Class Summary
Prime Requisite: STR and CON Requirements: None Hit Dice: 1d8 Maximum Level: 11
Valerian Reiver
Valerian Elf class — see Classes for the full list.
Among the zaeltairn caste of Valerian elves, the “reiver” is a horseman without peer. These reivers might be peerless horse-archers, seasoned lancers, or ambushing raiders of the Blade desert.
Valerian Reiver Level Progression
Experience Title Level Hit Dice Damage Bonus 0 Colt-Rider 1 1d8+1 +1 2,650 Outrider 2 2d8 +1 5,300 Sand-Strider 3 3d8 +2 10,600 Charger 4 4d8 +2 21,200 Lancer 5 5d8 +2 42,400 Harrier 6 6d8 +3 85,000 Raid-Leader 7 7d8 +3 170,000 Blade-Lord 8 8d8 +3 300,000 Reiver 9 9d8 +4 430,000 Reiver, 10th Level 10 9d8 + 2* +4 560,000 Reiver, 11th Level 11 9d8 + 4* +4
Valerian Reiver Saving Throws
Level Paralysis Death Blast Implement Spells 1-2 12+ 13+ 13+ 14+ 14+ 3-4 11+ 12+ 12+ 13+ 13+ 5-6 10+ 11+ 11+ 12+ 12+ 7-8 9+ 10+ 10+ 11+ 11+ 9-10 8+ 9+ 9+ 10+ 10+ 11 7+ 8+ 8+ 9+ 9+
Valerian Reiver Attack Bonus
Level Attack Bonus 1 +0 2-3 +1 4 +2 5-6 +3 7 +4 8-9 +5 10 +6 11 +7
Combat Characteristics
Combat Proficiencies: Reivers have weapon proficiency with all weapons. They have armor proficiency with medium, light and very light armor. They have fighting style proficiency with all three optional styles: dual weapon, two-handed weapon, and weapon and shield style.
Combat Progression: Reivers advance in attack throws as fighters and in saving throws as thieves. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).
Starting Class Powers
Ancestral Insight: By invoking his patron ancestor, the reiver can enhance his prowess for brief times. For 1 turn (10 minutes), he gains a +1 bonus to AC, attacks, saving throws and initiative rolls. Utilizing ancestral insight does not require an action and may be performed prior to rolling initiative (provided he is not surprised) or on the character’s initiative in combat.
Born to the Saddle: All Valerian reivers gain Riding as a free general proficiency.
Expert Scout: When searching a hex, the reiver receives a searching throw to discover a lair every 30 minutes instead of every hour (or every 15 minutes if aerial). When first arriving in a hex, the character can attempt to assess the total number of lairs in the hex as if he had Land Surveying proficiency. If the character already has or later gains Land Surveying, this custom power stacks with the proficiency to grant him a +4 bonus to his assessment throws.
Favored Enemy: Each clan among the zaeltairn cast trains extensively to fight a certain type of foe. At 1st level, the reiver chooses Dragon-Slaying, Goblin-Slaying, or Kin-Slaying as a bonus proficiency.
Fighting Style Specialization: Reivers of different clans or bands might master different styles, but all reivers master one fighting style. Choose a Fighting Style Specialization at first level.
Mobile Warfare: Valerian reivers rely on speed and mobility to avoid being hit. They gain a +1 bonus to armor class when wearing medium or lighter armor and carrying 7 stones or less encumbrance. The bonus from Mobile Warfare can stack with the bonus from Swashbuckling proficiency if the reiver is wearing light armor and carrying 5 stones or less encumbrance.
Patron’s Study: As a member of the zaeltairn, the reiver seeks to uphold the glory of his patron ancestor. He gains a bonus proficiency from among those his patron is renowned for. See Valerian Patrons for a list of patron ancestors and their associated proficiency choices.
Ready for War: The constant battle training of the zaeltairn caste has given the reiver enhanced reflexes. The character gains a +1 bonus on initiative and surprise rolls. The bonus to surprise stacks with their Attunement to Nature racial feature.
Valerian Horse: Every reiver has a Valerian steppe horse as a companion. The Valerian horse physically represents the reiver’s relationship with his patron ancestor. The horse has human-like intelligence, with Intellect equal to half the reiver’s Intellect. It can understand the reiver’s speech, and the reiver can understand his horse’s speech, though no one else can without resorting to speak with beasts. So long as the reiver upholds his ancestor’s honor, the totem animal will be utterly loyal to the reiver and will fight for him, perform services, and obey his commands. While riding his Valerian horse, the reiver is always considered to have the Mounted Combat proficiency.
