Soul Reaper (3.5e Prestige Class)

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Soul Reaper
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[edit] Soul Reaper

Elspeth Johannan, you insult the dead with your magic, and you defy the gods. I now fulfill my duty by allowing you to rest with the very dead you seek to raise.
—Marius Rox, Elf Soul Reaper
This section needs a more complete description. For more information please look here

<-fluff about this prestige class->

[edit] Becoming a Soul Reaper

<-why characters pursue this class, what other classes they typically have, and what abilities are important-> Should your character have a righteous personality, seek immortality, or just a purpose in life, then this class is right for them. Due to the Reaper's nature, stealth is a key skill for many reasons, especially later on in this career choice, for the most challenging assignments Reapers are given often involve the death of a single target. The Rogue and the Ranger are both fantastic candidates to become Reapers. Besides stealth, knowledge of the planes helps when being assigned to different realms, climb and swim will be invaluable for a stealthy approach, and a high base attack can't hurt.

Entry Requirements
Alignment: Any non-chaotic non-evil [SPECIAL: Even though Soul Reapers use several death effects, they are all used for the greater good or to pass spirits on to the next world. If a Soul Reaper ever uses her abilities for truly evil deeds, the Reaper Lords may strip her of her powers]
Base Attack Bonus: +5.
Skills: Knowledge (Religion) 5 ranks OR Knowledge (The Planes) 5 ranks.
Special: Mark of the Reaper: The character must have studied the lore of the Reaper Lords and marked himself as a candidate to the Reaper Lords (This may be a mental mark or a physical mark, at the DM’s discretion).
Special: Death: The character must be dead (after receiving the Mark of the Reaper).

Table: The Soul Reaper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Immortality, Trap Soul, Reaper Weapon, Spirit Talk
2nd +2 +3 +0 +3 Cheat Death, Spirit Touch
3rd +3 +3 +1 +3 Ethereal Grace, Soul Reap, Soul Armor
4th +4 +4 +1 +4 Spirit Walk
5th +5 +4 +1 +4 Soul Survivor, Jury of the Reaper Lords
6th +6/+1 +5 +2 +5 Reaper Avatar, Resurrect Soul, Shape of the Omen: Cat
7th +7/+2 +5 +2 +5 Avatar Powers, Improved Reaper Weapon
8th +8/+3 +6 +2 +6 Avatar Powers, Shape of the Omen: Owl
9th +9/+4 +6 +3 +6 Avatar Powers, ???
10th +10/+5 +7 +3 +7 Avatar Powers, Grim Reaper, Shape of the Omen: Raven

Class Skills (2 + Int modifier per level)
Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Knowledge [Arcana, Religion, the Planes](Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Speak Language (Int), Spot (Wis).

Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

[edit] Class Features

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the <-class name->.

Immortality (Su): When becoming a Soul Reaper, the person has to have died. She is resurrected as a Soul Reaper, and she is not quite alive (but not undead). Because she is not completely "living", a Soul Reaper no longer takes any penalties from aging (any penalties that already have occurred remain in place). Also, she can no longer die from old age. Also, all Soul Reapers no longer require sleep. Instead, they require a 4 hour meditation period in which they contact the spirit realm. This contact with the spirit realm is how the Soul Reapers send to the Reaper Lords the souls they’ve taken, as well as how the Reaper Lords contact a reaper if they must. If a Soul Reaper wishes to make contact with her masters, she can, during this meditation, create a small gate to The Coalescence, which is the plane of existence that houses the Reaper Lords. This gate closes when she enters it, and when she returns to the material plane, she returns in the same spot she left from.

Trap Soul (Su): Whenever a Soul Reaper strikes the killing blow against a creature with her Reaper Weapon or with one of her class abilities, she can remove the soul from the deceased body and store its energy within herself. These souls give her energy for some other abilities.
    A Soul Reaper can only hold a maximum of 3 souls at a time, plus 2 per Soul Reaper level after first (5 at 2nd level, 7 at 3rd level, to a maximum of 21 souls at 10th level).
    Every night, as she meditates, a Soul Reaper must give half the souls she has collected (rounded up) to the spirit world, allowing them to move on. If she does not do this any given night, the Reaper Lords will typically curse her with bad luck (-1 Luck penalty to all rolls) until she sends them.

