature failing the saving throw is a necromantic death effect.
This replaces dark champion.
Code of Conduct: While most dark knights ascribe to a path of their own choosing, reaversworn follow a knight’s code, one that places honor above all else. They are to respect the deserving, and demand respect in turn. They are to take pride in their skill in combat, yet strive to be better. They are expected to boast honestly of their accomplishments, lest they be forgotten, but are to also be aware that bragging of deeds they have not done will bring them their just desserts, and they must accept their comeuppance with dignity. To back down from a challenge that is not a fool’s errand is an insult to oneself and to the challenger, and to allow any slight but a trifling one to pass is to show an unacceptable level of weakness. They are to respect laws that do not disrespect them first. They are to be courageous, but not foolish. Most importantly, a life lived without glory is no life at all, and if the opportunity to garner the glory they seek does not show itself, they are to seek out the opportunity themselves. Occasional minor breaches of this code can be forgiven, but gross transgressions are to be judged swiftly and harshly, robbing the reaversworn of all class features except for proficiencies, and they may not take any further levels as a reaversworn without atonement through committing some great, remarkable deed that would bring honor and respect to their name.
When Odin was but a man- a very powerful man indeed, but still a man- his prowess as a dark knight was legendary, his swordsmanship having become the stuff of myth and legend. There are a select few who seek to follow his example, and rather than take part in the traditions of the typical dark knight they emphasize the Reaver Knight’s sword arm and the umbral techniques he practiced during his mortal years.
The reaversworn is an archetype of the dark knight class.
Class Skills: The reaversworn gains the class skills Perception (Wis), and Perform (dance) (Cha). He also gains 4 + Int modifier skill points per level.
This changes the class skills and skill points per level of the dark knight.
Weapon and Armor Proficiency: Reaversworn are proficient with all simple weapons, martial weapons, and knight swords, and with all armor (light, medium, and heavy) and shields (except tower shields).
This changes the dark knight’s weapon and armor proficiencies.
Limit Break (Su): At 1st level, the reaversworn receives a limit break.
Iron-Cutting Shadow (Su): This limit break allows the reaversworn to channel their inner darkness into their weapon and cast it at their enemies. As a full-round action, the reaversworn gives the Cursed condition to all enemies within 30 ft. + 5 ft. for every four levels past 1st, no save, and initiates a swordskill, applying the effects of the swordskill to all enemies who were Cursed by this limit break. All damage dealt by the swordskill is converted into shadow damage, plus an additional 1d6 for every four levels past 1st.
This replaces the Dark Force limit break.
Swordplay (Su): Though sword saints may claim to be the first to have mastered such abilities, weaponizing the spirit inside themselves and their swords is no longer a jealously-kept secret. A reaversworn takes part in the utilization of swordskills, learning swordskills and readying them as indicated on the table below:
The sword is a material focus for all swordskills, though it doesn’t need to be crafted by the reaversworn. The reaversworn can use any swordskill he knows at will, provided he is wielding a sword. As long as he is wielding a sword he forged himself, increase the DCs of all his swordskills by 1.
The three forms of swordskills, in order of their relative power, are basic, advance, and master. A reaversworn begins with knowledge of two swordskills, which must be of the basic form. As a reaversworn gains levels, he can learn new swordskills. At 6th level, a reaversworn can learn advance forms, and at 12th level, he can learn master forms.
A reaversworn’s swordskills are supernatural abilities; using a swordskill is a standard action that does not provoke an attack of opportunity. If a target makes a successful Reflex save against a swordskill, they only take half damage from the swordskill, and all of the swordskill’s other effects are negated. The save DC for a basic form is 10 + ½ the reaversworn’s level + his Charisma modifier, the save DC for an advanced form is 12 + ½ the reaversworn’s level + his Charisma modifier, and the save DC for a master form is 14 + ½ the reaversworn’s level + his Charisma modifier.
A reaversworn can ready his starting swordskills, but as he advances in level and learns more swordskills, he must choose which swordskills to ready. He readies his swordskills by practicing weapon drills for 10 minutes. Reaversworn do not need to sleep or rest for any long period of time to ready their swordskills; anytime he spends 10 minutes practicing, he can change his readied swordskills. He may not ready any individual swordskill more than once. He begins an encounter with all readied swordskills unexpended, regardless of how many times he may have already used them since he chose them. When a reaversworn initiates a swordskill, he expends it for the current encounter, so each of his readied swordskills can be used once per encounter (until they are recovered, see below).
For a reaversworn to recover swordskills, he must perform one of two types of actions: sacrifice a number of hit points equal to half of his initiator level (rounded up) as a swift action, or spend a full-round action that does not provoke attacks of opportunity to flourish his weapon and steady the flow of darkness within. Doing either of these recovers a number of swordskills of his choice equal to his Charisma modifier (minimum of 2). Alternately, he may use a standard action to recover one swordskill he chooses.
