Valerian Reiver

Valerian Elf class — see Classes for the full list.

Reiver Saving Throws

LevelParalysisDeathBlastImplementSpells
1-212+13+13+14+14+
3-411+12+12+13+13+
5-610+11+11+12+12+
7-89+10+10+11+11+
9-108+9+9+10+10+
117+8+8+9+9+
Prime Requisite:STR and CON
Requirements:None
Hit Dice:1d8
Maximum Level:11

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

ExperienceTitleLevelHit DiceDamage Bonus
011d8+1+1
2,65022d8+1
5,30033d8+2
10,60044d8+2
21,20055d8+2
42,40066d8+3
85,00077d8+3
170,00088d8+3
300,00099d8+4
430,000109d8 + 2*+4
560,000119d8 + 4*+4

Combat Characteristics

Reiver Attack Bonus

LevelAttack Bonus
1+0
2-3+1
4+2
5-6+3
7+4
8-9+5
10+6
11+7

Combat Proficiencies: Mirages 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: Mirages 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 keeper seeks to uphold the glory of his patron ancestor. He trains in any reiver class proficiency of his choice.

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 LevelHDhpACHoof Dmg
1½2111/1
214111d2/1d2
328121d4/1d4
4312121d6/1d6
5416131d8/1d8
6520132d4/2d4
7624132d4/2d4
8728132d6/2d6
9832132d6/2d6
10936132d8/2d8
111040132d8/2d8

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, or 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

Reiver Templates

3d6 RollTemplateProficienciesStarting Equipment
3 – 4
5 – 6
7 – 8MarinerSwashbuckling Seafaring Fighting Style Specialization (two weapons)Shortbow, quiver with 20 arrows, gracefully curved short sword, dagger, 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, 7gp
9 – 10
11 – 12
13 – 14
15 – 16
17 – 18

Notes: The Fighting Style selection each template begins with is noted in bold.