Rellit's Reapers (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Rellit's Reapers
Rating: Not rated
(Rate this class)
Status: Done
Editing: Constructive edits welcome
Rellit, Rellit, and Rellit.

Rellit's Reapers[edit]

All go by the name "Rellit" (řeлït). As a group, they are "The Reapers". Reapers use a Psychic long-knife, similar to a Soulknife's, and two eight shot revolvers, the 'P-53 Colt Wadjyt', and have minor psychic ability's. The Reapers are a cult, formed by a man named Relit Braun (ancestor to Roger Braun) to combat an insane warlord in early post-Vackel Sevatim.

Making a Reaper[edit]

Reapers are relatively versatile, being able to fight in both ranged and melee combat effectively. They are typically stronger at ranged combat, but will keep close so that they can utilize their shorter ranged abilities.

Abilities: Dexterity is important, for accuracy with the Wadjyts, and Wisdom is important for their psychic abilities, and to summon bullets.

Races: Human only. Relit was human, and the cult will not accept non-humans.

Alignment: Any

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Simple

Table: The Reapers

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +2 +0 +0 Psychic Blade, Wadjyts, Augmented Shot 4/day, -- -- --
2nd +1 +3 +0 +0 Quick Shot -- -- --
3rd +2 +3 +1 +1 Augmented Shot 6/day, Summon Bullets -- -- --
4th +3 +4 +1 +1 Sneak Attack 1d6 2 1 1st
5th +3 +4 +1 +1 Augmented Shot 8/day, Two Weapon Fighting 6 1 1st
6th +4 +5 +2 +2 Evasion, Combat Style, Burst 11 2 1st
7th +5 +5 +2 +2 Augmented Shot 10/day, Improved Feint 17 2 1st
8th +6/+1 +6 +2 +2 Sneak Attack 2d6, Aimed Shot, Vampyrik Knife 1d6 25 3 2nd
9th +6/+1 +6 +3 +3 Augmented Shot 12/day, Summon Explosive Rounds 35 3 2nd
10th +7/+2 +7 +3 +3 Improved Two Weapon Fighting, Improved Combat Style, Snipe 46 4 2nd
11th +8/+3 +7 +3 +3 Augmented Shot 14/day, Throw Knife 58 5 2nd
12th +9/+4 +8 +4 +4 Sneak Attack 3d6, Summon Fragmentation Rounds, Vampyrik Knife 1d8 72 6 3rd
13th +9/+4 +8 +4 +4 Augmented Shot 16/day 88 6 3rd
14th +10/+5 +9 +4 +4 106 8 3rd
15th +11/+6/+1 +9 +5 +5 Augmented Shot 18/day, Greater Two Weapon Fighting, Summon Armor Piercing Rounds 126 9 4th
16th +12/+7/+2 +10 +5 +5 Sneak Attack 4d6, Greater Combat Style, Vampyrik Knife 2d6 147 10 4th
17th +12/+7/+2 +10 +5 +5 Augmented Shot 20/day 170 11 4th
18th +13/+8/+3 +11 +6 +6 195 12 4th
19th +14/+9/+4 +11 +6 +6 Empty Cylinder, Augmented Shot 24/day, 221 15 4th
20th +15/+10/+5 +12 +6 +6 Sneak Attack 5d6, Vampyrik Knife 2d8, Silver Lightning 250 16 4th

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (chemestry) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)..

Class Features[edit]

All of the following are class features of Rellit.

Weapon and Armor Proficiency: A Reaper is proficient with all simple weapons and armor. In addition, they are proficient with the P-53 Colt Wadjyt (3.5e Equipment).

Psychic Blade (Su): As a move action, Rellit can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Reaper materializes a Medium Psychic Blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19–20/×2). Reapers who are smaller or larger than Medium create Psychic Blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a Psychic Blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, Rellit can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A Psychic Blade is considered a magic weapon for the purpose of overcoming damage reduction.

Rellit may use feats such as Power Attack or Combat Expertise in conjunction with the Psychic Blade just as if it were a normal weapon. He can also choose Psychic Blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Psychic Blade.

Rellit’s Psychic Blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the Psychic Blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), Rellit can attempt to sustain his Psychic Blade by making a DC 20 Will save. On a successful save, Rellit maintains his Psychic Blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the Psychic Blade vanishes. As a move action on his turn, Rellit attempt a new Will save to rematerialize his Psychic Blade while he remains within the psionics negating effect.

