DnD:BAReaper

(Difference between revisions)
Jump to: navigation, search
(Reaping)
(Reaping)
Line 171: Line 171:
 
===Reaping===
 
===Reaping===
 
The Reaper may attempt to shatter the soul of an enemy and take a small piece.   
 
The Reaper may attempt to shatter the soul of an enemy and take a small piece.   
*In order for a target to qualify for reaping it must have hit dice equal to at least the Reapers Character Level -2.
 
 
*Using this ability is a standard action that does not provoke an attack of opportunity.
 
*Using this ability is a standard action that does not provoke an attack of opportunity.
*The reaper makes a touch attack against the target, if successful the target takes damage equal to the number of soul shards in the reapers well(this is negative energy damage).
+
*The reaper makes a touch attack against the target, if successful the target takes damage equal to the number of soul shards in the reapers well + Charisma Modifier.  (this is negative energy damage).
*The Reaping Attack has a secondary effect of attempting to drain the target. As a secondary effect these are not subject to multipliers on critical hits.  A Fort save DC 10 + (1/2 the Reapers level) + Charisma Modifier Negates the secondary effect.
+
*.  A Fort save DC 10 + (1/2 the Reapers level) + Charisma Modifier Negates the secondary effect.
 
**At 1st level the reaper may attempt to Drain the Strength of the opponent, causing 1d6 strength drain.  If successful the Reaper gains the strength drained as an enhancement bonus with a duration of 1 round per HD of the target.  
 
**At 1st level the reaper may attempt to Drain the Strength of the opponent, causing 1d6 strength drain.  If successful the Reaper gains the strength drained as an enhancement bonus with a duration of 1 round per HD of the target.  
 
**At 5th level the reaper may attempt to Drain the Constitution of the target, causing 1d6 constitution drain.  If successful the Reaper gains the constitution drained as an enhancement bonus with a duration of 1 round per HD of the target.  
 
**At 5th level the reaper may attempt to Drain the Constitution of the target, causing 1d6 constitution drain.  If successful the Reaper gains the constitution drained as an enhancement bonus with a duration of 1 round per HD of the target.  

Revision as of 19:45, 20 November 2013

Contents

The Reaper

  • Notes have been added in each section. Most are brief addendums or notations on phrasing that are more about removing complex wording to avoid confusion than anything else. However, the notes on the primary reaping power are significant and focused on game balance and mechanics.

Discription

Role:


  • Alignment: NE
  • HD: 1d10
  • Skill Points: 2+ Int Mod.
  • Class Skills: The Reapers class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
  • Weapons and Armor: Reapers are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
    • I would add Intimidate to the class skills. This does not affect my character, as I gain it racially, but it will impact future players.

Table

Level Base Attack Fort Save Ref Save Will Save Special
1 +1 +2 +0 +2 Reaping (STR)
Well of Souls
2 +2 +3 +0 +3 Reapers Focus (+2)
3 +3 +3 +1 +3 One Foot in the Grave
4 +4 +4 +1 +4 On a Pale Horse
Deaths Bargain 1st
5 +5 +4 +1 +4 Reaping (CON)
Reapers Focus (+4)
6 +6/+1 +5 +2 +5 Reapers Focus (2/day)
Storm of Souls (1st Tier)
7 +7/+2 +5 +2 +5 Consume Shard
8 +8/+3 +6 +2 +6 Deaths Bargain (2nd)
9 +9/+4 +6 +3 +6 Reapers Focus (3/day)
10 +10/+5 +7 +3 +7 Reaping (Level Drain)
Reapers Focus (+6)
11 +11/+6/+1 +7 +3 +7 Deaths Bargain (3rd)
Storm of Souls (Tier 2)
12 +12/+7/+2 +8 +4 +8 Reapers Focus (4/day)
13 +13/+8/+3 +8 +4 +8 Storm of Souls (Move Action)
14 +14/+9/+4 +9 +4 +9 Deaths Bargain (4th)
15 +15/+10/+5 +9 +5 +9 Reaping (2 Neg Lvl)
Reapers Focus (+8)
Reapers Focus (5/day)
16 +16/+11/+6/+1 +10 +5 +10 Storm of Souls (Tier 3)
17 +17/+12/+7/+2 +10 +5 +10 Deaths Bargain (Restoration)
18 +18/+13/+8/+3 +11 +6 +11 Reapers Focus (6/day)
19 +19/+14/+9/+4 +11 +6 +11 Storm of Souls (Swift Action)
20 +20/+15/+10/+5 +12 +6 +12 Reaping (Vampiric)
Reapers Focus (+10)
Deaths Bargain (Resurrection)
Storm of Souls (Tier 4)

Abilities

Reaping

The Reaper may attempt to shatter the soul of an enemy and take a small piece.

