User:Leziad/Reaper Adjustment
Reaper Adjustment[edit]
Adjustment to the Reaper class by Ghostwheel for a VH Game and with several modernization. While I made adjustment the class is his and shadowolf's.
Level | Base Attack Bonus |
Saving Throws | Special | Maneuvers Known |
Maneuvers Readied |
Stance Known | |||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Bonus Feat, Bound Scythe, Undead Affinity | 3 | 3 | 1 | |||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +3 | Eyes of the Reaper, Soulbind | 4 | 3 | 2 | |||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | Consume Soul, Half-Dead 1 (disease, fatigue) | 5 | 3 | 2 | |||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +4 | Ghost Shroud +1, Necrotic Purge | 5 | 4 | 2 | |||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | Bonus Feat | 6 | 4 | 3 | |||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +5 | Aura of Despair, Half-Dead 2 (fortification 25%) | 6 | 4 | 3 | |||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +5 | Ray of Necrosis | 7 | 4 | 3 | |||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +6 | Ghost Shroud +2 | 7 | 4 | 3 | |||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +6 | Half-Dead 3 (exhaustion, poison), Inspire Dread | 8 | 4 | 4 | |||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +7 | Bonus Feat, Breath of Undeath | 8 | 5 | 4 | |||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +7 | Road of Souls | 9 | 5 | 4 | |||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +8 | Ghost Shroud +3, Half-Dead 4 (fortification 75%) | 9 | 5 | 4 | |||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +8 | 10 | 5 | 4 | ||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +9 | Grave Hands | 10 | 5 | 4 | |||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +9 | Bonus Feat, Half-Dead 5 (death, energy drain) | 11 | 6 | 5 | |||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Deathward, Ghost Shroud +4 | 11 | 6 | 5 | |||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +10 | 12 | 6 | 5 | ||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Half-Dead 6 (fortification 100%) | 12 | 6 | 5 | |||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +11 | 13 | 6 | 5 | ||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Bonus Feat, Ghost Shroud +5, Vengeance | 13 | 7 | 5 | |||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Reaper.
Weapon and Armor Proficiency: Reapers are proficient with all martial and simple weapons, as well as with light and medium armors and bucklers, light, and heavy shields.
Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Blood Feast, Dread Crown, Eternal Glacier, Shadow Hand and Stone Dragon.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a reaper is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels. You must meet a maneuver's prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered reaper level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers with a Full round action or as a swift action with your bind soul ability. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to warblades. At 2nd, 5th, 9th, and 15th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Bonus Feat: At 1st level, 5th level and each five levels thereafter, a reaper gain a single bonus feat she meet the prerequisites of. She may select any [Deformity], [Fighter] or [Undead] feat. Alternatively she may select one of the following feat: Blade MeditationToB, Martial StudyToB, Martial StanceToB, Rapid AssaultToB, Stone PowerToB or Vital RecoveryToB.
Bound Scythe: The reaper binds a single scythe to their call. That scythe becomes tied to their very soul, becoming a conduit for their purpose and their weapon of destruction. The reaper and the scythe share a pool of hit point, if brought to 0, the scythe is broken and the reaper is brought to -9 hit point. The scythe cannot be broken with a single Strength check, and instead must be sundered to destroy it. The scythe count as a discipline weapon whenever doing so is advantageous.
The reaper may enchant as if they possessed the appropriated item crafting feat, she must still provide the necessary spells with scrolls or casters willing to cast them. Finally, as a supernatural action, the reaper may call the scythe to his hand with a free action as long as he and the scythe are on the same plane. If the scythe is lost on another plane or broken (and the reaper survive) it may be recreated as a full-round action, doing so cause the previous scythe to disappear into darkness and smoke.
While a Reaper's Scythe is the usual weapon, a Reaper has access to the following weapon to be used in addition to a Scythe: Crescent Scythe, Executioner’s Blade, Great Sickle or a Sickle. The reaper must be proficient with the chosen weapon and once it chosen it form cannot be changed. At a GM's discretion more weapon are allowable.
Undead Affinity: By their very nature, reapers stand betwixt the veil of death and undeath. Mindless undead see them as though they were other undead, and do not willfully attack them unless ordered to, or until the reaper takes some offensive action against them. Furthermore, intelligent undead are more apt to feel closer to the reaper than to other living creatures, granting the reaper a +2 bonus to Charisma checks when interacting with undead. The reaper count as an undead for qualifying for undead feats and may use their Charisma instead of their Constitution for prerequisites and the DCs of discipline.
At her option, the Reaper may gain Tomb-Tainted SoulLbM as a bonus feat.
Eyes of the Reaper (Su): A 2nd level reaper's unique nature grants it the ability to distinguish between characters on the cusp of death, and those who have passed beyond the veil. As a swift action she may gain lifesight of of 5 feet per class level, she may maintain this ability for a number of rounds equal to her Charisma modifier and must wait 1 minute per round of uses after she use it before using it again.
Soulbind (Su): At 2nd level, the reaper has gained the ability to draw the soul of those she slay into her scythe. She may attempt to capture the soul of a creature who died not more than 1 round ago as a swift or move action, the creature is allowed a Will save to negate. If the killing blow was delivered by the reaper's bound scythe, the creature do not get a save to negate. The creature must be mortal and have a soul that can be displaced, thus construct, elemental, ooze, outsider, or undead type are usually immune to this ability. If the creature fail it Will save it soul is dragged into the scythe and the reaper refresh all of her expended maneuvers.