Wadjyts: Rellits begins play with one masterwork P-53 Colt Wadjyt. The Wadjyt does not impact the starting gold of the Reaper.

Augment Shot (Ex): Rellit may focus hard on an attack to improve its effectiveness. 4/day, he may make Augment a shot made with his Wadjyt. An Augmented shot will deal an additional 1d6 damage, and has an additional +5 to-hit. At each odd level afterwords, he gains an additional 2 uses per day.

Quick Shot (Ex): At level 2, Rellit may make a Quick Shot. By expending one use of Augment Shot, he may make one attack as a swift action at max BAB

Summon Bullets (Ps): At 3rd level, Rellit may summon additional bullets for his Wadjyt without having to purchase them. As a Move Action that provokes Attacks of Opportunity, Rellit may summon a number of bullets equal to Wisdom mod ×8. This may not exceed Class Level ×8 bullets, and he can only do this once every 10 − Wis mod rounds (minimum 3).

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every fourth level (8th, 12th, 16th, and 20th). If Rellit gets a sneak attack bonus from another source the bonuses on damage stack.

Power Points/Day: A Reaper’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Reapers. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: At level 4 Reaper knows one Reaper powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the reaper power list. A Reaper can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a Reaper can manifest powers in a day is limited only by his daily power points.

A Reaper simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the Reapers’s Wisdom modifier.

Maximum Power Level Known: A 4th level Reaper has the ability to learn 1st-level powers. As he attains higher levels, a Reaper may gain the ability to master more complex powers.

To learn or manifest a power, a psion must have a Wisdom score of at least 10 + the power’s level.

Two Weapon Fighting: Rellit gains Two-Weapon Fighting as a bonus feat at 5th level.

Evasion (Ex): At 6th level, Rellit can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Rellit is wearing light armor or no armor. A helpless Reaper does not gain the benefit of evasion.

Combat Style (Ex): At level 6, Rellit begins training in specialized combat forms. He may select of style from the list below to gain the benifit from. Once he has chosen, he may not change his style.

  • Commando: +5 Move Silently
  • Pistolera: +5 Bluff
  • Adventurer: +5 Survival
  • Soldier: +5 Balance
  • Scout: +5 Search
  • Assassin: +5 Hide
  • Duelist: +5 Tumble


Burst (Ex): At level 6, Rellit may fire a Burst of bullets. As a Standard Action, he may expend one use of Augment Shot to fire 3 shots at his maximum BAB, with a −4 to-hit with all of them. If he makes a Full Attack in conjunction with Burst, it replaces the second attack.

Improved Feint: Rellit gains Improved Feint as a bonus feat at 7th level.

Aimed Shot (Ex): At level 8, Rellit may make an incredibly accurate shot. As a Standard Action that provokes an Attack of Opprotunity, he may expend one use Augment Shot to add all of his BAB onto one shot.

Vampyrik Knife (Su): At level 8, Rellit's Psychic Blade is imbued with Vampyrik power. He deals an additional 1d6 damage, and is healed for the same amount. At every fourth level, you get an increase in damage.

Summon Explosive Rounds (Ps): At 9th level, Rellit may begin summoning specialized bullets. In addition to regular bullets, Rellit may summon Explosive Rounds. Explosive Rounds deal an additional 1d8 of damage, but have a −2 to-hit. Whenever you summon specialized bullets, you can only summon half the number you would be able to normally.

Improved Two Weapon Fighting: Rellit gains Improved Two-Weapon Fighting as a bonus feat at 10th level.

Snipe (Ex): At level 10, Rellit may take a slow, accurate shot to hit a specific part of the target. As a Full Action that provokes an Attack of Opportunity, he may expend one use of Augment Shot to snipe a target and get a +3 to critical hit range that stacks.

Improved Combat Style (Ex): At level 10, Rellit has specialized his combat form more. He gains the ability listed for the style he chose at 6th level

  • Commando: +5 Aimed Shot damage
  • Pistolera: +5 Quick Shot to-hit
  • Adventurer: +5 Snipe to-hit
  • Soldier: +2 Burst to-hit and +1 damage per bullet with burst
  • Scout: +1d6 Damage and +3 to-hit with Psychic Blade
  • Assassin: +1 Damage and +5 to-hit with Psychic Blade
  • Duelist: May wield the Wadjyt and Psychic Blade at the same time, and get +2 to-hit with the Psychic Blade and Wadjyt

Throw Psychic Blade (Ex): At 11th level or higher, Rellit can throw his Psychic Blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown Psychic Blade then dissipates.

