Soul Reaper (3.5e Class)
From D&D Wiki
A Soul Reaper is a form of fighter that achieves a state of half death. They are allotted special powers from their training and individual choices. Soul Reapers greatest goal is to achieve the rank of captain. It is their solemn mission to protect the living and the souls of the recently departed.
Making a Soul Reaper
Soul Reapers powers are greatly defined by the field squad that they originate from. For example a Soul Reaper from R&D would be defined by Intelligence and wisdom, whereas a member of the execution squad would need high dexterity and strength.
The Soul Reaper is more than a formidable opponent but as soon as his uses of his powers are drained he loses his destructive force .
Abilities: Strength, Dexterity, Constitution, Charisma.
Races: Any, though Human are the most common.
Starting Gold: 2D4 x 10 (50gp)(not countinting Zanpakuto)
Starting Age: Complex.
|1st||+1||+0||+2||+0||Zanpakutō Combat, Soul Bond|
|3rd||+3||+1||+3||+1||Spiritual Sense, Kido LV 0-10|
|4th||+4||+1||+4||+1||Evasion,Flash Step 5ft|
|5th||+5||+1||+4||+1||Shikai 1/day, Armor Bonus +1, Kido LV 11-20|
|7th||+7/2||+2||+5||+2||Kido LV 21-30|
|8th||+8/3||+2||+6||+2||Shikai 2/day, Flash Step 10ft|
|9th||+9/4||+3||+6||+3||Improved Evasion, Kido LV 31-40|
|10th||+10/5||+3||+7||+3||Shikai Empowerment, Improved Zanpakutō Combat, Bonus Armor +2|
|12th||+12/7/2||+4||+8||+4||Flash Step 15ft, Kido LV 41-50|
|14th||+14/9/4||+4||+9||+4||Shikai 5/day, Spirit Mind, Kido LV 51-60|
|15th||+15/10/5||+5||+9||+5||Bonus Armor +3|
|16th||+16/11/6/1||+5||+10||+5||Flash Step 20ft, Kido LV 61-70|
|18th||+18/13/8/3||+6||+11||+6||Spirit Toughness , Kido LV 71-80|
|20th||+20/15/10/5||+6||+12||+6||Shikai 7/day, Bankai, Armor Bonus +4, Flash Step 25ft, Kido LV 81-99|
Class Skills (4 + Int modifier per level)
All of the following are class features of the Soul Reaper.
Weapon and Armor Proficiency: Soul Reapers are proficient with only their Zanpakutō. Soul Reapers are not proficient with any armor or shields.
Armor Bonus: While not wearing armor or carrying a heavy load, a Soul Reaper gains an armour bonus equal to his charisma bonus. Futhermore he gains a +1 bonus to their AC at level 5, and a +1 every five levels thereafter.
Kido: Kido spells range depending on level and intent, there are defensive spells and offensive spells, varying in damage depending on the level of the soul reaper. Lvl 3 soul reapers (0-10 kido) deal 1d4, or gain 50% miss chance, but no further effort may be made to evade. One type of Kido may be used 1/day (1 offensive, 1 defensive) With each written level up in kido, you move up which die you use, as well as how many times per day you can use your offensive and defensive kido. It has the same range as a shuriken or throwing knife.
Flash Steps: While not wearing any armor and not carrying a heavy load, a Soul Reaper gains 10ft of movement every round of combat in addition to what they normally can, and in addition 5 of it can be counted as a free action only once per round. This trait is gained at level 4 and is increased by 10 (with 5 of it available as a free action) every 4 levels thereafter.
Soul Bound (Sp): At level 1, the Soul Reaper receives their Zanpakutō. This weapon is of any type the Soul Reaper chooses. After the decision is made she cannot switch. The weapon is considered masterwork quality, and is weightless in its owner's hands. This Zanpakutō is an intelligent weapon whose personality agrees completely with the Soul Reapers, has telepathic communication with the Soul Reaper, and an appropriate Ego Score. It can not be wielded by anyone else. The Soul Reaper only has to think it and their weapon will reappear in the owner's hands (as calling). If the sword is ever destroyed, 24 hours later it will reappear in the owner's possession.
Zanpakutō Combat (Ex): When a Soul Reaper wields their Zanpakutō, they recieve a +1 Deflection Bonus to their AC. A Soul Reaper gains Weapon Specialization and Weapon Focus with your Zanpakutō.
Spirit Body: The spiritual nature of a Soul Reaper makes them immune to diseases and poisons.
