DnD Prestige Class Preload
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The strong dragon born fighter fought long and hard, but in the end he was run through on a large blade from behind. When he looked back with acceptence in his eyes he saw nothing but shadow in a hood, and heard only one thing as the sounds of battle faded from his mind "Your time has come my friend, and I must guide you to your next life."
The Grim Army
The Grim Army in essence a vastly large group of reapers that work under Death. Since Death cannot be everywhere at once, reapers work to maintain the balance in all of the planes. Their duty is to not only keep balance, but also to eliminate those that seek to defy death, such as immortals other than Gods.
Alignment: Any alignment
Base Attack Bonus: +5
Special: Made contact with a reaper some way, and have been approved to act as a Reaper once the other conditions have been met.
Proficiency: Must be proficient with Scythes, and have Weapon Focus with Scythes
|1st||+1||+2||+0||+2||Marked For Death|
|5th||+5||+4||+1||+4||Reapers Weapon of Choice|
|10th||+10||+7||+3||+7||Safe Passage, Full-Bloodless Reaper.|
Class Skills (4 + Int modifier per level)
Weapon and Armor proficiency: Reapers gain proficiency with all Armor
Spells per Day/Spells Known: Reapers have access to all bard spells and spells dealing with sleep, or death effects. Reapers also use the Bards chart for Spells per day/spells known.
Marked For Death (Su): A reaper of 1st level or higher may attempt to Mark a creature for Death, hence the name. The reaper gains a +2 bonus on Bluff, Listen, and Spot checks when using these skills against this creature. He also gets a +2 bonus on damage rolls against all creatures of the same type. A reaper may only mark one creature at a time. This mark remains active for as long as the creature lives, 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 the same Plane. So he can guess at where the marked creature is within about a ten mile radius of where it really is These bonuses increase by +2 every even reaper level.
Reap Soul (Su): Starting at 2nd level, a reaper can collect souls from any living creature, excluding undead, gods, and beings without a soul, that is dealt a lethal blow from a Reaper using his scythe. Collected souls are stored in the Scythe of the Reaper. Typically a Reaper will grant the soul passage to the plane it is meant to go to upon death, however the reaper may keep the souls it captures as long as they like, but may only store 3 within their weapon. If the reaper gains a new scythe the souls will be transferred upon first equipping. The scythe gains +1 to attack rolls for every soul stored within their scythe. (Max: 3)
Reaper Adaption (Su): A reaper upon reaching 3rd level goes through a state of change to befit it's new role in life and death. The reaper may pick one of four adaptations to occur but is not allowed to change this decision later on. You grow a pair of wings that vary in type depending on which adaptation you choose. They allow flight at a speed of 60 feet (good maneuverability). You can even fly while carrying a medium load, though your fly speed drops to 40 feet in this case.
Wraith: The reaper that takes this adaptation will gain dull feathered wings, much like those of an angel. They become faster, quieter and without a doubt deadlier. The reaper will gain +2 to move silently and gain 20 ft. to their speed, both on foot and flying as well as become trained in Intimidate. Reapers that take this Adaption tend to be chaotic in nature and are individuals who lead lives of reckless freedoms, without any realization to the consequences of their actions. This is not to say they are BAD or EVIL, but most wraith reapers do genuinely have foul tempers, rash judgement, and little discipline.
Seraph: Reapers that take this adaption will gain soft colorful wings, akin to an angels wings as the wraiths wings are. They become more approachable and Charismatic as a result of the colors and the soft appearance of their wings. The reaper will gain + 2 to their charisma score, and to their diplomacy as well as become trained in Diplomacy. Reapers that take this adaptation lead lives of charity and good will, and almost always put others before themselves. A Seraph Reaper is, mostly, entirely selfless. You could say that Seraphs are the boy/girl scouts of the Reaper order, working their hardest to earn badges/qualifications and completing tasks to better Reaper society. Seraphs also tend to flock together, and do their best to better one another.
Fae: Fae Reapers are identified by whimsical style wings, typically butterfly or what could be called "Fairy" wings. They're not usually taken seriously, so people tend to let them do as they please, and from their usually friendly nature, Fae Reapers find it extremely easy to make friends in new or hostile environments, especially with wildlife since they also tend to ferry the souls of animals more than that of humanoids. Fae Reapers gain +2 to heal and handle animal as well as become trained in handle animal. Fae Reapers are usually exceptionally friendly and caring of those in their party weather or not they happen to reapers as well.
Drake: Drake Reapers are identified by scaley, leathery, dragon wings in deep, gemstone colors. They are the upbeat adventuring type, always looking for the next big quest to venture out on, not so much for fame and glory, though that is a nice perk to them, but for adventuring sake. Drakes gain an additional 3 skill points per level due to their adept ability to learn from their actions, weather successful or not. (Meaning every level gained in the class will earn 7+Int. Modifier instead of 4+Int. Modifier skill points.)
Deep Sleep (Su): A Reaper of 4th level or higher that casts a spell that puts a target to sleep, such as the sleep spell raises the HD indicated by the spell by 5 and the duration is doubled
Reapers Weapon Of Choice(Su): At 5th level, the reaper no longer needs to worry about their weapon being damaged, destroyed or lost. By using an hour of meditation a Reaper can make their Scythe their weapon of choice and can summon it from thin air in any location as if they were drawing it. The scythe becomes indestructible but can still be torn from the Reapers grip (though all they have to do is summon it again by drawing it on their turn or going and retrieving it maually.) Souls Reaped using the Reap Soul ability gained at second level can be stored inside the scythe and will stay even if the soul is lost or stored away to be summoned again later. Scythes stored are sent to another plane safely hidden until needed.
Soul Re-purpose (Su): At 6th level, a reaper can do a few things with the souls he has captured. He can discharge a soul to strike fear into their opponent (+5 against will checks, if it fails all attempts for twenty four hours afterward on the same target will fail), Heal themselves or an ally (+1d10 hitponts of healing), Take on the appearance and voice of the captured soul. (+10 to disguise checks) or glean one piece of information from the soul that it knew before death. All of these actions are treated as Standard Actions.
Denial (Su): At 7th level, a reaper has the ability to cast fear into his enemies just by standing within their sight. (+5 against will checks, if it fails all attempts for twenty-four hours afterward on the same target will fail)
Scythe Mastery (Ex): Starting at 8th level, Reapers become so adept with their ability to wield a scythe that when wielding scythes their damage dice becomes 2D6 and their crit-threat range becomes 19-20 (unless another effect raises the threat range, then use the higher score. This does not stack with any other feat or ability that raises threat range or damage dice)
Grim Leap (Su): At 9th level, the reaper has accessed the ability of the Grim Reaper to get to his target no matter the obstacle. Using Grim Leap the Reaper has the ability to move teleport short distances (1-15ft.) provided that there is space. The reaper can only use this ability once/3 reaper levels a day meaning at level 9 they can use this ability 3 times a day upon learning it.
Safe Passage (Su): At 10th level Reapers become immune to terrain damage such as walking through thorns or such other treacherous terrain by not walking, they seemingly float just above whatever surface they are standing on, this can include water and thin air if they wish. They also gain the ability to travel between plains.
Full-Bloodless Reaper (Su): Reapers that survive to 10th level also become full blooded, or rather bloodless, reapers. The Reaper becomes immune to poison, sleep effects, paralysis, stunning, disease, charmed effects and death effects. He does not breathe, eat, or sleep unless they wish to. He is also immune to critical hits. A Reaper can in fact die at this stage, however not in the traditional sense. If death occurs and nothing is there to resurrect the Reaper within a day, their soul shall leave the body and reform in the last location that they rested at at the cost of losing all the XP they had gained to to the next level, bringing them back down to the minimum for their current level. That being said they will lose all equipment that they had on them at the time since it will be lying in place of their dead body The soul exception to this would be the Scythe which they can just summon to their side.