Summon Fragmentation Rounds (Ps): At 12th level, Rellit may begin summoning Fragmentation Rounds. Fragmentation Rounds deal 1d4 damage in a 20 foot cone. The cone is blocked by foes. Any foes in the cone may make a Reflex save, DC 10 + class level, to take half damage. This may be used on an adjacent foe as a regular attack; if so, you get a −1 to-hit, and the target must make a Fortitude check, DC 15 + class level, or be Dazed for 1 round.

Greater Two Weapon Fighting: Rellit gains Greater Two-Weapon Fighting as a bonus feat at 15th level.

Summon Armor Piercing Rounds (Ps): At 15th level, Rellit may begin summoning Armor Piercing (AP) Rounds. AP Rounds negate 5 points of the enemy's AC to a minimum of their touch AC, and deal 2 less damage.

Greater Combat Style (Ex): At level 16, Rellit has perfected his specialization. He gains the ability listed for the style he chose at 6th level

  • Commando: +1d6 Damage and +3 to-hit with Psychic Blade
  • Pistolera: Reloading the Wadjyt is only a swift action.
  • Adventurer: +3 Damage and +3 to-hit with Psychic Blade
  • Soldier: Fire 1 additional bullet with Burst.
  • Scout: +10 move speed.
  • Assassin: +2d6 Sneak Attack
  • Duelist: +2 to damage with the Psychic Blade and Wadjyt, and doesn't provoke attacks of opportunity when firing her Wadjyt as long as she has her Psychic Blade in her other hand.


Empty Cylinder (Ex): At level 19, Rellit may fire all of the bullets remaining in his Wadjyt at one foe. As a Full Action, he may expend one use of Augment Shot to fire every round remaining in his cylinder at his minimum BAB +10, with a -1 for each consecutive shot.

Silver Lightning (Ps): At 20th level, Rellit may begin summoning Silver Lightning rounds. SL rounds deal 1d6+2 additional damage, and negate 5 points of the enemy's AC (to a minimum of their touch AC). However, you can only summon them 2 at a time (up to 16 per day), and you can only own 8 at a time.

Epic Reaper[edit]

Table: The Epic Reaper

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

6 + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Human Reaper Starting Package[edit]

Weapons: 1 P-53 Colt Wadjyt

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Hide 4 Dex 0
Move Silently 4 Dex 0
Search 4 Int
Spot 4 Wis
Listen 4 Wis
Tumble 4 Dex 0
Jump 4 Str 0

Feat: Dodge

Bonus Feats: Point Blank Shot

Gear: Leather Armor

Gold: 15g.

Campaign Information[edit]

Playing a Reaper[edit]

Other Classes: Reapers get along well with Rangers and Rogues, mainly because they are so similar. However, Soulknives tend to be a bit irritated by them because they "stole" their main feature, and rangers are a bit touchy with them because of the unnatural Wadjyt. They tend to torque the wrong way with Druids in a big way over the same problem.

Combat: Varies. Usually very similar to the Rogue, but using ranged attacks. The Combat Styles are indicative of how the Reaper fights. Commandos and Adventurers use both the Wadjyt and Psychic Blade. The Duelist is unique because it uses the two of them at the same time, allowing for some interesting tactics. Pistoleras and Soldiers both almost solely use their pistols, and Assassins and Scouts almost solely use their Psychic Blade.

Advancement: Very few Reapers will join PrCs or multiclass, but when they do the usually go rogue, scout, or lurk.

Reapers in the World[edit]

YEEEEEEEEEEEE-HAAAAAAAAWW! HAA-HAA-HAA! YEAH!
—Relit, founder, (While charging, propelled by an explosion, into a group of three giants. He won)

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

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

Notables: Relit, founder the Reapers. He was slightly insane (as noted by above quote), and was extremely powerful. His grandfather was a Verrück warlord who was driven insane and. The Reapers were formed to stop his grandfather when he attempted to take over the world. They have since evolved into a Vigilante group, present throughout southeastern Paramýth.

Organizations: There is little to no organization. They will, however, team up occasionally to to take out a major target.

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

Reaper Lore[edit]

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->.

Reapers in the Game[edit]

<-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.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors