Talk:Soul Reaper (3.5e Prestige Class)

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New Design[edit]

As you can all probably see, I have redesigned the features of the class to fit more with the flavor of it. I have currently written in all I have in terms of actual class features, and I'm hoping for some help coming up with new abilities for levels 7-9 as well as balancing. I will have the flavor information and all that entered in as soon as I get the time (hopefully this weekend). I'd like to thank those of you who love this class, as it is you who have inspired me to finally complete the class. Rogue The Demonchild (talk) 13:19, 10 October 2012 (MDT)


To the person who added the "What You Truly Fear" ability: Thank you. I would rather you have posted that idea onto this discussion page so that I may decide for myself whether to use it; however, for now, I do think it makes a proper ability, and I will be using it. Rogue The Demonchild (talk) 11:35, 10 June 2013 (MDT)


I was the one who did the changes. (Note: This was before i created my account, which i just made today.) You see, I founded a D & D club at my school, and wanted to play this class. Since you hadn't finsihed it, i decided to help. By the way, the mirror in the Coalescence seems logical, but a little overpowered. Perhaps a mirror like that should be the property of the Reaper Lords? Please tell me if I can help with this project in any way. -Drynwyn

I guess so. It should act like a normal Scry spell, it can be blocked, misled, etc. I could remove the mirror's ability altogether, as it doesn't really add anything to the game. I've added the Plane info on the wiki: Here if you want to check it out. Thanks for the input! -RavenBlade

-You eliminated the cloak of shadows from the class, but left it in the starting package -I would either give them the Monks AC bonus, or possibly a d8 hit die. What tier where you aiming for when you made this, by the way?

The Cloak of Shadows and Hourglass are both in the Coalescence. They still exist, but they aren't part of the Reaper's class abilities. He was supposed to have a d8 hit die the entire time; screwup of numbers. We're still in the process of balancing it to what we want (by playtesting), but it's probably going to be about 50/50 with monsters (Rogue Tier; below Wizard, above Monk and Fighter). As for the Monk AC bonus, there is no reason for that in flavor or in practice. He doesn't use much Wisdom (Int is his main stat), and by the time the bonus would be effective, he can just cast his Soul Armor ability for defense.
Also, please sign your posts. Rogue The Demonchild 22:38, 20 February 2011 (MST)

Rogue, I made that account. Thr4kus (talk) 14:17, 22 October 2012 (MDT)


Power - 5/5 I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> -- 19:27, 20 October 2010 (MDT)

Wording - 5/5 I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> -- 19:27, 20 October 2010 (MDT)

Formatting - 5/5 I give this class a 5 out of 5 because it is formatted with no errors. Flavor - 5/5 I give this class a 5 out of 5 because it takes an idea that could easily have become unbalanced and makes it good, bt not too good. Great work.

Please try to be more complete with your ratings. You've not mentioned why the class gets a 5/5 for power or wording. Furthermore, there in fact are errors on the page, so it should not be getting a 5/5 on standards and formatting. It could also use some more inter-wiki linking to warrant the full 5. If you don't add more to your ratings, they may be nullified. --Badger 17:28, 22 October 2010 (MDT)


I'll be playing this class at my school d and d club (founded by me). Will report back on any unbalancing abilities

Raven and I thank you. We'll also be testing it ourselves and testing for balance. Good luck! Rogue The Demonchild 22:36, 24 October 2010 (MDT)

New Moves[edit]

To those of you who wish to add new moves (with the exception of the creators), don't just add it. Instead, post it here on the discussion thread, and we (the creators) will view it and decide whether it works for the class. Thank You. Rogue The Demonchild 21:12, 27 October 2010 (MDT)

Might I suggest an ability to Speak With Dead, or does Meat/Bone Puppet or Soul Construct offer the same service? And do puppets require a Necromatic Intelligence? And shouldn't a Reaper be able to perform a spell similar to Resurrect using her control over souls and the very energies of life and death? Perhaps it could be a weekly thing if the Gods deem that person worthy or something... Just a thought. [20120930 1905hrs (PCT)]

The class is actually being redesigned to be less of a necromantic mage (meat puppet, etc.), and more of a grim reaper that takes the souls of people to return the souls to the gods of death. Speaking with dead could be accomplished by the ability to speak to a soul they have collected (which would be very interesting, IMO).
As for the bringing someone back from the dead, they would only be able to resurrect the soul they have collected (meaning someone they themselves killed), so it wouldn't be in their best interest to do that. I should probably include that they have the ability, but the Reaper Lords would frown upon it, seeing as they want to collect the souls and not bring them back. Rogue The Demonchild (talk) 13:16, 5 October 2012 (MDT)
Is it? Sweet! Looking forward to it (Big fan)! Speaking with souls you've collected would be awesome, and make sense, but resurrecting them doesn't necessarily mean you've killed them. Say I've found a recently dead person (which happens WAY too much to me), can I trap that soul if it's still hanging, then talk to/resurrect it? There was nothing in regards to how that might be limited. Resurrecting someone could also have not only a cooldown period, but a negative effect as well. SaSay a weekly (monthly?) power that would, when used, cause the Gods to take notice and lock your Avatar Form (unlocked after lvl 10, of course) or something. I also had issue with the differences between AP and SP, as well as where the souls used went, whether they be destroyed or passed on. Perhaps, in fact, there should be a time for Reapers every night to guide their collected souls through some stereotypical means to the next world. Some examples: Souls would be guided on a Gondola, taken through the shadows to some unknown place, through a gate, something... Deathy... I feel this is quite close to Darksiders' Death currently, and I appreciate your efforts to make them more like the Reapers from Supernatural in the essence that they don't need to rely on necromancy. Your thoughts? I've got plenty more ideas too, if you'd like to hear them. Also, I've got Paladins out the wazoo (And the occasional angel) trying to take down my band of Reaper students for the 'Crime of Necromancy.' XD [20121007 2203hrs (PCT)]
As of this moment, in its design, it is now a prestige class (Prerequisite Knowledge: The Planes [to know about the Coalescence] and you have to die). The class still collects souls, and actually gets bonuses to attack rolls and saves based on how many souls have been collected (Obviously limited by level), but you have to give up half your collected souls every night to the Reaper Lords for them to deal with. You can talk with spirits you've collected (I have not, however, yet involved the idea of taking a soul from an already-dead body. Not sure how that would work). You still get Avatar Form (at 6th level), a version of Ethereal Grace, a magical Reaper weapon, Immortality, a version of Cheat Death, Spirit Touch, Soul Reap, and Shadow Step. I will have all this posted as soon as I am able to, although being in college gives me not much time on my hands for it.
Also, I'm so glad you're a fan of this class! After I post what I have up, I would love you to continue giving feedback. Thank you. Rogue The Demonchild (talk) 17:12, 8 October 2012 (MDT)
Really digging the class so far, though the 20lvl concept is one that I will miss. As for resurrection, is instant expulsion fair for one offense? Perhaps a tenth (epic?) reaper could have no, or greater limits on that. I've also been thinking about the missing abilities. Perhaps mastery of the reaper weapon? Perhaps new effects at seventh level? Perhaps at eighth one could gain the ability to recall (but perhaps not trap, unless lost) a recently passed soul and use Speak with Dead, and the ninth level ability could be the would splitting ability, as well as an aesthetic that would allow you to damn or exalt a soul based on your moral preferences. My question for the day is, how is combatting ghosts affected? Your job is to reap lost souls, so what happens when they fight back? [20121011 2156hrs (Pct)]
I do agree that the base class was fun, but it just really couldn't work as a base class for the flavor of it, unless you were to die and become a reaper before ever having class levels. Resurrection completely goes against the reaper code, so it would expel them instantly; HOWEVER, I specifically put in there that the Reaper Lords can be convinced otherwise if there is a good reason for it. So higher levels don't grant resurrection ease, it's just out of necessity and whether you can convince the jury that you had reason.
Mastery of your reaper weapon might be good. I can play with, maybe, giving your reaper weapon extra magic abilities or something. I also like being able to speak to dead souls of the past. That could be an improved meditation, being able to speak to them during that time. I don't understand what you mean by the 9th level ability you suggested, unfortunately.
As for your question on combatting ghosts: I specifically made your reaper weapon able to have Ghost Touch, both so that you can hold it in Avatar Form, and so that you can combat ghosts. So in other words, if someone is a ghost or if they are material, you have the same attacks against them. Rogue The Demonchild (talk) 23:46, 11 October 2012 (MDT)
My suggestion for the ninth level was the soul-splitting ability from the base class. Cheap as it was, it had its uses. Also the ability to eject your soul would come in handy for an infiltrator or assassin, now that I think about it. Pretty good work to far! [20121012 1037hrs (PCT)]
Oh, you mean the Astral Form that lets you basically use magic jar? Yea, that might be good. Rogue The Demonchild (talk) 16:26, 12 October 2012 (MDT)

(Reoriented for space) I'm curious as to what you plan to do with Dead Zone (better than chalk zone by FAR [XP]). Loving the class so far. Have you worked out all the prerequisites for it yet, or are you still toying with the idea of making it a starter class again (not sure the term for a non prestige class is)? Wanna start playing as this ASAP. [20121013 1117hrs (PCT)]

I haven't considered having Dead Zone in this PrC at all, simply because I couldn't think of how it works in with the lore of the class. If it doesn't help the Soul Reaper collect souls, it shouldn't be in here (this includes stealth abilities, because the Soul Reapers tend to work without being seen). The prerequisites listed are thus far the only prerequisites, but I may change them if needed. However, I will not be changing it to a Base Class again, because Base Classes are not supposed to have prerequisites, and this class inherently has a prerequisite of dying first. After it's finished, I might be able to make a Base Class that is similar, but they will not be actual reapers because they won't be dead; they'd just be working for the Soul Reapers. Rogue The Demonchild (talk) 12:31, 13 October 2012 (MDT)
Hmm... Knowledge, then death... Seems half the clerics I know could go on a killing spree and end up as one after being slain by the ONE guard who didn't receive a knee-related injury. Perhaps there should be a section on how to contact a reaper or the council, as well as sample trials one might undergo to receive the council's favor. Wouldn't want to jump off a cliff and have my application be denied, now. [20121013 1647hrs (PCT)]
When a person marks themselves as a candidate (see the "Mark of the Reaper" prerequisite), the Reaper Lords become aware of the person and begin following their behavior. Any action taken before becoming a reaper is fine, because you haven't learned the rules of the Soul Reapers yet. So basically, everyone is accepted into the program; but once in the program, you are permanently on probation and can be kicked out at any time if you break rules. So go ahead and jump off that cliff; no matter what, you'll get a chance at reaping. =) Although, to be clear, I will add in some of that information in the fluff sections when I have time. Rogue The Demonchild (talk) 18:04, 13 October 2012 (MDT)
Already ideas flow through my mind. In my campaign I might study the planes to learn of the symbol, craft it from a mixture of metal and bone, and affix it to an iron rod to create a sort of Reaper's Brand, which would not mark the body, but the soul. I'm also thinking there should be a VERY strict set of rules to avoid countless reapers, and being branded an ex-reaper should be absolutely horrible. Something even the agents of death would fear. [20121013 2017hrs (PCT)]
^I like this guy. The actual mark needed will very from DM to DM, so that works perfectly. I enjoy the idea of marking your soul; kinda showing you can't get out of it even if you could wash a mark off. And yea, I am still working on the rules list. I have been having a lot of trouble thinking of proper rules. I have:
Category 1 - Fixed rules. If you break one, you are kicked out. No questions asked, no talking your way out. (Example: You kill a Reaper Lord of higher status than yourself).
Category 2 - Strong rules. These vary on penalty; typically either a 3-strike system, or like Fixed but you can talk your way out of it if you have a good enough reason. (Example 1: Killing someone out of emotion; Example 2: Using Resurrection ability)
Category 3 - Basic rules. These do not need to be followed exactly as written, but they're more like guidelines (Example: the number of souls you must send on at the end of a day). Breaking these rules are not forbidden, but the Reaper Lords will likely give you a small penalty curse for breaking it. Breaking these won't affect your Soul Reaper status until you attempt to level to an Avatar Reaper. At that point, if you have too many of these, you may not be able complete your training.
I'm still working on extra rules to add. Let me know if you have anything to add. Thanks. Rogue The Demonchild (talk) 21:39, 13 October 2012 (MDT)
Already working on a text document with 'starter' rules that can be branched from. If I could get your email or Skype info I can send it to you to read at your leisure. Having the ability to communicate like this is also a great way to save space on this page. It's almost tripled in length so far since I started putting ideas in, and it shows no signs of slowing. XD Something to think about. [20121013 2156hrs (PCT)]
You can email me at =PRogue The Demonchild (talk) 23:56, 13 October 2012 (MDT)


Hey, this class has some pretty grim abilities. I think alignment should not be any. I for one cannot see a lawful good person using "meat puppet". Additionally, you need to remove the hourglass completely, note that it is unnecessary or give it a monetary cost. It still shows up under trap soul. --Isenvrill 18:10, 22 July 2011 (MDT)

Yea, I'm actually in the process of completely remaking this class; it will now be a prestige class focused on souls, and less focused on the animating dead stuff. Rogue The Demonchild 22:12, 22 July 2011 (MDT)
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