Malefic Reaper (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: Starts with exotic proficiencies; automatic critical hits is a bad idea considering the things that can trigger on a critical; Could have a x8 damage multiplier which would be preposterous at Epic, let alone level 2.(x16 damage against a flat-footed creature?!) Things get really silly with Malicious at 3rd level, I stopped reading there.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Recycle.png This page was proposed for deletion on 01:20, 10 August 2014 (MDT) because: No resolution to balance issues, all the features are quite badly designed with no regard to balance or consideration as to the type of creature these powers might not work on. (discuss).

Need a page deleted immediately? Use {{needsadmin}} instead!

If it is obvious that this page should not be deleted or if this page has been fixed since this template was added, please remove this template. However please do not remove this template from pages you have created yourself. Instead, please discuss whether changes made to this page are sufficient to warrant removal of this template. Why is my article up for deletion?
Administrators remember to check if anything links here and the page history (last edit) before deleting

Edit this Page | Articles which may get deleted

Malefic Reaper
Rating: Not rated
(Rate this class)
Status: Nearly Complete
Editing: Constructive edits welcome


Malefic Reaper[edit]

Malefic Reapers use an ancient martial arts technique, stating that martial arts is the art of deception and cruelty. They employ "Malefics Arts" or techniques that exude their cruelty unto their opponents in overt, vicious ways. They are masters of brutality and fear and can turn even the strongest opponents into a bloody mess in seconds.

No blood-curdling howl escapes my lips, no battle cry to warn my opponents of their ultimate fate. It is nothing but horrible, blaring silence that meets my foes as I lunge forward at speeds unfollowable, scything through foe after foe in a dance of blood and body parts. At the finale of my macabre waltz, I shall unleash a torrent of destruction unlike the world has ever seen. That is what I strive for!!!
—Vliau Moorblide, Human Malefic Reaper


Making a Malefic Reaper[edit]

Malefic Reapers' abilities allow them to remain protected, while dealing decent amounts of damage, they are well paired with classes with high defense stats.

Abilities: Dexterity, Strength and Charisma are important for this classes abilities.

Races: Any.

Alignment: Any Evil.

Starting Gold: 125 gp.

Starting Age: Moderate

Table: The Malefic Reaper

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Blind-Spot Execution, Malefic Finesse, Bonus Feat
2nd +2 +0 +3 +3 Malefic Art: Assailants Shrouded in Malice
3rd +3 +1 +3 +3 Malicious, Bonus Feat
4th +4 +1 +4 +4 Malefic Art: Treachorous Backlash
5th +5 +1 +4 +4 Malefic Art: Strike of Silencing Despair , Bonus Feat
6th +6/+1 +2 +4 +4 Malefic Art: Stance of Hidden Terrors
7th +7/+2 +2 +5 +5 Bleed for me!, Bonus Feat
8th +8/+3 +2 +5 +5 Malefic Art: Tendon Severing Strike
9th +9/+4 +3 +6 +6 Improved Blind-Spot Execution, Bonus Feat
10th +10/+5 +3 +6 +6 Malefic Art: Ragged Shade's Revenge
11th +11/+6/+1 +3 +7 +7 Shadow Step, Bonus Feat
12th +12/+7/+2 +4 +7 +7 Malefic Art: Unfurling Iron Lotus
13th +13/+8/+3 +4 +8 +8 Bonus Feat
14th +14/+9/+4 +4 +8 +8 Bonus Feat
15th +15/+10/+5 +5 +9 +9 Malefic Art: Throat Slitting Prana
16th +16/+11/+6/+1 +5 +9 +9 Contempt for the Weak
17th +17/+12/+7/+2 +5 +10 +10 Bonus Feat
18th +18/+13/+8/+3 +6 +10 +10 Malefic Art: Blood Press Guilotine
19th +19/+14/+9/+4 +6 +11 +11 Bonus Feat
20th +20/+15/+10/+5 +6 +12 +12 Malefic Grandmaster

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff(Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Jump (Str), Swim (Str), Knowledge History (Int), Handle Animal (Cha), Ride (Dex) .