A trapped creature cannot be resurrected unless the caster succeed on an opposed caster level check against your class level +15, doing so free the soul from your care and bring back the creature from the dead. A limited wish or stronger effect also automatically free a soul, but do not bring the creature back to life. If the scythe is sundered or the reaper killed their soul is released as well. The reaper may also release a soul as a standard action. The Reaper's scythe may only hold a number of soul equal to twice the reaper's Charisma modifier, if she absorb a soul beyond that limit she must select a soul to free before she can absorb the soul. A reaper cannot bind the soul of a creature whose CR is more than three above her own. Animals and creature with an INT below 3 also provide poor souls who dissipate on their own after 5 rounds.
The trapped soul may be used to fuel some of her abilities. If a soul is expended by an ability, if it was a lower CR than the reaper's class level then it is destroyed, it does not pass into an afterlife and require a limited wish or stronger effect to restore it prior to resurrection. If the creature's CR was equal or higher than the Reaper's class level it is freed instead. At her option, a Reaper may always free rather than destroy a soul she expend, no matter it CR. The identity of the creature and their CR should be kept track of, if a soul is forgotten it is considered freed.
A reaper may place the soul of a slain creature back into it body as a 1 round action, doing so require the body to be within touch range and must be mostly intact (can be brought back through raise dead). The creature do not need to be willing and is brought back at -9 hit point, unconscious and stable. This must be done within 1 minute of the creature's death.
Consume Soul (Su): At 3rd level a reaper may ingest a soul as a swift action, expending it. The reaper regain 1d6 hit point per 3 class level she possess, plus an additional amount of hit point equal to twice the CR of the soul consumed. This ability use a soul trapped through the soulbind ability.
By taking longer (a full-round action), the reaper may ingest the soul more completely, increasing the healing to 1d6 per class level and adding four time the creature's CR to the healing.
Half-Dead (Ex): At 3rd level, the reaper begins to acquire undead-like traits. They become immune to disease and fatigue. At 6th level, they gain 25% fortification. At 9th level, they become immune to exhaustion and poison. At 12th level, their fortification rises to 75%. At 15th level, they become immune to death effects and energy drain. And lastly, at 18th level, they obtain 100% fortification.
Ghost Shroud (Su): A 4th-level reaper begins to be coated in a wispy outline of skeletal armor or wraith-like smoke. It grants them a +1 deflection bonus to AC, and all of their weapons, armor, and shields are considered ghost touch. At 8th and every four levels beyond, the deflection bonus granted by this ability rises by 1.
Necrotic Purge (Su): A 4th level reaper may use a a soul as a free action as part of an attack or a strike once per round, if she does she deal 2d6 extra magical damage. At each even levels thereafter, the damage dealt by Necrotic Purge increase by 1d6.
Aura of Despair (Su): A 6th level reaper radiate an aura of fear and despair which may even cripple the strongest of man. All creatures within 10 feet of her must make a Will save or become At Bay from the reaper and take a -2 morale penalty to their attacks and the DCs of their abilities while the reaper remain in their line of sight and 1 round thereafter. The effect last for 1 minute or until the creature damage the reaper. A creature who succeed on it save is immune for 24 hours. This is a [Fear] [Mind-Affecting] effect.
Ray of Necrosis (Ex): At 7th level a reaper may use her Necrotic Purge (expending a soul as normal) as a ranged touch attack within medium range as a standard action. This attack deal 1d8 + the reaper's charisma modifier in damage plus the damage from Necrotic Purge.
Inspire Dread (Ex): A 9th level reaper can use Demoralize Opponent as a move action with a range of 30 feet. At her option instead of it normal penalty, her Demoralize Opponent instead replicate her Aura of Despair, the target is allowed a Will save as normal.
Breath of Undeath (Su): Upon reaching 10th level, the reaper may entice wandering souls beyond the veil to come forth by offering a shard of one of souls stored in her soulbound weapon. As a standard action the reaper may expend a soul to replicate the effect of summon undeadSpC with a caster level equal to her class level -3 or the CR of the soul, whichever is higher, the reaper cast the highest grade of Summon Undead that could be cast using that caster level.
The reaper may only have a single instance of Breath of Undeath active at any time, if she attempt to use it again while it active the previous iteration vanish.
Road of Souls (Su): A 11th level is capable of travelling the roads unseen, gaining dimension door as a supernatural ability at-will. If she expend a soul while teleporting her turn does not automatically end as she arrive to her destination.
Grave Hands (Su): A 14th level reaper is capable of desecrating a swath of ground as a swift action, causing a 10x10 feet area to fall under the effect of gravenhorde for 1 round with a caster level equal to her class level. If she spend a soul while doing so, increase the duration by half of the soul's CR. This ability may be used a number of time per day equal to 3 + the reaper's Charisma modifier.
Death Ward (Su): As your power begins to culminate, you find that the undead and their special types of attacks have no effect on you. At 16th level, the reaper is under constant effect of death ward effect.
Vengeance (Su): The culmination of your power finally reaches its pinnacle. At 20th level, you may forcibly rip a recently-dead creature (dead for a number of rounds equal to your Charisma modifier or less) back across the veil, enslaving their spirit and forcing them to fight for you. As a standard action that uses a number of soul gems whose total HD are equal to twice the number of HD your target possessed. You must be next to the target's body, or if their whole body is completely gone, within 5' of the stop where they died.
Upon doing so, the target is immediately brought to life at full HP and under no ill effects, fighting or acting at your command at their full strength for a number of rounds before disappearing back through the veil. This target may only be used on a creature once before it must be actually resurrected, then killed again before this ability can be used upon it once more.