Reaper Weapon: A Reaper is always connected with a weapon that will aid her in collecting souls. When a reaper is first reborn, the very first object she touches that she intends to use as a weapon becomes her Reaper Weapon. This weapon becomes a +1 magic weapon (regardless if the weapon was masterwork, or even makeshift).
    A reaper can change her Reaper Weapon by taking 24 hours to concentrate on bonding with a weapon. At the end of this meditation, she must sacrifice a number of experience points, essentially shifting some of her life force into her desired weapon. The weapon then becomes a magic weapon (if it wasn’t already) and gains an enhancement bonus and/or special abilities. A Reaper cannot create a new reaper weapon if doing so would cost enough experience points to reduce her character level.
    In order to make a non-magical weapon into a reaper weapon, the reaper must pay 50 experience to give it a +1 enhancement bonus. If the weapon already is magical (or is becoming magical by the use of this ability) the reaper can pay an additional 450 experience points to give the weapon the Ghost Touch ability (PH). A Soul Reaper does not need to pay this experience cost if: she still has her previous weapon; she is removing the magic from the old weapon to give it to the new weapon; AND she is not adding any extra magic (i.e. If the old weapon was simply +1, and she's adding Ghost Touch; OR switching from a single weapon to a double weapon or two weapons)
    If the ritual is interrupted, it can be begun again at any time, but it must run for a full 24 hours for the weapon to become a reaper weapon. The reaper pays the XP cost as soon as the ritual has been completed. A reaper can use this ability to make a reaper weapon using a double weapon, two weapons, or natural weapons. When creating a double weapon or two weapons, or enhancing natural weapons, she must pay the experience for each side of the double weapon, or each weapon, plus 10% of the entire cost (if making two ghost touch weapons, she must pay 1100 experience: 500 for each weapon, plus an extra 100 XP for the dual weapon cost). If a reaper lets go of her reaper weapon, it loses all abilities until she has hold of it again. If she loses her reaper weapon, she can simply create a new one, and the old one loses all abilities.
    Whenever using her Reaper Weapon, a Soul Reaper gains a Divine bonus on attack rolls equal to +1 for every 3 souls she has currently stored (to a maximum of a +7 bonus at 10th level, if all 21 souls are collected).

Spirit Talk (Su): Whenever a Soul Reaper meditates, she may speak to any soul that she currently possesses. The soul remembers everything it knew at the time of its death. This soul will not necessarily be helpful, and will often be hostile, if the Soul Reaper was the one that killed it.

Cheat Death (Su): At 2nd level, the reaper lords have given the training reaper a greater form of immortality. Any time the reaper dies from any cause she has a 10% chance to return to life in 2d6 minutes. This chance increases by 10% every level after 2nd (20% at 3rd, 30% at 4th, to a maximum of 90% at 10th level).
    If the reaper returns to life and her body still exists mostly intact, she returns to life in that body, which heals to her maximum HP. If the reaper returns to life and her body still exists, but not intact (the body parts are separated), all the body parts teleport to the single largest part, and they regenerate together, healing the reaper to half her maximum HP. If the reaper returns to life and her body no longer exists in the material realm, a new body is created for her and she returns to life in that body at her maximum HP (the new body may or may not look like the previous body, at the DM’s discretion).

Spirit Touch (Su): At 2nd level, the reaper learns to slightly manipulate life energy. By making a melee touch attack, she can drain a target’s life energy, dealing 1d8 damage and healing herself by the amount dealt. Also, she can reverse this effect: by making a melee touch attack, she can give up any amount of hit points to heal a person she’s touching by the same amount. This ability can be used at will.
    This ability does not utilize positive or negative energy, it simply drains life energy. Because of this, this ability affects living beings as well as undead, but not constructs.

Ethereal Grace (Su): At 3rd level, a reaper’s agility is enhanced to aid her in her fight to restore balance. She gains a +4 divine bonus to her dexterity score, and her movement speeds increase by +5 feet. This bonus is permanent.

Soul Reap (Su): A 3rd level Soul Reaper possesses the ability to simply remove the soul from a living creature, killing it instantly and collecting the soul. Once per day, the Soul Reaper can make a melee touch attack with her Reaper Weapon against a single living creature, declaring the use of this ability. If it successfully strikes, the creature must make a fortitude save (DC 10 + class level + Intelligence Modifier) or die.

Soul Armor (Su): Starting at 3rd level, a Soul Reaper becomes guarded by the soul energy she collects. A Soul Reaper gains a Deflection bonus to AC equal to +1 for every 3 souls she has currently stored (to a maximum of a +7 bonus at 10th level, if all 21 souls are collected).

Spirit Walk (Su): As a swift action, a 4th level Soul Reaper can instantly walk through the spirit world and appear anywhere within 30 feet of where she was standing. She can use this ability to walk a total of 30 feet per day times her intelligence modifier, but she may split this total distance up into smaller distances (i.e. She can walk 30 feet twice, or she can walk 20 feet three times). These distances must all be in 5-foot increments.

Soul Survivor (Su): Starting at 5th level, a Soul Reaper gains even more power from the souls she has collected. A Soul Reaper gains a Divine bonus to all her saving throws equal to +1 for every 3 souls she has currently stored (to a maximum of a +7 bonus at 10th level, if all 21 souls are collected).

Jury of the Reaper Lords: In order to advance to the 6th level of this class (becoming a Reaper Avatar), a Soul Reaper must stand jury before the Reaper Lords and be judged as to whether or not she is qualified to be a Reaper Avatar. Things that would disqualify a Soul Reaper from advancement include, but are not limited to:     -Alignment Issues (having performed some acts of evil, or ignoring the Reaper code of returning souls each night)     -Not collecting enough souls to be of worthwhile to the Reapers     -Preventing the predestined death of a person These disqualifications do not include anything that would cause a Soul Reaper to be completely stripped of their powers (i.e. Truly becoming Chaotic or Evil in alignment, or so many small penalties that it is too much hassle to deal with the Reaper)

Avatar of Death (Su): At 6th level, a Soul Reaper has achieved the rank of a Reaper Avatar, and she can take a full-round action to enter Avatar Form (she can exit Avatar Form as a free action). While in Avatar Form, the Soul Reaper heals from negative energy and is harmed by positive energy. Also, nonmagical physical objects pass through the Avatar's body as though she were ethereal. Magical items function normally. The Soul Reaper can remain in Avatar Form a number of rounds per day equal to 3 + Soul Reaper level + Intelligence Modifier.
    Also, every level after 6th, a Soul Reaper can choose an ability from the list below to learn. These abilities can only be used while in Avatar Form.
-Wings of Shadow (Su): The Avatar Reaper gains black wings that look like fire. She gains a fly speed of 80 feet (Poor).
-Spectre Sight (Su): The Avatar Reaper's eyes become windows to the spirit world. Any time she looks at a person, she is able to see how much health they have, relative to their maximum (i.e. A person is at 75% health, or 50% health).
-Greater Spirit Walk (Su): The Avatar Reaper can use the Spirit Walk ability to much greater effect. As a swift action, she can move up to 50 feet at once. Also, as long as she is in Avatar form, the use of this ability does not subtract from her total distance per day with Spirit Walk.
-Horrid Vision (Su): The Avatar Reaper has a terrifying appearance. Anyone viewing her must make a Will save (DC 10 + class level + Charisma Modifier) or be panicked for 1d4 rounds, and then frightened for 1d6 rounds following. Anyone succeeding the save is shaken for 1 round. A person who has succeeded this save is immune to the effects of this ability for 24 hours.
-Dark Stalking (Su): The Avatar Reaper can become invisible (as Greater Invisibility) for a number of rounds per day equal to 3 + her Intelligence modifier.

Resurrect Soul (Su): At 6th level, a Soul Reaper is trusted with the ability to place a soul she has collected into a soulless body, resurrecting the person (sometimes in a different body). This ability takes one full minute to complete. However, this is highly frowned upon by the Reaper Lords and will usually result in an immediate expulsion from the class and stripping of all powers. Very rarely (if asked in advance), a Soul Reaper can convince a Reaper Lord that there is a worthy cause to use this ability.

Shape of the Omen (Su): A 6th level Soul Reaper learns the mythical art of being an omen of death. This ability allows her to shapeshift into an animal (described below) until she decides to return to normal form. This ability can be used a number of times in a day equal to the Soul Reaper's Intelligence modifier. At 6th level, a Soul Reaper can turn into a black cat. This makes the Soul Reaper a Tiny animal, and she gains a +5 bonus to stealth checks and +5 bonus to perception checks. At 8th level, a Soul Reaper can turn into an owl, which grants the same bonuses as the cat, but also gives wings and the ability to fly. At 10th level, the Soul Reaper can turn into a raven, which grants the same bonuses as the cat and owl, but also gives off an Aura of Fear, causing anyone who witnesses the raven form to make a will save (DC 20 + Intelligence Modifier) or become frightened of the creature.

