Reaper of Chronepsis (3.5e Class)
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Reaper of Chronepsis
The Reapers are a reserved and militaristic priesthood devoted to the draconic deity of fate, death, and judgement. They strive to uphold their oaths to the mighty Chronepsis, and to maintain his balance in all things. This can send them to all corners of the earth and all walks of life, in the search for and destruction of any that upset that balance. The Reapers get along reasonably well with the followers of most benevolent gods, and—given their tenets—often aid other priesthoods with problems considered to be within their sphere of influence. The Reapers are bound by a series of laws that have been given many names over the years, but are best known as the Reaper's Creed; see the religion section below for more details.
Making a Reaper
A Reaper is a powerful melee combatant specializing in the use of scythes, capable of using a variety of divine powers granted by her god to smite the profane and the evil. Because of this, many of her abilities will prove useless against those not aligned with the forces of death and hell—although her combat prowess is not to be ignored, even without those advantages. She does not wear heavy armor or use shields, since her weapons of choice require both hands and unhindered movement, but some of her most unique powers leave her difficult to slay, nonetheless. She is strong of will and her martial training emphasizes the grace and flexibility needed to combat the numberless dead, but she lacks the fortitude shared by more hardened and warlike classes.
Even outside of combat, however, a Reaper can prove a boon to those around them. They deal with not only the undead, but a number of other supernatural threats. It is necessary that every Reaper be familiar with a large variety of remedies both common and extraordinary, and even more so that they be resistant to a great many of the venoms and poisons they might be subject to. To this end, Reapers are avid practitioners of Mithridatism—that is, they regularly expose themselves to small but increasing doses of a toxin in order to build up immunity. Driving their immune system into a constant state of activity renders them immune to most common diseases, as well. Another often overlooked strength is their investigative ability—Reapers must be able to find their prey, after all, and the most advanced of them utilize an obscure and dangerous form of shadow magic to supplement this.
Abilities: Wisdom boosts many of the Reaper's divine abilities. Strength, Dexterity, and Constitution are all important for combat, but the priorities will change based on her chosen combat style—see the class feature Reaper's Regimen.
Races: Reptilian humanoids are the most likely to follow Chronepsis and become a Reaper, but humans and the various human half-breeds are not uncommon, due to their wild cultural variety and geographic spread. Most other races rarely find their way into the Reapers' ranks--dwarves and halflings are too withdrawn, elves and gnomes too free-spirited.
Alignment: Chronepsis is perfectly neutral in all things, but does not expect such perfection of his followers; Reapers can be Neutral, Neutral Good, Lawful Neutral, or Chaotic Neutral.
Starting Gold: 4d8×10 gp (180 gp).
Starting Age: Moderate (as Fighter).
|Saving Throws||Special||Spells per Day|
|6th||+4||+2||+5||+5||Mithridatism, Swift Jaunt||—||2||1||—||—|
|20th||+15/+10/+5||+6||+12||+12||Anoxia, Epic Diehard||—||4||4||4||4|
Class Skills (5 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Reaper of Chronepsis:
Weapon and Armor Proficiency: A Reaper of Chronepsis is proficient with all simple weapons, and either Scythes or Kusarigama. Similarly, she can wear light or medium armor depending upon the discipline she chooses at first level.
Reaper's Regimen: A Reaper first undergoes intensive training in one of two combat styles, which forms the foundation of all her future powers and abilities. At 1st level, she must choose which of the two disciplines, and accompanying philosophies, she will pursue:
Reaper of Spite: Light armor and kusarigama are the hallmarks of these Reapers. A Reaper of Spite should give Dexterity a higher priority than Strength—it compliments her lighter armor, and as she grows ever more skillful with her weapon she can even base her attacks on it. Constitution is also less important, leaving more room to focus upon her Wisdom and spellcasting. These warriors emphasize hit-and-run tactics, and take a tactical approach to combat.
Reaper of Might: Medium armor and scythes are the hallmarks of these Reapers. A Reaper of Might should give Strength a higher priority than Dexterity—it enhances her damage, and paves the way to even more raw power. Constitution is more important for this Reaper, since she will more often be in the thick of things, but she can rely on Wisdom and more defensive spellcasting if she desires. These warriors emphasize high damage and take a much more direct approach to combat.
Ethereal Jaunt: Beginning at 3rd level, a Reaper of Chronepsis can enter the Ethereal Plane to combat incorporeal undead more effectively, as per the Ethereal Jaunt spell. This effect lasts a number of rounds equal to her Wisdom modifier. At 6th level, she can activate Ethereal Jaunt as a swift action and her movement speed is only limited to three-quarters normal. At 12th level, her movement speed is not limited at all.
Divine Spellcasting: Starting at 4th level, a Reaper of Chronepsis is granted a small number of divine spells meant to aid her in her duties. To cast a spell, she must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spell she casts is 10 + the spell level + her Wisdom modifier, and her bonus spells are determined by her Wisdom score. Reapers are spontaneous casters, and have access to the following spells:
Mithridatism: By 6th level, a Reaper of Chronepsis has built up a resistance to every common toxin—and a wide variety of those more obscure—and driven her immune system into a state of perpetual overdrive. She is immune to all non-magical poisons, venoms, and diseases. By 12th level, the divine power present in a Reaper's body has allowed her to build up an immunity to exotic poisons and venoms that would previously have killed her, and supplements her hyperactive immune system. She becomes immune to not only mundane poisons, venoms, and diseases, but all magical ones as well.
Diehard: The divine power that a veteran Reaper of Chronepsis serves as a conduit for can sustain her through even the most horrific of injuries, making her nigh impossible to kill. At 10th level a she gains the Diehard feat, even if she does not meet all of the prerequisites, and is immune to death effects. At 15th level, she gains Greater Diehard, and at 20th level she gains Epic Diehard.
Shadow Mantle: At 11th level, a Reaper of Chronepsis is initiated in shadow magic with the relatively simple ability to cloak herself in a shroud of undulating darkness as a swift action. While she is thus obscured she gains a +5 circumstance bonus to all hide checks and can take a move action to obscure her exact position even further, granting herself concealment until her next turn. By 15th level she has fully mastered this ability. The hide bonus granted by the shroud improves to +10, and when she takes a move action to conceal herself she instead gains total concealment.
Shadow Walk: At 18th level, a Reaper of Chronepsis can enter the Shadow Plane in short bursts, covering greater distances where required. The Reaper of Chronepsis can activate this ability as a free action to double her movement speed for that round (And when making a 5ft. step, The Reaper may instead move 10 ft.), she does not provoke any Attacks of Opportunity during this movement from creatures who are not also in the Plane of Shadow. This ability can be used a number of times per day equal to the Reaper of Chronepsis' Wisdom modifier (minimum 1).
Anoxia: Over the years, a Reaper develops an unparalleled connection to Chronepsis—and as a god of death, this link is strongest in the moments nearest to her death. At 20th level, she gains the feat Anoxia, even if she does not meet all of the prerequisites.
A Reaper of Chronepsis who fails to remain neutral, falls in with the undead, or otherwise violates the Reaper's Creed is expelled and hunted by her former comrades. She loses all of the divine abilities granted by this class, including:
5 + Int modifier skill points per level.
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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 "—"->|
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Playing a Reaper
Religion: A Reaper of Chronepsis is, by definition, a member of the militaristic order dedicated to said draconic deity. It is a Reaper's part in Chronepsis' watch over his domains of fate, death, and judgement that shapes her; it is her devotion to her Creed that grants her the power to take that part. The Reaper's Creed is a series of laws that direct the members of the order, composed of X parts:
1. Foremost in the mind of a Reaper must be her imperfection, for this makes her an ideal servant. A Reaper serves Chronepsis, who is truly neutral in all things; thus, a mortal servant could never be a perfect one. It is important that a Reaper remember this, because her god does not require or even want a flawless servant: the varied biases and strengths of her fellows and herself combine to make a whole more perfect than any lesser entity could ever hope to become. An awareness of one's weaknesses promotes cooperation and caution.
2. Fate is a river, meandering and branching; a Reaper the guide that steers the straightest course. Choice is not an illusion—fate has many paths for us all. Were it not so, how could anything be wrong or go awry? A Reaper safeguards the strait and narrow by hunting those who would lead others astray. All meet death someday, but she must not stand idly by while another's journey is cut short. Similarly, she must not upbraid herself on account of those her best efforts cannot protect, for she knows not the tides of fate and their lives are not hers.
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Reapers in the World
|“||I will restore balance to this world, in the name of Chronepsis!||”|
|—Lanaya Carus, human Reaper of Chronepsis|
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Characters with ranks in Knowledge(Religion) can research Reapers of Chronepsis to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. They are written in such a manner that, read in order, it will form a coherent overview of the lore.
|5||Reapers of Chronepsis are a reserved and militaristic order that serve the Draconic deity of death, fate, and judgement.|
|10||Reapers are devoted to eliminating undead—especially necromancers and liches—but they also hunt down mad mages, those who spurn the judgements of a god, or any other criminals that fall within their domain.|
|15||They are bound by the Reaper's Creed, a series of principles meant to bring a kind of peace and order to their lives. A Reaper who violates the Creed is excommunicated and hunted by his or her former peers.|
|20||Reapers get along well with priests of most other faiths, as their order often provides aid regarding issues that are seen to fall within their sphere of influence. This extends even to healers in minor villages, for a Reaper is a walking library of cures and remedies for everything from the common cold to plagues carried only by rare undead strains. Reapers also practice a form of Divine Mithridatism granting immunity to virtually every poison and disease, leaving them in better positions to aid those they go to defend.|
Reapers in the Game
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