Evasion: If a Soul Reaper is making a Reflex check to half the effect of an action, on a successful check it instead negates all of it.
Sense Spirit: A Soul Reaper can sense the power of all living and undead as an aura. They can tell how powerful their target is as a free action.
Shikai: You have focused your Reiatsu into your Zanpakutō to a masterful level. Starting at level 5 1/day (increasing by one every 3 levels for a maximum up to 5/day at level 18) as a standard action (or a swift action to keep it in Shikai), you empower your Zanpakutō for (3+ 1/2 your Soul Reaper level+ your Cha modifier) rounds. While empowered, you gain hit and damage bonuses equal to your Cha modifier and also gain lesser powers equal to your Soul Reaper level divided by 5, although you can only select the same parameter or the Attack one, and your DM must approve of your power. You can only select it once, your Shikai will have the same effect afterward when used. -Attack: Adds a specific attack to your Shikai -Power: Adds a specific type of damage, equal to your charisma bonus, on every swing -Debuff: Gives a debuff to people who receive damage from your Zanpakutō -Empowerment: Gives a beneficial effect to you as long as your Shikai is active.
Improved Evasion: Whenever a Soul Reaper rolls a Reflex save to half the effect of an action, a failed roll instead also halves the effect.
Shikai Empowerment: After training your reiatsu and learning about your Zanpakutō, your shikai is empowered. Your shikai now lasts for (your Soul Reaper level+your Cha modifier) rounds.
Improved Zanpakutō Combat: The Soul Reapers Zanpakutō is now treated as a Major Magical Item with a bonus equal to half your charisma modifier, and also an additional deflection bonus to your AC equal to your Cha Modifier. You also gain Greater Weapon Focus and Greater Weapon Specialization with your Zanpakutō.
Spirit Mind: The combination of your reiatsu and spirit body have grown powerfully, your mind cannot be altered by magical or supernatural ways and you cannot be made afraid, magical or otherwise.
Spirit Toughness: Your spiritual body and reiatsu are condensed at an almost impossible level. You gain damage reduction 5/- and fast healing 2.
Bankai: You have trained both your reiatsu to the extreme and achieved perfect communication with your Zanpakutō. You have engaged the manifested spirit of your Zanpakutō and subjugated it to your will, allowing you access to its full powers. A Soul Reaper of twentieth level can unleash the pinnacle of power, the Bankai. As a standard action, a Soul Reaper can unleash the full potential of their Zanpakutō, at this point the Zanpakutō becomes stronger, gaining a bonus equal to your Cha modifier (max +10). This can be canceled any time as a free action. The number of active rounds does not have to be consecutive and can be spread throughout the day. The player makes up a power and checks with their GM if its acceptable or not. The first decision cannot be reversed, your Bankai will always have the same effect when used. Selecting the same parameter adds to its acceptability, except otherwise stated. Your sword still retains all shikai powers it had. -Environment Change: Some change in the environment takes place. -Attacks: A specific attack can be used. Selecting multiple times can empower the attack or add new ones. -Summon: Summon your Zanpakutō's spirit to this plane. Duration of Bankai doubled if only power selected. -Empowerment: Gives the Soul Reaper's body a boost.
Epic Soul Reaper
|24th||Flash Step 30ft|
|25th||Armor Bonus +5|
|28th||Flash Step 35ft|
|30th||Armor Bonus +6|
4 + 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->
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->.
<-Sample race of your choice-> <-class name-> Starting Package
|This section is not complete, and needs to be finished. Edit this Page|
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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: Soul reaper armor Gold: 60 gp.
Playing a Soul Reaper
Religion: By alignment
Other Classes: Empathy with other Soul Reapers.
Combat: Striker. Maintains high damage output and mobility.
Advancement: Multi-classing is generally undesirable.
Meditation: Meditation is similar to reading a book. It's an act of concentration and mental absorption. You can still perform some minor tasks while meditating, such as eating or walking, just like reading a book.
Soul Reaper's in the World
|“||Outta my way! Soul Reaper coming through!||”|
|—Arkius, Human Soul Reaper|
Daily Life: Demon hunting and breakfast at Tiffanie's
Organizations: Soul Reaper Societies or Organizations
NPC Reactions: Just another lost traveler.
Soul Reaper Lore
Characters with ranks in Knowledge(religion) can research Soul Reapers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||A black clad hunter of demons.|
|10||Wielder of a special spirit weapon with unique properties.|
|15||Able to teleport between short distances and increase their speed dramatically.|
|20|| Any specific information about a single Soul Reaper.