Reaper (3.5e Prestige Class)
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|Rating:||15 out of 20|
|Power:||4 out of 5 by 1 user|
|Wording:||3 out of 5 by 1 user|
|Formatting:||4 out of 5 by 1 user|
|Flavor:||4 out of 5 by 1 user|
|Status:||Adopted being reworked.|
|Editing:||Constructive edits welcome|
The cloaked figure glided forward, his scythe gleaming in the moonlight, towards a figure lying defeated on the ground. It took all of the fighters courage just to look at him. "Who are you?" he whispered, in awe. The reaper raised his hand to point at the fighters heart, and spoke one word. "Death"
 Deathly Order
The Deathly order is a group of reapers that embody death. Death cannot be everywhere at once, therefore death has a order of reapers that can never die and they keep the natural order in balance. The highest reaper of the primal realm is Alden , who took over from a reaper named Vincent(who ascended to a higher order). The rest are ranked in their order of ascension. The highest ranking of all reapers are the Grim Council and their main duty (and by extension those of all reapers) is to kill those who would try to defy death, for everyone has an end.
Hit Die: roll 2D8, and take the higher score
Alignment: Any alignment
Base Attack Bonus: +4
Special: Made contact with the Grim Council in some way, and have been aproved to act as a Grim Reaper. (Not Neccesarily Knowingly)
|8th||+11/+6/+1||+4||+2||+6||Improved Reapers Mark, Soul Reaver|
Class Skills (4 + Int modifier per level)
 Class Features
Weapon and Armor proficiency: Reapers gain proficiency with all weapons and all armors
Reaper's Mark (Su): A reaper of 1st level or higher may attempt to bestow a reapers mark on an creature by injuring it via a sucessful attack from his scythe. The reaper gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against this creature. Likewise, he gets a +2 bonus on weapon damage rolls against all creatures of the same type. A reaper may have only one mark active at any one time. This mark remains active for 1 hour/reaper level, or until the reaper dismisses it. The reaper always knows the general location of their chosen target as long as it is one mile or less away from the reaper and the reaper is wearing light or no armor. At 4th, 7th and 10th levels the bonuses increase by +2. At 8th level a reaper may bestow the curse on any creature vulnerable to sneak attack damage.
Spells per Day/Spells Known: For certain reaper levels, the character gains new spells per day and new spells as if he had also gained a level in his spellcaster level class. He does also, however, gain any other benefit a character of that class would have gained. At 2nd level, a reaper chooses a class that he can cast 2nd level Necromancy spells with. If he is an arcane spellcaster, from now on, he can cast arcane spells while wearing any armor without incurring the normal arcane spell failure chance for that class.
Nevermore (Su): Starting at 3rd level, any living creature with HD equal to or less than the reaper who comes within 10ft of the reaper must make a will save (DC: 10 + 1/2 Int + 1/2 HD) or be shaken (doesn't stack with any other fear effects). If this creature is also subject to the Reaper's Mark, 1/2 the bonus from reapers mark may be added on to the save DC. The reaper may suppress this ability at will.
Wandering Mind (Su): A reaper of 4th level or higher can make his enemy completely forget him. For a number of times per day equal to your Int modifier, as long as a creature is subjected to a Reaper's Mark, anyone within 30 ft of either you or the enemy must make a Will save (DC: 10 + 1/2 Int + 1/2 HD) or temporarily lose interest in you. This last a number of rounds equal to your reaper level + your Int modifier. Any creature that attempts to target you or the the victim in any way must make a Will save (DC: 10 + 1/2 Int + 1/2 HD+ # of rounds spent in radius of WM) or be unable to do so (One save per round). Spells such as True Seeing have no effect on this ability, because you aren't changing your appearance. In addition, spells such as Status, which effect the whole party, do work, but only if the caster succeeds on a will save (DC: 10 + 1/2 Int + 1/2 HD+ # of rounds since Wandering Mind ability began). Those subjected to Wandering Mind have no idea that the victim is in any danger. They may not make spot or listen checks to find either the reaper or the victim until they succeed in overcoming the Wandering Mind, or the ability ends, nor can they use any other skills in relation to or the reaper or the victim. Even if they do look and see you two fighting by pure chance, it doesn't really register, and they go back to doing whatever they were doing before they saw you.
Reaper (Su): A Reaper of 5th level or higher may use his scythe to deliver touch spells.
Deathstep(Su): At 6th level, the reaper no longer needs to truly walk; having established a constant connection to the magical energies surrounding death, he can traverse the world’s own pulse at will. They can opt to hover one foot above the ground indefinitely: even while sleeping, and thus are not effected by things such as caltrops or difficult to manage terrain. They can even use it to hover a foot above water. A reaper must be wearing light or no armor or they gain no benefit from this ability.
Drain (Su): At 7th level, whenever a reaper damages an enemy under the effect of his Reaper's Mark, he gains a number of Hitpoints equal to 1/2 the damage dealt.
Soul Reaver(Su): At 8th level, a reapers scythe is always considered under the effect of the cursed blade spell (complete warrior, spell compendium).
Energy Adaptation (Ex): Starting at 9th level, both negative energy and positive energy are beneficial to the reaper. Any negative energy that affects him (such as Inflict Light Wounds) instead heals 1/2 the value of the damage, and he still gains the benefit of healing from positive energy (such as Cure Light Wounds).
Deathly Inclination (Ex): At 10th level, the reaper has accessed the energies concerning death and is no longer considered living in the normal sense. The Reaper becomes immune to poison, sleep effects, paralysis, stunning, disease, and death effects. He does not breathe, eat, or sleep. He is also immune to critical hits.