Reaper (3.5e Prestige Class)

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File:The Grimmest reaper lowres.jpg
Artwork by Vebjorn Strommen

Reaper[edit]

The cloaked figure glided forward, his scythe gleaming in the moonlight, towards a fighter who lay on the ground, defeated. It took all of the fighter's courage just to look at him. "Who are you?" he whispered in awe. The reaper raised his hand to point at the fighter's heart, and spoke one word. "Death"

Deathly Order[edit]

The Deathly order is a group of reapers that embody death. Since Death cannot be everywhere at once, the order of undying reapers work to maintain the natural balance. The highest reaper of the primal realm is Alden, who took over from a reaper named Vincent(who ascended to a higher order). The rest are ranked in their order of ascension. The highest ranking of all reapers are the Grim Council and their main duty (and by extension those of all reapers) is to kill those who would try to defy death, for everyone has an end.

Requirements[edit]

Alignment: Any alignment

Base Attack Bonus: +4

Special: Made contact with the Grim Council in some way, and have been approved to act as a Grim Reaper.


Table: The Reaper   Hit Die: d10
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +2 Reaper's Mark, Reaper's Path
2nd +2 +3 +0 +3 Battle Caster, Bonus Feat
3rd +3 +3 +1 +3 Nevermore, Reaper's Resolve
4th +4 +4 +1 +4 Wandering Mind
5th +5 +4 +1 +4 Bonus Feat, Reaper
6th +6 +5 +2 +5 Deathstep
7th +7 +5 +2 +5 Drain
8th +8 +6 +2 +6 Improved Reapers Mark, Death's Mount
9th +9 +6 +3 +6 Energy Adaptation, Bonus Feat
10th +10 +7 +3 +7 Deathly Inclination

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Climb, Concentration, Craft, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Move Silently, Spellcraft.

Class Features[edit]

Weapon and Armor proficiency: Reapers gain proficient all armor and with one weapon of their choice which is chosen at lvl 1.

Reaper's Mark (Su): A reaper of 1st level or higher may attempt to bestow a Reaper's Mark on an creature by injuring it with a successful melee touch attack. The reaper gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against this creature. Likewise, he gets a +2 bonus on damage rolls against all creatures of the same type. A reaper may have only one mark active at a time. This mark remains active for 1 hour/reaper level, or until the reaper dismisses it. The reaper is always aware of the general location of his chosen target as long as it is within a mile's distance of him. These bonuses increase by +2 every even reaper level.

Reaper's Path: Beginning at 1st level a Reaper can summon his chosen weapon (usually a scythe) from an extra dimensional pocket. When a target dies the reaper may chose to siphon their soul into their Chosen Weapon.

Bonus Feat: At 2nd level a Reaper may select a bonus feat from the fighter bonus feat list.

Spells per Day/Spells Known: For every reaper level, the character gains new spells and spells per day as if he had also gained a level in his spellcaster level class. He also gains any other benefits a character of that class would have gained. If he is an arcane spellcaster, from now on, he can cast arcane spells while wearing any armor without incurring the normal arcane spell failure chance for that class.

Nevermore (Su): Starting at 3rd level, any living creature with HD equal to or less than the reaper who comes within 10ft of the reaper must make a will save (DC: 10 + Int + HD) or be shaken. This ability stacks with other fear effects. If this creature is also subject to the Reaper's Mark, the ability bonus may be added on to the save DC. The reaper may suppress this ability at will.

Reaper's Resolve: At 3rd level Reaper's gain immunity to Fear. Reaper's gain a +5 to their will saves if their health drops below zero.

Wandering Mind (Su): A reaper of 4th level or higher can make his enemy completely forget him. For a number of times per week equal to his Int modifier, as long as a creature is subjected to a Reaper's Mark, anyone within 30 ft of either the reaper or the victim branded with the Reaper's Mark must make a Will save (DC: 10 + Int + 1/2 reaper HD) or temporarily lose interest in the reaper and his victim. This lasts a number of rounds equal to the reaper's level + Int modifier. Any creature that attempts to target the reaper or the the victim in any way must make a Will save (DC: 10 + Int + 1/2 reaper HD + # of rounds in radius of Wandering Mind) or be unable to do so. Those affected are allowed one save per round. Spells such as True Seeing have no effect against this ability. Spells such as Status, which effect the whole party, do work, but only if the caster has succeeded on his will save. Those subjected to Wandering Mind have no idea that the victim is in any danger. They cannot make spot or listen checks to find either the reaper or the victim until they succeed in overcoming the Wandering Mind, or until the ability ends. Nor can they use any other skills in relation to or the reaper or the victim. Even if they look and see the reaper or victim by pure chance, it doesn't register in their minds.

Reaper (Su): A Reaper of 5th level or higher may use his weapon to deliver touch attacks.

Deathstep(Su): At 6th level, the reaper no longer needs to truly walk. Having established a constant connection to the magical energies surrounding death, he can traverse the world’s own pulse at will. The reaper can opt to hover one foot above the ground indefinitely, even while sleeping, and thus are not effected by hazards such as caltrops or rough terrain. Deathstep can be used to hover a foot above water. However, the reaper must be wearing light or no armor or they gain no benefit from this ability.

Drain (Su): At 7th level, whenever a reaper damages an enemy under the effect of his Reaper's Mark, he gains a number of hitpoints equal to the damage dealt.

Death's Mount: At 8th level, a Reaper gains the ability to summon a mount that is one size larger than he is and is a skeletal version of it.

Energy Adaptation (Ex): Starting at 9th level, both negative energy and positive energy heal the reaper (ex. with both Cure Light Wounds and Inflict Light Wounds).

Deathly Inclination (Ex): At 10th level, the reaper has accessed the energies concerning death and is no longer considered living in the normal sense. The Reaper becomes immune to poison, sleep effects, paralysis, stunning, disease, charm, compulsion and death effects. He does not breathe, eat, drink, or sleep. He is also immune to critical hits.


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