Class Features[edit]

All of the following are class features of the Malefic Reaper.

Weapon and Armor Proficiency: Malefic Reapers are proficient with all simple, martial, and 1 exotic weapons , and are proficient with light, and medium armor, but no shields.

Blind-Spot Execution (Ex): A Malefic Reaper utilizes openings in his opponent's guard and exploits them with severe predjudice. Any attack made against an opponent that is rendered Flat-Footed there is a 75% chance of a automatic Critical Hit, but the critical hit damage is only x2 regardless of weapon.

Malefic Finesse (Ex): A Malefic Reaper gains the Weapon Finesse Feat with all Weapons (including Natural Weapons).

Malefic Art: Assailants Shrouded in Malice (Su): At 2nd level, a Malefic Reaper may conjure shadowy versions of their own selves, conjuring as a minor action 1d4 + Cha mod shadow images of himself for 1d4 + Cha modifier rounds. These images look exactly as he does, and duplicate his every move. If one of the images is disrupted, the others are unaffected, unless the disrupted one is the Malefic Reaper, in which case they all stop and act as if disrupted. Each image has half the HP of the Malefic Reaper and the same BAB and saving throws. If the Malefic Reaper attacks, multiply the damage by the number of images.

Malicious (Ex): At 3rd level, a Malefic Reaper channels his own malice into his strikes, increasing his accuracy and lethality in the pursuit to deepen his opponents' agony. You gain automatically confirmed critical hits for the following attack rolls. You must still overcome your opponents Armor Class to gain this advantage. 3rd level: 19-20. 5th level: 18-20. 7th level: 17-20. 9th level: 16-20. 11th level: 15-20. 13th level: 14-20. 15th level: 13-20. 17th level: 12-20. 19th level: 11-20. This attack is always taken at a x3 multiplier regardless of the weapon used.

Malefic Art: Treachorous Backlash (Ex): At 4th level, you gain the knowledge of a special counter used for making foes slash themselves apart. To use this counter, you must make an opposed attack roll against someone making an attack against you. If your attack roll overcomes theirs, they instead take the damage that would have been dealt to you(including damage from maneuvers) as well as a bonus to damage equal to your Str and Dex modifiers. You may use this ability a number of times per round equal to your Malefic Reaper level.

Malefic Art: Strike of Silencing Despair (Ex): At 5th level The Malefic Reaper has learned one of his "Malefic Arts". You focus your aim onto the throat of your enemy, and go to destroy their voice box. Make an attack at a -4 penalty, if you hit you deal double damage, and the victim must make a Fortitude save DC 17 + Str or be rendered mute. A successful save negates the muting but not the extra damage. Creatures who are mute cannot speak, use vocal components, or make any vocal noise besides heavy breathing. The throat remains mutilated until restored by natural regeneration, the regenerate spell, or stronger magic.

Malefic Art: Stance of Hidden Terrors (Su): At 6th level, A Malefic Reaper may as a Swift Action enter a stance, upon entering this stance the initiator’s ki erupts to the surface of her body in grey-black flames of negative energy. Any creature that strikes her in melee takes 1 point of Vile damage per Class level. Grappled creatures take this damage every round of contact. The initiator also adds this damage to her unarmed strikes. This aspect of the stance is a Supernatural effect.

Further, the threat imposed by this stance is overwhelming. All creatures within 30 feet of the initiator must make a Will Save (DC18 + Strength modifier) or become shakened for as long as they remain near you. When the initiator strikes a creature in melee and deals at least 1 point of damage, that creature must make another Will Save (at the same DC) or become frightened for 1d4 rounds; success merely leaves the target shaken (or frightened, if they are already shaken) for 1 round. The fear effect from your attacks does not stack with any other fear effect, although the aura of fear does.

