Reaper of Souls (3.5e Class)
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|Editing:||Need a list of Epic level feats|
 Reaper of souls
A reaper of souls can be any alignment. He is a servant of his god who has had a vision of the afterlife. As a good Reaper of souls you would wish this afterlife upon those who you deem worthy. As they progress in strength more afterlives are shown to them and as they slay an opponent they can decide which afterlife they are sent to. As an evil Reaper they would like to keep this to them selves so they send the ones they kill to a more worthless afterlife. Or they would capture the souls for themselves to be more powerful. Good reapers also can capture souls of those they deem unworthy for the afterlife. Each Reaper finds a signature weapon that defines them, as they gain power their weapon becomes a part of them becoming more powerful and part of their soul.
 Making a Reaper of souls
The strengths of the Reapers are their speed and damage, They focus on a single target and eliminate them doing this one by one along the battlefield. They are not the most durable however and use their speed and magic to avoid hits. They usually work alone or in small groups as a good reaper wants to send those worthy to the afterlife he must work hard to keep his team with him and not pass them to the greater land.
Abilities: This class uses Strength and Dexterity for its skills and abilities.
Races: Although any race can be a Reaper those with long lives tend to stay away while those with short lifespawns are drawn to its power.
Starting Gold: 5d4 ×10 gp (125 gp).
|1st||+1||+2||+2||+2||Target enemy I|
|2nd||+2||+3||+3||+3||Soulbound weapon I|
|4th||+4||+4||+4||+4||Target enemy II|
|6th||+6,1||+5||+5||+5||Capture soul, Designate destiny|
|7th||+7,2||+5||+5||+5||Glide II, Soulbound weapon II|
|8th||+8,3||+6||+6||+6||Afterlife delving I|
|11th||+11,6,1||+7||+7||+7||Soulbound Weapon III|
|13th||+13,8,3||+8||+8||+8||Eternal healing, Afterlife Delving II|
|15th||+15,10,5||+9||+9||+9||Soulbound weapon IV|
|16th||+16,11,6,1||+10||+10||+10||Speed of Death|
|20th||+20,15,10,5||+12||+12||+12||Soulbound weapon V|
Class Skills (5 + Int modifier per level, ×4 at 1st level)
 Class Features
The reapers use their strength, speed and magical abilities to eliminate armies one at a time. All of the following are class features of the Reaper of souls.
Weapon and Armor Proficiency: As a reaper Becomes one with their weapon they choose what weapon to be proficient with as they are created, They are proficient with light and medium armor. Along with simple and martial weapons.
Target Enemy:At 1st level when you select an enemy to die you gain plus 1 damage and plus 1 to hit against this target. Only one enemy may be targeted at a time and you can only switch the targeted enemy when this one is dead or flees battle. At 4th level you gain +2 vs your target and you may have 2 targets.
Soulbound Weapon:At 2nd level the reaper with his choice of weapon are bound together by their god. Making the selected weapon a +1. This weapon now has part of the Reapers soul inside thus if fighting with any other weapon the Reaper has a -2 penalty. And anyone attampting to use this weapon other than the reaper treats it as a weapon with -10. At 7th level the weapon and the reaper are more in tune with one another while now becoming a +2 the weapon also serves another purpose. The reaper may now take a soul gem and merge it with the weapon giving it an aditional +1 for this combat this can be done to a maximum of +3 At 11th Level the weapon becomes a +3 and has an insatiable thirst for souls every time the weapon deals damage the Reaper heals for 1/4 of the damage dealt. Also at this point the Reaper is so in tune with their god that they may travel to the afterlife and speak with their god and change their selected soulbound weapon if they choose. This procces takes one week and the Reaper must stay with their god during this time and it also takes 1000G in tribute for this to happen At 15th Level the weapon becomes a +4 and causes the soul to bleed. Dealing an additional 1D8 damage for 1D10 rounds. (can not be re-aplied until effect wears off). At 20th level the weapon unlocks its true potential, it not only becomes a +6 weapon but it also doubles the effect the soul gems provide (now +2 each). The weapon is now the bane of life and deals +3 damage to living creatures and on a succesful critical has a 75% chance to instantly kill any living being. Also anyone other than the reaper that attempts to wield this weapon must make a fortitude save DC 5+ Reapers level or die.
Glide:At 3rd level the Reaper gains glide they can fly their dex modifier plus 1/2 their str modifier rounded down times 10 feet as their move action they fly 1 foot above the ground with this. At 7th level the Reaper can glide their dex modifier plus 1/2 strength modifier times 20 feet as their move action At 12th level the Reaper is always floating 1 foot above the ground and may move their dex plus 1/2 their str modifier times 20 per round.
Death Vision:The Reaper sees as death itself has darkvision out to 90 ft and permanent detect life and detect undead out 60 ft.
Designate Destiny:The Reaper now chooses where his kill goes after they are slain there are 5 afterlives to choose from Arcadia: the ultimate afterlife it is where the gods live and where the Reapers stay after they are done. Rapture: secondary it is a nice afterlife but there is some wanting Utopia: is not good but is not bad essentially it is continuing life in the mortal realm Crick: the the underground of afterlife always dark and painful the souls here are in torment Vexation: is the hell of afterlife the souls in eternal torment seeking for a way out can never find peace in the racking pain of their eternal existence.