This replaces spellcasting and dark sword techs.
Darkside (Su): This ability functions as normal, but also recovers a single swordskill of the reaversworn's choice at the beginning of each round that darkside is active, so long as the swordskill was not used the previous round. The damage bonus from this ability also applies to swordskills.
This modifies darkside.
Grim Stride (Ex): From the very beginning, reaversworn take many aspects of Odin’s fighting to heart, and one of the first is speed. At 1st level, the reaversworn is given a +10 ft. competence bonus to his base land speed, increasing by another 10 ft. at 10th level; this bonus is to be applied before modifying his movement speeds for the armor he wears or encumbrance.
This replaces grit stance.
Dark Embrace (Su): At 1st level, the reaversworn has learned how to mark their enemies for death, magically branding their foes. As a swift action, the reaversworn may select a single enemy within a range of Close (25 ft. + 5 ft. every two reaversworn levels) that they can detect, even through senses such as blindsense or tremorsense. That enemy is given the Cursed condition for a number of rounds equal to the reaversworn's Charisma modifier and considered 'embraced.' The reaversworn can embrace a number of creatures equal to his Charisma modifier (minimum 1), and may not embrace a creature he has already embraced until or unless the first embrace expires. Embraced creatures using the withdraw action provoke attacks of opportunity from the reaversworn.
In addition, the reaversworn automatically knows the position of creatures he has embraced. Any opponent the reaversworn can't see still has total concealment (50% miss chance), and he still suffers the miss chance when attacking creatures with concealment. The reaversworn is still denied his Dexterity bonus to his AC against attacks from embraced creatures he cannot see.
This replaces harm touch.
Bonus Feats: At 1st, 6th, 10th, 14th, and 18th level, the reaversworn may choose one combat feat as a bonus feat. He treats his reaversworn level - 3 as his effective fighter level when meeting prerequisites for feats. All prerequisites must be met before you take these feats.
This replaces abyssal arts.
Stamina Pool (Ex): At 1st level, a reaversworn gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the reaversworn rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the reaversworn’s current and maximum stamina pool and most sustained modes stack. If he already has a stamina pool from another class, he only increases his pool by 5 + his Constitution modifier per level instead.
By spending 5 stamina points, the reaversworn can do one of the following:
- Increase his speed by 10 feet for 1 round
- Delay and suppress his fatigue or exhaustion for 1 round
- Increase one saving throw by +1 for 1 round
This replaces shared offense.
First Into Battle (Ex): You can no longer expend a use of harm touch to act in a surprise round, but this ability also becomes an extraordinary ability instead of a supernatural ability.
This modifies first into battle.
Reaversworn Talents (Su): As a reaversworn gains experience, he learns a number of talents that aid him and his allies. Starting at 1st level, a reaversworn gains one reaversworn talent from any talent tree. He gains an additional reaversworn talent for every 2 levels of reaversworn attained after 1st level. A reaversworn cannot select an individual talent more than once. These are considered sword saint talents when determining the prerequisites and effects of the Extra Sword Saint Talent feat, following all rules thusly.
This replaces all defiles, last resort, and shadow wall.
Deathbringer (Su): At 20th level, a reaversworn has reached the peak of his fighting capability. He gains a master form swordskill called Deathbringer; this does not count towards his total swordskills known. He deals damage equal to a melee attack with the focus sword + twice his Charisma modifier + 6d8 shadow damage to a single creature within 20 feet, and inflicts the Doom status. If the target is Cursed, the swordskill deals +8d8 shadow damage instead, and the target dies upon failing the saving throw. By expending 25 hit points, the reaversworn may change the shadow damage dealt by this swordskill to non-elemental damage, or increase the DC by 2; he cannot expend 50 hit points to gain both effects. The death effect from a Cursed creature failing the saving throw is a necromantic death effect.
This replaces dark champion.
Code of Conduct: While most dark knights ascribe to a path of their own choosing, reaversworn follow a knight’s code, one that places honor above all else. They are to respect the deserving, and demand respect in turn. They are to take pride in their skill in combat, yet strive to be better. They are expected to boast honestly of their accomplishments, lest they be forgotten, but are to also be aware that bragging of deeds they have not done will bring them their just desserts, and they must accept their comeuppance with dignity. To back down from a challenge that is not a fool’s errand is an insult to oneself and to the challenger, and to allow any slight but a trifling one to pass is to show an unacceptable level of weakness. They are to respect laws that do not disrespect them first. They are to be courageous, but not foolish. Most importantly, a life lived without glory is no life at all, and if the opportunity to garner the glory they seek does not show itself, they are to seek out the opportunity themselves. Occasional minor breaches of this code can be forgiven, but gross transgressions are to be judged swiftly and harshly, robbing the reaversworn of all class features except for proficiencies, and they may not take any further levels as a reaversworn without atonement through committing some great, remarkable deed that would bring honor and respect to their name.