Grinreaper (3.5e Prestige Class)

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Grinreaper
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Grimreaper[edit]

The time is nigh.
—Hurleyquin Milknight, human Grimreaper

Grimreapers are a well-known feature of folklore. They often appear before a great calamity as a dire omen of events to come. Grimreapers' duties are to take care of the recently deceased. They use powers of teleportation to arrive prior to major disasters, hoping to soulcleave the dead before any necromancers arrive to take advantage of the bodies available.

Becoming a Grimreaper[edit]

Grimreapers are mostly culled from the ranks of the Wildclaine, the ranger-based Base Class of Claine. The most important abilities for Grimreapers are Wisdom and Intelligence.

Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +7
Race: Any.
Skills: Knowledge (weather) 4, Knowledge (necrology) 4
Feats: Two-Weapon Fighting
Spellcasting: Wildclaine 7.
Patron: Modroben.

Table: The Grimreaper


Hit Die: d8


Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Teleport to Disaster +1 of existing Wildclaine spellcasting
2nd +2 +3 +0 +3 Meteorology, Weapon Feat +1 of existing Wildclaine spellcasting
3rd +3 +3 +1 +3 ImpactScythe +1 of existing Wildclaine spellcasting
4th +4 +4 +1 +4 Raccoon Familiar +1 of existing Wildclaine spellcasting
5th +5 +4 +1 +4 Wind Wall +1 of existing Wildclaine spellcasting
6th +6 +5 +2 +5 Weapon Feat +1 of existing Wildclaine spellcasting
7th +7 +5 +2 +5 Bone Sickle +1 of existing Wildclaine spellcasting
8th +8 +6 +2 +6 +1 of existing Wildclaine spellcasting
9th +9 +6 +3 +6 Knowledge of Death +1 of existing Wildclaine spellcasting
10th +10 +7 +3 +7 Teleport to Death +1 of existing Wildclaine spellcasting

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology/weather) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

Class Features[edit]

Like all members of the Church of Modroben, Grimreapers are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Grimreaper powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Grimreaper.

Spellcasting: At first level and every level thereafter, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class - the Wildclaine - to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. You must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.


Teleport to Disaster: Beginning at first level, the Grimreaper may be teleported - not by his own volition - to imminent disaster areas at any time. These may include tsunamis, earthquakes, battles or fires, for example. When finished, he will be teleported back, or if he was with a party that has continued traveling, he will be teleported to their current location. The disaster area he might be teleported to begins at ten miles and goes up by an additional ten miles per level. The Grimreaper is always completely immune to whatever disaster he has teleported to.


Meteorology: At second level, the Grimreaper gains a +10 Class Bonus to Knowledge (weather).

Weapon Feat: At second level, the Grimreaper selects a feat that rely on a particular weapon, which he must take in the scythe. He gains a second feat at level 6.


ImpactScythe: At third level, the Grimreaper's scythe becomes a Cleave Attack weapon.


Raccoon Avatar: At fourth level, the Grimreaper gains a raccoon pet whom he can communicate with telepathically over any distance. The raccoon is very smart for its kind (Int 4). The raccoon can (but doesn't have to) stay behind when the Grimreaper teleports away. The raccoon can communicate important information to the Grimreaper as necessary.


Wind Wall: At fifth level, the Grimreaper can cast Wind Wall three times per day.


Bone Sickle: At seventh level, the Grimreaper's scythe turns completely to polished bone. It has an Impact Cleave aura of five feet, meaning that any undead or corpses within five feet of the scythe are immediately cleaved.


Knowledge of Death: At ninth level, the Grimreaper knows of any death before it occurs within the range of his Teleport to Disaster power (i.e. at ninth level, 90 miles). He does not have the option of teleporting there, simply knows that it is going to happen 1 round before it does.


Teleport to Death: At tenth level, the Grimreaper has the option of teleporting to any death that occurs within the range of his Teleport to Disaster power (i.e. at tenth level, 100 miles). He is not required to teleport there, but may. He has the option 1 round before it occurs.

Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes

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