Valerian Reiver Horse Characteristics By Level
Reiver Level HD hp AC Hoof Dmg 1 ½ 2 11 1/1 2 1 4 11 1d2/1d2 3 2 8 12 1d4/1d4 4 3 12 12 1d6/1d6 5 4 16 13 1d8/1d8 6 5 20 13 2d4/2d4 7 6 24 13 2d4/2d4 8 7 28 13 2d6/2d6 9 8 32 13 2d6/2d6 10 9 36 13 2d8/2d8 11 10 40 13 2d8/2d8
Because it is partly a creature of the reiver’s own spirit, the Valerian horse always has a number of Hit Dice equal to one less than the reiver’s own (1/2 HD when the reiver is 1st level) with 4 hp per HD, as shown on the table. At less than 2 HD, it will appear as a smaller, younger steppe pony. At more than 2 HD, it will appear as a larger, fiercer variant. Its AC and hoof damage also increase with the Reiver’s level as shown on the table.
If the Valerian horse is ever killed, the reiver must save vs. Death or instantly take damage equal to the horse’s maximum HP. It cannot be restored to life or resurrected, but a creature of the same type will appear the next time the reiver gains a level.
Additional Class Powers
Regrouping (3rd): Valerian reivers are trained to identify and exploit rendezvous points that can be safely reached via multiple routes. Provided that the reiver’s party is not larger than a company (120 man-sized creatures) and not lost when a wilderness encounter occurs, the party can disperse in multiple groups back to the last rendezvous point he has identified. Each group that succeeds on its Evasion throw can automatically return to the rendezvous point without making another encounter throw and without getting lost. If the Judge has a small-scale map of the wilderness area, he can designate points rendezvous points on the map. Otherwise, the rendezvous point will located 1d6 x the maximum distance on the Wilderness Encounter Distance table for the terrain back in the direction of travel, or at the party’s last camp site, whichever is closer. Monsters might still be able to track adventurers back to the rendezvous point, however. Parties consisting of multiple companies can only benefit from this power if there is at least one ranger per company.
Fastness (9th): By acquiring a fastness worth at least 15,000gp in a natural setting such as a forest or glen, the reiver can attract Valerian elves to his service. 3d6 x 10 1st level elven mercenaries arrive to serve him as followers within 1d3 months of him acquiring the fastness. If the reiver has already acquired a fastness, the followers arrive to serve him within 1d3 months of him reaching 9th level. The reiver must pay his followers the ordinary rates for mercenaries and henchmen or they leave his service.
Lion-Hearted Leader (11th): If the reiver is fighting on the battlefield with an army, the army automatically stands firm on its first morale roll, or rallies if it would have stood firm. This benefit is lost for the duration of the battle, however, if the character himself routs, flees, or leads from the rear. For flavor, the warlord calls this iron leadership.
Racial Traits
Attunement to Nature: The elf gains a +1 bonus to surprise rolls when in the wilderness. When using Adventuring proficiency to search or listen, they succeed on a proficiency throw of 14+ (instead of the usual 18+). If separately proficient in Searching they gain a +2 bonus to their throw instead. If separately proficient in Listening, they gain a +4 bonus to their throw instead.
Connection to Nature: The character is unaffected by diseases caused by undead, gains a +1 bonus on HD rolls at 1st level, and gain a +1 bonus on Paralysis and Spells saving throws.
Desert Born: The character is wise in the ways of barren and inhospitable lands. While in desert or barrens terrain, he gains a +4 bonus to proficiency throws to forage, hunt, track, and avoid getting lost. The bonus can be stacked with bonuses the character receives from other proficiencies such as Navigation or Survival, but it cannot be stacked with the bonus from an explorer or venturer’s Pathfinding class power.
Valerian Tongues: All Valerian elves are trained in the languages of their adversaries, and begin play knowing Valerian, Lizardfolk, Kobold, Giant in addition to Common.
Class Proficiencies
Proficiency Progression: At 1st level, reivers select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th and 8th level. They select an additional general proficiency at 5th and 9th level.
Valerian Reiver Proficiency List: Alertness, Ambushing, Arid Dunecraft, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knock down, overrun), Command, Dragon-Slaying, Eavesdropping, Endurance, Fighting Style Specialization, Goblin-Slaying, Kin-Slaying, Land Surveying, Leadership, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Running, Skirmishing, Survival, Swashbuckling, Tracking, Trapping, Wakefulness, Weapon Finesse, Weapon Focus
Valerian Reiver Templates
Templates
3d6 Template Proficiencies Starting Equipment 3 – 4 Remnant
VorashAmbushing
Intimidation
Kin-Slaying
Fighting Style Spec. (dual weapons)Slashed and bloody tunic and pants, embossed leather belt, low boots, 2 notched handaxes, old shortbow, quiver with 20 arrows, waterskin, saddlebag with 1 week’s iron rations (enc. 2 5/6 st with rations on horse) 5 – 6 Liberator
TathielSkirmishing
Labor (mining)
Dungeonbashing Expertise
Fighting Style Spec. (two-handed weapons)Wool tunic and pants, embossed leather belt, low boots, great hammer, short bow, quiver with 20 arrows, scale armor, waterskin, backpack with tinderbox, 12 torches, broken manacles, saddlebag with 1 week’s iron rations (enc. 7 st with rations on horse) 7 – 8 Mariner
VaerosSwashbuckling
Seafaring
Weapon Focus (spears/polearms)
Fighting Style Spec. (single weapon)Shortbow, quiver with 20 arrows, trident, 3 javelins, leather armor, mariner’s tunic and pants, well-stitched sash, embroidered high boots, backpack, 50’ rope, grappling hook, tinderbox, 12 torches, wineskin, 2 weeks’ iron rations, riding saddle and tack, saddlebag 1gp (enc. 6 3/6 st with rations on horse) 9 – 10 Hunter
ElidyrAmbushing
Trapping
Passing Without Trace
Fighting Style Spec. (missile)Mottled tunic and pants, green leather cloak, long leather gloves, leather belt, high boots, spear, dagger, short bow, quiver with 20 arrows, laminated linen armor, wooden shield, waterskin, backpack with tinderbox, 6 torches, riding saddle and tack, 2 saddlebags with small tent and 2 weeks’ iron rations (enc. 9 st with rations and tent on horse) 11 – 12 Watcher
NaivaraAlertness
Signaling
Wakefulness
Fighting Style Spec. (weapon and shield)Light grey tunic and pants, dark grey cloak, leather belt, low boots, wool gloves, spear, sword, short bow, quiver with 20 arrows, laminated linen armor, wooden shield, waterskin, backpack with tinderbox, lantern, 3 pints of common oil, horn, riding saddle and tack, 2 saddlebags with blanket, pennant flag, and 2 weeks’ iron rations (enc. 8 4/6 st with blanket, flag, and rations on horse) 13-14 Stalker
SholaiBlind Fighting
Performance (dancing)
Acrobatics
Fighting Style Spec. (dual weapons)Red silk breastwrap, red silk sash, red silk veil, high boots, long gloves, 2 swords, shortbow, quiver with 20 arrows, laminated linen armor, waterskin, riding saddle and tack, backpack with tinderbox, 12 torches, 3 flasks of military oil, saddlebags with small tent and two weeks’ iron rations (enc. 8 3/6 st with rations on horse) 15-16 Hawkeye
SeredhPrecise Shooting
Animal Training
Long-Range Volleying
Fighting Style Spec. (missile)Falconer’s tunic and pants, leather cloak, embossed belt, low boots, leather cap, long falconer’s gloves, spear, sword, composite bow, quiver with 20 arrows, laminated linen armor, wooden shield, trained hunting hawk, riding saddle and tack, waterskin, backpack with tinderbox and 12 torches, 2 saddlebags with small tent and 1 week’s iron rations (enc. 9 5/6 st with rations and tent on horse) 17 – 18 Resplendent
DaelorLeadership
Military Strategy
Command
Fighting Style Spec. (two-handed weapons)Pristine tunic and pants, glossy fur-lined cloak, embossed belt, low boots, gleaming two-handed sword, composite bow, quiver with 20 arrows, laminated linen armor, waterskin, riding saddle and tack, backpack with tinderbox and 12 torches, 2 saddlebags with large tent and 1 week’s iron rations Notes: The Patron’s Study and Fighting Style Specialization selection each template begins with is noted in bold. The liberator’s great hammer is a type of mornings star. The mariner’s trident is a type of spear.