Improved Reaper Weapon (Su): At 7th level, a Soul Reaper gains a greater bond with her weapon. She may now, with the same ritual used before, gain up to a +5 enhancement bonus to the weapon, as well as Ghost Touch.

??? (Su): At 9th level, the Soul Reaper should get some other abilities that I haven't thought of yet. If you have any ideas, please post them on the discussion page. Thank you.

Grim Reaper (Su): At 10th level, a Soul Reaper is considered to be a true Grim Reaper. This final-level Soul Reaper can enter Avatar Form at will, and remain in Avatar form for an unlimited amount of time.

The epic Reaper gains a bonus feat (selected from the list of epic Reaper feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic Reaper Bonus Feat List: <-list of bonus epic feats->

[edit] Ex-<-pluralized class name->

Should a Reaper violate the most sacred laws of the Reaper Code of Conduct, such as resurrecting the deceased; the Reaper shall be immediately transported to the Coalescence and be tried for their crimes. Should she be found guilty, the Reaper in question will be stripped of all of her powers, save Immortality and Cheat Death, and is condemned to walk the eternal desert of the Coalescence for all eternity. This is effectively the death of the player character without the possibility of resurrection.

[edit] Campaign Information

[edit] Playing a Reaper

This section needs a more complete description. For more information please look here

Combat: Reapers are typically close range fighter/spell-caster hybrids. Their Spirit Walk, Spirit Touch, and Soul Survivor abilities, as well are a testament to this fighting style.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options-> As stated before, the Rogue and the Ranger are excellent multiclass options. The Cleric may already have a good knowledge and attack bonus, and becoming a Reaper can fit seemlessly into his life story.

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations-> Reapers generally work alone or with other Reapers due to their immortal nature and not desiring to reap the souls of their closest friends. Reapers all, more or less, work toward a common goal, that being the safe passage of souls to the next world. Reapers should expect no less than full cooperation from eachother for these reasons. Reapers are inclined to travel with other immortal, non chaotic, non evil, beings. It is not unheard of that reapers unintentionally make acquaintances with mortals and even try to aid them in becoming immortal to avoid losing them.

[edit] Reapers in the World

This section needs a more complete description. For more information please look here
<-Some quote from a character of this class->

Reapers are typically close to the dead, even in society. If you are looking for one, you might consider seeking out the local undertaker, maybe a guard during times of plague or strife, or a source of rare information or keeper of secrets. Reapers will not outright tell you who they are, for they are sworn to secrecy. However, should you ask if they are one, they will not deny their nature. Reapers are somewhat easy to find if you know where to look. Graveyards, old battlefields, and cities rife with plague are good places to start. Reapers generally have similar characteristics. White hair, pale skin, slender build, an air of patience, and an intent, blank stare are all shared traits of Reapers.

NPC Reactions: <-How NPCs react to characters of this class-> Reapers are acquainted with death, so naturally they are feared in the eyes of mortals, and even some immortals who have attained their status through unnatural means. Reapers have an air about them that would make even the most battle-worn war hero turn pale with fear. Naturally, in order avoid detection, a Reaper may train to conceal her menacing aura without much difficulty. A Reaper in this state registers as a normal humanoid, albeit quite pale.

[edit] Reaper Lore

This section needs a more complete description. For more information please look here

Characters with ranks in <-the appropriate skills-> can research <-insert prestige 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
11 <-not so common knowledge->.
16 The Reaper Lords have a plane of existence all to themselves that they live and thrive in. This plane is called "The Coalescence". .
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

[edit] Reapers in the Game

This section needs a more complete description. For more information please look here

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

Adaptation: <-Fitting this class in your campaign-> Should anyone in your party seek immortality, finding a Reaper would be the way to go. Should a member of your party die, the Reaper's Resurrection ability would prove invaluable provided you gave an iron-clad case for letting the deceased return to life to the Reaper Lords. And should you need to simply make death happen the Reaper adapts well to any fighting situation and helps make the cleanup a breeze.

Sample Encounter: <-DM placement for NPC of this class-> Wherever many have died, a reaper will be there. Old battlefields, graveyards, unexplored ruins, caves, undertakers, and catacombs are excellent examples of where Reapers might be found.

EL whatever: <-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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