Bleed for me! (Ex): At 7th level, a Malefic Reaper can maim his target letting them slowly die leaving a blood trail in their path, any enemy you Critically Hit, becomes Marked for 1d4 + Dex Mod Rounds. While the Target is Marked they will lose 1 Constition point, and they can only move at 1/4 their base land speed. Marked creatures take double damage from all sources.

Malefic Art: Tendon Severing Strike (Ex): At 8th level The Malefic Reaper has learned a technique designed to slice and destroy muscles and tendons, though generally in a way that proves more or less nonlethal. You strike a single foe as a standard action. If your attack succeeds, they are dealt an additional 4d6 points of damage as you slash at their tendons and for every 10 points of damage you deal they are dealt 1 point of Strength damage. This strength damage can never exceed one quarter of your Class Level. You may use this ability as an immediate action, after successfully using Malefic Art: Strike of Silencing Despair.

Improved Blind-Spot Execution (Ex): At 9th level, The Malefic Reaper's Critical Damage from this ability is now x4 regardless of weapon used.

Malefic Art: Ragged Shade's Revenge (Ex): At 10th level The Malefic Reaper has learned one of his techniques that uses his Malice and Agony into a brutally damaging attack. You may make an attack at a -2 penalty to the attack roll, but you gain a bonus to damage equal to the difference between your maximum HP and your current HP, and you may end this attack in the space behind your opponent. You must be below 3/4 your maximum HP to use this attack. You must have moved at least 10 feet before using this Attack. You may use this attack as an immediate action if you have taken damage equal to 1/2 your maximum HP, ignoring all other prerequisites.

Shadow Step (Ex): At 11th level, A Malefic Reaper may walk through the shadows as if they were a doorway, as a move action he may use the shadow walk spell.

Malefic Art: Unfurling Iron Lotus (Ex):At 12th level, the Malefic Reaper has learned a Technique designed to ready his opponents for an even deeper agonizing death. As a Standard action, make a single attack roll and compare it to the Armor Class of all adjacent creatures. If you successfully strike a creature, you deal damage as normal. In addition, each creature struck is staggered during their next turn - they may only take a single Standard or Move action, and any attacks made by them take a -4 penalty. This may be used as an immediate action immediately after dealing 10 strength damage fromMalefic Art: Tendon Severing Strike".

Malefic Art: Throat Slitting Prana (Ex): At 15th level you learn a technique that targets the throat of your enemy in an attempt to make them drown in their own blood. you make one melee attack against a single foe at a -4 penalty. If this strike hits, they take 8d6 points of extra damage and must make a Fort save (DC 25+Str modifier). If they fail, they are immediately treated as if drowning. They will continue to do so until their hit points are healed back to full or their bleeding is somehow stopped by other means. If they pass this save they instead are treated as if having a bleeding wound, dealing 1d4 points of damage to them each round until they receive magical healing or the bleeding is stopped some other way. This may be used as an immediate action immediately after dealing 30 damage while using Malefic Art: Unfurling Iron Lotus but against all foes who have been hit.


Contempt for the Weak (Su): At 16th level, A Malefic Reaper develops techniques on how to eliminate the weak. (Apply effects as seen below, these effects stack with eachother and with all other abilities.

  • If the Malefic Reaper attacks an enemy who's HP is below 3/4 it's Maximum, he deals extra damage equal to 5% of that creature's Maximum HP (rounded up).
  • If the Malefic Reaper attacks an enemy who's HP is below 1/2 it's Maximum, he deals extra damage equalt to 10% of that creature's Maximum HP (Rounded up)
  • If the Malefic Reaper attacks an enemy who's HP is below 1/4 it's Maximum, he deals extra damage equal to 15% of that creature's Maximum HP (Rounded up)
  • If the Malefic Reaper attacks an enemy who is Shaken, Frightened, or Panicked your attack is Considered a Coup De Grace attack.

Malefic Art: Blood Press Guilotine (Ex): At 18th level The Malefic Reaper gains access to one of his Signerature Techniques the Blood Press Guilotine. If entropy were an art form, Blood Press Guillotine would be its Mona Lisa. This horrendous attack can cut down an army in seconds, leaving only a lake of blood and shattered dreams. Surprisingly, it actually comes in two parts; the first half is known as Instant Murder Flash. The initiator can begin the attack as a Full-Round action by moving up to ½ his base land speed and making a single attack against a target. This attack deals 10d6 extra points of damage, and if the target fails a Fortitude Save (DC 19 + the initiator’s Strength modifier), she is dazed for 1 round. After this attack has been entirely resolved, you may move up to ½ your base land speed and make a second attack against a different creature, which deals extra damage and dazes the target on a failed save, as well. You may continue to move and make attacks this way until you run out of targets - you may not attack a given creature more than once with this maneuver.

If at least three creatures are dazed from a single use of this maneuver, you may initiate a grand finale - the true Blood Press Guillotine. You move up to your base land speed to one of the dazed targets, and make a single attack. Instead of damage, the target must make a Fortitude Save (at the same DC as before). On a failure, the target dies, horrifically. If the target succeeds, they take 20d6 points of damage - possibly enough to kill them anyway. If the target dies, negative energy surges from the corpse, exploding in a 60-foot burst around you, centered on the victim. You are immune to the effect, using your poor victim’s body as a shield. All other creatures in the area must succeed on a Reflex Save or take 20d6 points of Vile damage. Creatures dazed by this maneuver do not get to make a saving throw.

You may use this ability as an Immediate Action if you have dealt full damage using Malefic Art: Throat Splitting Prana.

Malefic Grandmaster (Ex):At 20th level, the Malefic Reaper becomes the epitome of his techniques becoming a Malefic Grandmaster, he gains an untyped bonus to all rolls equal to his HD, and gains an untyped bonus to AC equal to his HD. Additionally he gains Cohorts as if he had the Leadership Score equal to his Class level + Charisma modifier, these cohorts are Malefic Reapers.

Epic Malefic Reaper[edit]

Table: The Epic Malefic Reaper

Hit Die: d12

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

4 + Int modifier skill points per level.

Campaign Information[edit]

Playing a Malefic Reaper[edit]

Religion:Malefic Reapers typically worship patron deities of Assasins, or Torturers, and Typically worship deities who promote Deathdealing, and Brutal Combat.

Other Classes: They work well with more defensive characters such as Knights and Barbarians so they can remain in combat with as minimal damage as possible.

Combat: They are High-Risk/High-Reward damage dealers who can deal intense amount of damage yet are unable to take damage, they can slay multiple enemies in a very short amount if time and are best utilized as being the first to strike and the first to leave.

Advancement: Malefic Reapers advance the best with classes that grant decent health and advancement opportunities such as Fighter.

Malefic Reapers in the World[edit]

Chersih these last moments. Though your miserable life has amounted to nothing, I have given it a magnificent end.
—Vliau Moorblide, Human Malefic Reaper

Malefic Reapers have formed an entire order of assassins and are ordered on missions to further the needs of the Order of Malice, they are devoted to thier cause of spreading anguish and anarchy across the land and to throw the world into conflict. For in conflict they believe that it shall truly prove to all of their superiority. but until then they remain unnoticed and hidden behind rumor accomplishing their dark needs, waiting for their moment to reveal themselves.

Daily Life: A Malefic Reaper spends every morning sharpening, carving, and cleaning their blades into more wicked, more sharp, and more deadly effeciency. That is then followed by their daily 15 acts of Murder, which is then followed by retreating to a safehouse and practicing their art further until nightfall.

Notables: Vliau Moorblide, Grandmaster of the Order of Malice.

Organizations:The Order of Malice (Location: Unknown).

NPC Reactions:Malefic Reapers get the same response as Serial Killers when they are discovered. Because they mainly do not know of the difference between a serial killer and a Malefic Reaper.


Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors