Grim Reaper (3.5e Class)
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The Grim Reaper
Making a Grim Reaper
A grim reaper is a character who has devoted their life to ridding the world of those who abuse death. A grim reaper must worship a deity of death. Necromancers, Liches, and undead are the common enemy of a grim reaper. This is not to say that a grim reaper can only fight them, a Grim Reaper is highly competent with whatever weapon they choose to be their reaping implement, and they have a small number of spells that they can cast which are granted to them by their deity. As a Grim Reaper your strong points are a high base attack bonus as well as a decent save progression. You also have the ability to cast a small amount of divine spells. Your weaknesses are that most of your special abilities are only useful when you are in Reaper Form, and your reaping class feature can only work against evil beings whose souls are worthy of being reaped and undead. Another weakness is that you cannot enter reaper form while wearing any armor greater then chain mail, so you will need to watch out for a low AC.Your role in the party is mostly that of a melee fighter.
Abilities: Wisdom is the most important ability for the grim reaper as their special abilities and spells rely on it. Strength is the second most important because Grim Reapers are primarily melee characters. Constitution is also important to increase survivability.
Races: Humans are the most common Grim Reaper, however any race can technically play a Grim Reaper.
Alignment:A Grim Reaper must be lawful Good or Neutral.
Starting Gold: starting gold; 3d12×10 gp (190 gp).
Starting Age: As fighter.
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+0||+0||Reaping, Bonus Feat||—||—||—||-||—|
|2nd||+2||+3||+0||+0||Ethereal Jaunt 3 rounds||—||—||—||—||—|
|6th||+6,+1||+5||+2||+2||Bonus Feat, Deaths Fortitude||—||1||—||—||—|
|7th||+7,+2||+5||+2||+2||Ethereal Jaunt 6 rounds||—||2||1||—||—|
|12th||+12,+7,+2||+ 8||+4||+4||Ethereal Jaunt, Bonus Feat||—||3||2||1||—|
|14th||+14,+9,+4||+9||+4||+4||Improved Reaper Form||—||4||3||2||1|
|16th||+16,+11,+6,+1||+10||+5||+5||Mask of Death||—||4||4||3||1|
Class Skills (<-4-> + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Grim Reapers.
Weapon and Armor Proficiency: Grim reapers are proficient with one weapon of their choice which is chosen at lv1 and all simple weapons. The are proficient with light and medium armor.
Bonus Feat: The Grim Reaper may select a bonus feat from the fighter bonus feat list.
Reaping: Beginning at level 1 a Grim Reaper can summon his chosen weapon (usually a scythe) from an extra dimensional pocket. The grim reaper can perform a death attack similar to that of an assassin by studying his target for 3 rounds. While studying the victim, the GR can undertake other actions so long as his attention stays focused on the target and the target does not detect the GR or recognize the GR as an enemy. The target must be evil or undead, otherwise the death attack will become just a normal attack. The subject of the death must make a fortitude save (dc 10 + 1/2 reaper levels + wisdom modifier) or have their soul sucked out of their body into the GR's weapon. If the subject is undead then it must make a will save (DC 10 + 1/2 reaper levels + wisdom modifier) or suffer the same effect. * Note the character must be in reaper form to use the reaping death attack but not to summon his weapon.
Ethereal Jaunt: Beginning at level 2 the grim reaper can enter the ethereal plane for 2 rounds. This improves to 5 rounds at level 7. At level 12 the grim reaper can freely enter the ethereal plane for as long as they wish.
Reaper Form: The GR can take on the form of the Grim reaper. When he enters this state he wears a black cloak and his flesh takes on an ashy appearance. He floats slightly above the ground and therefore ignores all difficult terrain, this does not increase his base move speed. The GR can enter this form a number of times equal to his Wisdom modifier a day and may maintain the form for a number of minutes equal to their class level. A player must enter this form to use most of the class abilities. While in Reaper form the character has spell resistance (10 + grim reaper levels). At level 14 a grim reaper in reaper form gets natural armor equal to (1/2 his reaper levels).
Leaping Reaping: This ability functions like dimension door except that the GR may use his reaping death attack at his highest base attack bonus against the target after using the spell (if he ends adjacent to the target) usable wis mod/day.
Death's Fortitude: The GR begins to take on the aspects of death. He is immune to death effects as well as magical and normal diseases.
Death Aura: * Must be in reaper form - Any creature within 20 feet of the reaper must make a will save or is subject to the Cause Fear spell as well as any creature that dies within the aura is subject to the Death knell spell.
Death's evasiveness: * Must be in reaper form - The player now partially exists in the ethereal plane and is now permanently under the effects of a blink spell.
Shadow Jump: * Must be in reaper form -The GR may jump from one shadow to the other, the total distance cannot exceed his level*10 ft per a day
Reaper Adaptation: The GR upon reaching 13rd 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 GR 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. This speed boost is also added to whatever mount the Reaper may be riding. 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: The GR 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. Seraphs also learn two additional languages of their choice per level, regardless if their starting race doesn't allow it. 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 an animal companion as if they we're Druids, and follow the same rules in the process. Fae also 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 4 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 8+Int. Modifier instead of 4+Int. Modifier skill points.)
Mask of Death: * Must be in reaper form - As a free action the Grim Reaper can summon a skull mask on his face and those who see it see there deaths. The target is subject to the symbol of death spell as a gaze attack. This function as a spell like ability with the DC of the fortitude save being 10+1/2 the reapers level+their wisdom modifier. The mask disappears after 1 round. (Usable 3/day)
Inescapable death: * Must be in reaper form - When a reaper uses the reaping class ability the targets soul is stolen even if their soul is not in their body such as with a lich.
Death's Door: * Must be in reaper form - A red portal opens underneath the targets feet. The target must first make a reflex save (dc 10 + 1/2 reaper levels+ wis mod) if they fail they then must make a will save (dc 10+1/2 reaper level + wis mod). If they fail both saves their soul is immediately sucked from their body and goes straight to judgement ( leaving the target quite dead and all of his equipment intact). (Usable 1/day)
Death's Guardian: * Must be in reaper form - The reaper can summon an entropic reaper to fight for him for a number of rounds equal to his 1/2 his reaper levels. (Usable 2/day)
Death Incarnate: The reaper has become death itself and is therefore immune to it. If the Grim Reaper would take enough damage to kill him instead of dying, his body turns to ash and is blown away. However, because a reaper's deity holds their soul, they can resurrect at a chosen destination in 1d10 days. This can be negated only by an ability or spell which is capable of binding or stealing the reaper's soul.
Spells: A Grim Reaper casts Divine spells from the Grim Reaper spell list below. A grim reaper can cast spontaneously and therefore does not need to prepare spells ahead of time. A GR knows every spell up to the highest spell level he is able to cast. Grim Reapers choose their spells from the following list:
1st— disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
2nd— alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment.
3rd— deep slumber, deeper darkness, false life, magic circle against evil, misdirection, nondetection.
4th— clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory.
Ex- Grim Reapers
Ex- Grim reapers lose the ability to enter Reaper Form, as well as their ability to cast spells. They keep their weapon but can no longer use the reaping class feature.
Epic Grim Reapers
4+ Int modifier skill points per level.
Hollowed Mount (Su): A 23rd level Epic Reaper will turn any mountable creature that has a friendly attitude towards them, that they mount will become a Skeletal version of itself that will burn from the center of it's chest with blue Soul Fire. The mount if able to fly, such as a Pegasus, it's wings will still work as the flesh between the bones will now exist as the same blue soul fire at the core of their chest. This fire does not deal any damage to the Hallowed Mount or the Epic Rider and will not damage the saddle or other equipment equipped to it, however it does provide up to 30 ft. of light and will burn anyone who attempts to ride the Hollowed Mount without the Epic Reapers Permission.
Hollowed mounts retain all of the same stats as before their transformation.
Hollowed Mounts when created are bonded to the reaper, in order to summon a Hollowed Mount an Epic Reaper must use a Full-Round Action to call for it.
Hallowed Mounts cannot be summoned if there is not enough room, or if the Epic Reaper is indoors. A Epic Reapers cannot have more than one Hallowed Mount of the same kind, and may only have as many Hallowed Mounts as his Epic Reaper level / 2 (i.e. A 10th level Epic Reaper may only have 5 Hallowed Mounts.)
Hollowed Mounts will live as long as the reaper survives, when their HP reach 0 they do not die, instead they vanish into a burst of Soul Fire causing 1D10 fire damage to enemies within close burst 1 of the Hollowed Mount and the Reaper will simply fall and take the according damage of falling from their mount but no damage from the Soul Fire burst. After a Hollowed Mount is defeated they must take 72 hours to regenerate before being called again.
Bonus Feats: The epic Grim Reaper gains a bonus feat (selected from the list of epic Fighter bonus feats) every two levels after 20th.
Human Grim Reaper Starting Package
Weapons: Chosen Weapon - Scythe
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Weapon Proficiency(Scythe) .
Bonus Feats: Weapon Focus(Scythe),Improved Initiative
Gear: Chainmail, Adventuring backpack, torch.
Playing a Grim Reaper
Religion: A Grim Reaper must worship a good or neutral deity whose domain is death. They receive their reaper form, weapon, and spells by surrendering their souls to their deity. In later levels this means that their deity acts like a phylactery for their soul, which means they cannot die permanently.
Other Classes: A Grim Reaper interacts well with other good or neutral party members. They can interact with evil party members , however, they will watch them closely and will not shed a tear at reaping their soul if a GR thinks that they deserve it.
Combat: Typical role in combat is a melee fighter.
Advancement: Grim Reapers typically stay within their class as they believe it is their sole calling in life. However levels of rogue or assassin might help with the character's goals.
Grim Reapers in the World
|“||I am the shadow of your fears, I am your worst nightmares given form; you have been weighed, you have been measured, and your soul has been found wanting! Prepare yourself, for I am death!||”|
|—Seth , Human Grim Reaper|
Daily Life: Grim Reapers generally investigate "haunted" places or tracking liches and necromancers.
Organizations:There might be a guild of Grim Reapers in the world. The goal of the guild is to police all necromantic activity and eliminate undead.
NPC Reactions: NPC's generally treat GR with caution. If a GR enters a place while in reaper form, NPC's will run in fear.
Grim Reaper Lore
Characters with ranks in Religion can research Grim Reapers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Grim Reapers are not a myth.|
|10||Grim Reapers punish necromancers and undead.|
|15||Grim Reapers have the ability to steal someones soul.|
|20||Grim Reapers cannot only steal someones soul, but they can kill you with one hit.|
Grim Reapers in the Game
Generally GRs travel the world tracking down necromancers and undead.
Adaptation: You might make an evil grim reaper, however, be carefull to put strong restrictions on when they can use their reaping class feature otherwise they might be OP
Sample Encounter: A town has been having problems with undead attacking the city. A Grim Reaper happens to be wandering in the town and hears about this problem. He begins investigating to find the source of the problem. He discovers that a necromancer has defiled a town grave and is raising undead. He finds the dwelling of the necromancer and begins his hunt. He uses is stealth and spells to enter the dwelling undetected. He finds the sorcerer in the middle of a summoning spell. He studies him locating the strings of his soul. After a short time he strikes, he opens up a dimensional door right behind the sorcerer and strikes. The sorcerer hears the sound of a scream only to realize that it was his own, as his soul is ripped from his body into the scythe.