Capture soul:The Reaper As it kills an enemy may capture its soul making it into a physical gem about 3 inches long and 2 inches around this is used for other abilities. The color of the gem is based upon their alignment as follows: Lawful Good=Teal Neutral Good=Green True Neutral=Yellow Chaotic Good=Purple Chaotic Evil=Crimson Lawful Evil=Pink Neutral Evil=Orange
Afterlife Delving:At 8th level the Reaper can go into any of the 5 afterlives and speak to anyone there. He is able to transport people between afterlives. Anyone he has sent to an afterlife he may find instantaneously anyone he is searching for takes 1D20-knowledge afterlife days to find minimum 1. it takes 1 hour to transport to and from the afterlife. At 13th level the Reaper may take people with him to visit the afterlife. He may take up to his level as a Reaper in people with him.
Eternal Healing:While in the afterlife the Reaper heals his level per minute he may bestow this healing upon another if he wishes. Harvest souls:While in the afterlife the Reaper can take the souls of those who are there and make them into soul gems. However the souls must be willing. most souls gathered by the soul harvest will be from vexation or even crick. Because of the eternal pain they are feeling they will go with you and even be destroyed just to escape the pain.
Consume soul:The Reaper may consume a soul gem increasing his power giving him +1 ac and plus 5 to all skills for the remainder of combat max 3
Soul enfeeblement:The reaper may cast this spell 6 times per day, 60 Ft range, ranged touch attack, save fort DC 16+(5 per soul gem used) max 3 gems Lvl 17 max 6 shards enfebles the soul of the target causing -1D6+x to will -1D6+x int -1D6+x str -1D6+x dex for 3+5x rounds x=ammount of soul gems used.
Speed of Death:The Reaper takes the essence of the enemy he is fighting and uses it against him. By destroying 2 soul gems the reaper is able to make attacks against his Targeted enemy equal to the ammount of the enemies hit die plus his regular attack.(this can only be used once per combat)
Soul Incineration:The Reaper, mastering the energy around souls and the living is able to show them the pain of vexation. Forcing the soul of the target to be split between the mortal world and the bottom form of the afterlife. They must make a fortitude check DC 10+the level of the Reaper or fall unconcious for 1D4 rounds. If they succed they are at a -2 for anything they try to do (including to hit and damage). Then they feel the pain of vexation causing a DC save will 15+Reapers level or they take 6D6 per round for 2 rounds.
Reincarnation:The Reaper may take a soul gem and merge it into a dead body. The soul revives the body at the strength of the body before death the person is then under a charm person spell they serve the Reaper as a servant until released when they go back to the afterlife. The Reaper can have a maximum of one servant at a time
Reawakening:The Reaper is now one with the afterlife and their god. When a Reaper is killed in the mortal world they are recreated in the afterlife. it takes 1D10 days in order to regain enough power to transport back to the mortal world. In order to stop a Reaper from comming back into the world a God other than their god must sacrifice one of their Reapers locking them both in the afterlife.
 Ex-Reapers of souls
When a Reaper has done all he would like to do he stays in the afterlife and no longer affects the living world.
 Epic Reaper of souls
10 + Int modifier skill points per level.
Reincarnation: Maximum 3 servants
Eternal Healing: Doubles the healing and halves the time
Consume soul: Doubles maximum shards (now 6) and doubles effect (+2 armor +10 skills)
Glide: Now acts as fly with same speed
Harvest souls: Can now take unwilling souls if you have killed them
Bonus Feats: The epic Reaper of souls gains a bonus feat (selected from the list of epic Reaper of souls bonus feats) every 2 levels after 20th.
Epic Reaper of souls Bonus Feat List: Epic feats count as double regular feats.
 Human Reaper of souls Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: Weapon Focus (Scythe).
Gear: Studded Leather Armor, Rope (50 Feet), Backpack, 2 torches, Water Flask, Bedroll and a Tent.
Gold: 1D6x2 G.
 Campaign Information
 Playing a Reaper of souls
Religion: A Reaper always worships a god and has been religeous most of their lives. Without a god they have no afterlife to strive for.
Other Classes: Paladins and Clerics usually assossiated with saving and valuing lives do not work well with Reapers because of their opposite outlook on life.
Combat: In combat the Reaper selects one target (usually the most worthy to die) and goes after them then moving to the next target.
Advancement: Most reapers choose to follow this path to the end. becoming more and more powerful in the skill of death. However anyone can become a reaper and fight for their god and the afterlife.
 Reapers of souls in the World
|“||Death is merely the gateway to life... and I hold the key.||”|
|—Jarek of Nerull, Reaper of souls|
Daily Life: The usual day entails getting up killings and basking in the glory of death.
Notables: Jarek of Nerull is the most famous evil Reaper he kills now for pure joy. While Candrin is the Reaper of Pelor and is the most famous good Reaper.
Organizations: As they Reapers work better alone they do not congregate together. However as they are essentially religeous fanatics they may attend where there religion is held and find those they see fit for immortality.
NPC Reactions: Most reapers tend to not show their power unless needed so seeing them on the street they are nothing special. However when they have shown their true power NPCs normally dislike and will attack Reapers.
 Reaper of souls Lore
Characters with ranks in Knowledge religion can research Reapers of souls to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|7||Reaper of souls may kill for no reason.|
|12||Reaper of souls live partially in the afterlife.|
|19||Even after death a strong reaper may come back to finish his job.|
|25||To truly kill a reaper you must lock him in the afterlife.|
 Reapers of souls in the Game
Reapers serve as the gate to the afterlife bringing judgment upon the world.
Sample Encounter: The Dm may use these as travelers the party meets or one deems the party is worthy of the afterlife and attacks the party must fight to remain alive..