Malefic Reaper (3.5e Class)

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Malefic Reaper
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(Rate this class)
Status: <-how close to completion->
Editing: Constructive edits welcome


Contents

[edit] Malefic Reaper

Malefic Reapers use an ancient martial arts technique, stating that martial arts is the art of deception. They employ "Malefucs". They exude a malignant influence on shadows, weak-willed creatures, and objects, and corrupt them to their will. They are also Graceful assasins, as well as Brutal Executioners who enjoy employing their deadly skills.

Watch where you cast your shadow, you never know what hides inside it.
—Vliau Moorblide, Human Malefic Reaper


[edit] Making a Malefic Reaper

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: Dex and Cha are important for this classes abilities.

Races: Any.

Alignment: Any Evil.

Starting Gold: 125 gp.

Starting Age: Moderate

Table: The Malefic Reaper

Hit Die: d12

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: Shadow
3rd +3 +1 +3 +3 Malicious, Bonus Feat
4th +4 +1 +4 +4 Malefic: Dread Wave
5th +5 +1 +4 +4 Misleading Assasin, Bonus Feat
6th +6/+1 +2 +4 +4 Malefic: Scar
7th +7/+2 +2 +5 +5 Bleed for me!, Bonus Feat
8th +8/+3 +2 +5 +5 Malefic: Visage
9th +9/+4 +3 +6 +6 Improved Blind-Spot Execution, Bonus Feat
10th +10/+5 +3 +6 +6 Malefic: Shadow Form
11th +11/+6/+1 +3 +7 +7 Shadow Step, Bonus Feat
12th +12/+7/+2 +4 +7 +7 Malefic: Shadow Mirror
13th +13/+8/+3 +4 +8 +8 Malefic: Traitorous Demise
14th +14/+9/+4 +4 +8 +8 Flesh Rip, Bonus Feat
15th +15/+10/+5 +5 +9 +9 Malefiic: Disobedient Weapons
16th +16/+11/+6/+1 +5 +9 +9 Contempt for the Weak, Bonus Feat
17th +17/+12/+7/+2 +5 +10 +10
18th +18/+13/+8/+3 +6 +10 +10
19th +19/+14/+9/+4 +6 +11 +11
20th +20/+15/+10/+5 +6 +12 +12

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) .

[edit] Class Features

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

Weapon and Armor Proficiency: Malefic Reapers are proficient with all simple, martial, and 3 exotic weapons, and are proficient with light, and medium armor and 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 a Flat-Footed opponent is an automatic Critical Hit, but the critical 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: Shadow (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 with a weapon, 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 x2 multiplier regardless of the weapon used.

Malefic: Dread Wave (Su): At 4th level, a Malefic Reaper can channel the shadows. As a standard action the Malefic Reaper is able to unleash its power in a 15 foot wide wave that extends 30 feet in front of them. The attack also pushes the enemy backwards to the end of the attacks range. Enemies hit by the Dread wave must also make a DC 15 + Malefic Reaper level + Cha Mod + Damage dealt by this ability, or become Panicked.

Level 4: range 30 feet. Does 4d8 damage to any enemy in it's path and knocks them prone

Level 7: range 40 feet. Does 6d8 damage to any enemy in its path and knocks them prone

Level 12: range 60 feet. Does 8d8 damage to any enemy in its path and knocks them prone


Misleading Assasin (Su): At 5th level, A Malefic Reaper become much more elusive, whenever the Malefic Reaper makes a Move Action, he may use the mislead Spell in accordance to his Move Action.

Malefic: Scar (Su): At 6th level, A Malefic Reaper's Malice radiates off of his body and tears, whenever a creature enters a space adjacent to the Malefic Reaper, they take 1d8 + Cha Mod damage.

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 the will lose 1 Constition point, and they can only move at 1/4 their base land speed.

Malefic: Visage (Su): At 8th level, a Malefic Reaper may assume the Visage of an enemy he has slain by absorbing their soul, as a free action he may take on the form of someone he has killed in the last round, he gains a +30profane bonus to Disguise and Bluff checks made to pass as the victim. He also gains all proficiencies as the victim and gains a bonus to all skill checks equal to the ranks the victim had to the corresponding skill. The Malefic Reaper does not gain any of the victim's Extraordinary, Psionic, Spell-Like, or Supernatural abilities. While the Malefic Reaper is in this form the victim cannot be resurrected. The Malefic Reaper may absolve this form , to be restored to Full HP.

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: Shadow Form (Su): At 10th level, A Malefic Reaper may as a Swift Action a Malefic Reaper can cause itself to turn into a shadowy, indistinct figure seemingly carved from pure shadow. While in this form, a Malefic Reaper has Total Concealment(50% miss chance) in all but sunlight or in the area of a daylight spell. In addition, a Malefic Reaper gains a +4 bonus on Hide checks. An assassin devil can end this effect with a second swift action, and it can remain in shadow form for as long as it wishes.

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: Shadow Mirror (Su):At 12th level, a Malefic Reaper may conjure a shadowy version of a creature as a Standard Action, the Shadow looks exactly as the creature does and will duplicate the exact action as the creature for 1d4 rounds+ Cha mod. The Shadow will be conjured in an adjacent space to the originating creature. If Target of this ability is an ally and attacks with a weapon, multiply the damage by 2, if on enemy it will use ability on the Creature it is duplicating.

Malefic: Traitorous Demise (Su): At 13th level, A Malefic Reaper can channel his own soul energy into a lethal Gaze, As a Full-Round Action he may make a Gaze attack that instantly slays a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not immediately realize what has transpired. The target receives a a DC 20+Malefic Reaper level+Cha Mod Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the Malefic Reaper’s control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies. The ghoul serves the character indefinitely.

Flesh Rip (Ex): At 14th level, A Malefic Reaper on successful grapple can make Strength check (DC 25) to rip the victim’s flesh off killing them; all who see this happen must make a Will Save (DC 20) or flee, on successful save only shaken.

Malefic: Disobedient Weapons (Su): At 15th level, A Malefic Reaper can influence the weapons of his opponent's weapons. As a standard action he may affect all weapons within a 30' foot radius, all wielders must make a a DC 25+Malefic Reaper level+Cha mod Strength Check. If Failed they are Disarmed, and their weapons gain the Dancing property and will only attack their owner(The effect is applied until the owner of that weapon is dead), if the Check is Successful all wielders recieve a -8 to all attack/damage rolls made with that weapon.

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 50% it's Maximum, he deals extra damage equal to 10% of that creatures Maximum HP.
  • If the Malefic Reaper attacks an enemy who has taken Constitution Damage proportional to 1/2 of their Maximum Constituion, all damage dealt by the Malefic Reaper towards that target is tripled.
  • If the Malefic Reaper attacks an enemy who is Shaken, Frightened, or Panicked your attack is Considered a Coup De Grace attack.


[edit] Epic Malefic Reaper

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.

[edit] Human Malefic Reaper Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

[edit] Campaign Information

[edit] Playing a Malefic Reaper

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] Malefic Reapers in the World

Shadows are fickle creatures, always hiding behind their creator, yet always despising them, waiting to strike.
—Vliau Moorblide, Human Malefic Reaper

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] <-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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