  • Using this ability is a standard action that does not provoke an attack of opportunity.
  • The reaper makes a touch attack against the target, if successful the target takes damage equal to the number of soul shards in the reapers well + Charisma Modifier. (this is negative energy damage).
  • . A Fort save DC 10 + (1/2 the Reapers level) + Charisma Modifier Negates the secondary effect.
    • At 1st level the reaper may attempt to Drain the Strength of the opponent, causing 1d6 strength drain. If successful the Reaper gains the strength drained as an enhancement bonus with a duration of 1 round per HD of the target.
    • At 5th level the reaper may attempt to Drain the Constitution of the target, causing 1d6 constitution drain. If successful the Reaper gains the constitution drained as an enhancement bonus with a duration of 1 round per HD of the target.
    • At 10th level the reaper may attempt to damage the very soul of the target, causing 1 negative level.
    • At 15th level the Reaper may attempt to cause 2 negative levels
    • At 20th Level the Reaper may attempt to Drain he very life from the target. If successful the target takes additional damage equal to the number of shards in the Reapers well and the Reaper is healed for the same amount.
      • Opinions on mechanics and phrasing: the secondary stat drains are OP and the primary reaping power is crippled. A Hit Die cap that is lower than the character level eliminates the usefulness in MOST combats, I would replace the HD restriction with a fort save for half damage. Charisma is a secondary stat in the average knight build and most leave it at 14 or 16 since spell levels cap at 4th, so the average soul pool (10th level with 16 cha) would cap at 13 and average 6.5 in any given fight (my high cha bonus only ups the average by 2.5 points). As a once per round Standard Action that requires a to hit roll, it's damage per round averages under 5 points. A 1st level human fighter with a basic +1 longsword and a STR of 16 nearly doubles this. Conversely, the stat drains are incredibly OP. I looked up the mechanics on these too and found that stat drain does stack with itself, as does stat damage, and is therefore limited to a typical max of 1d4 per strike with some undead exceptions like shadows with a d6. If you wish it to be a simple debuff, I would suggest rephrasing it as a "stat penalty" like a Ray of Enfeeblement or perhaps a "negative enhancement modifier" akin to a reverse Bull's Strength. If you intend it to be an actual stat "Drain" or even "Damage" attack, I think it needs lower numbers, perhaps even flat values around 2 points plus 1 point per four or five levels. Personally, I would take the middle ground and opt for 2 points of "damage" instead of "drain", but add some versatility by making the 1st level power do 2 points to a single Physical attribute, the 5th level upgrade could allow mental stats, and the +1 damage being every 5th level. Thereby capping at 6 damage per strike at 20th level instead of 1st. Minimized but stackable and upgradable. Like a first level variant of the 3rd level Bestow Curse spell. The level drains at 10th and 15th I think work just fine, and the 20th level vampiric reaping has the same inherent dps flaw of the 1st level power it's based on. The Vampiric Touch Spell does half it's level in d6s to both damage and healing achieving 10d6 at 20th. A comparable 3rd level dps spell or ability like fireball or lightning bolt does full hd in d6s. They have no healing aspect and cap at 10d6 but they hit an area of effect thereby increasing their damage output substantially. Any of these easily qualify as 20d6 effects by 20th level. One is simply split 50/50 and the others are AoEs. So, even with a decent CHA of 18 or higher, the single target 1st and 20th level damage output is only roughly 1/3 as effective as comparable abilities from any other base or prestige class. Opinion Summary: basic dps is roughly 1/3 what it should be but the secondary effects are the reverse of that being about 3x too powerful. Thoughts?

Well of Souls

Any time a target fails a saving throw vs a reaping attack the Reaper gains a souls shard.

  • The Reaper may hold on to a number of souls shards equal to his level + Charisma Modifier. If the reapers well is full when a reaping attack is successful the shard does not enter the well and is quickly collected by Death.
  • Whenever a souls shard enters the well of a reaper the reaper gains temporary hit points equal to the HD of the creature the souls shard came from. These temporary hit points will late a maximum of 1 hour.
  • A souls shard may be used to replace materials in Item Creation. Each shard has an equivalent value of 50gp.
    • I like saving throw failures for soul gains, nicely done. A simple way to rectify the lack of dps on the reaping power (see previous comment) would be to increase the maximum capacity of the Well without having to change the power itself. I would also place a minimum on the pool of one soul (yours) that cannot be spent, thereby insuring that your reaping would do at least a single point of damage. I would use the basic "Soul Trade" rules, making each soul "shard" value based only on "type" of soul and not the HD (minor 10gp, animal 25gp, and basic 100gp, etc.) Humanoids have basic souls with each shard representing a single hit die. On a personal note, this is of course your creation but, as the player it most directly impacts, I don't like the temp hp mechanics and would prefer a simple healing effect of perhaps 1d6 or possibly even a stackable one point fast healing for 1d6 rounds (for less of an instant gratification but the same hp gain). Shard or HP overflow should still go to Charon himself.

Reapers Focus

At 2nd level, once per day, the Reaper can focus on a single enemy within line of sight as a swift action. That creature remains the Reapers focus until it is reduced to 0 or fewer hit points or surrenders, or until the Reaper designates a new focus, whichever occurs first. The Reaper gains a +2 (Moral) bonus on attack and damage rolls against the target of his focus.

  • At 5th level, and every five levels thereafter, this bonus increases by +2.
  • At 6th level, and every 3 levels thereafter, the Reaper can use this ability one additional time per day.
    • No edits here. I agree with all of it.

One Foot in the Grave

  • The Reaper is an agent of Death, as such he ignores a number of points of positive and negative energy damage equal to his Reaper level.
    • This includes healing as well as damage
  • In addition the Reaper gains a +2 sacred bonus on saving throws against Energy Drain and Negative Levels.
    • This bonus increases at level 6 and every 6 levels beyond that to a maximum of +5 at 18th level
      • Absolutely brilliant. I love it. As an addendum I might allow or even require any positive or negative energy resistance gained by race or feats to add to both sides of this (oh you had 5 points of damage resistance? well now you have healing resistance to equal it!). Plus a preferred multiclass perk, like the human paladin +1 energy resistance per level, would be really neat here.

On a Pale Horse

As a standard action you conjure a Large, quasi-real, horse-like creature. It can be ridden only by you. A Pale Horse has a dingy white head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount is AC 18 (-1 size, +4 natural armor, +5 Dex) and has 5 hit points per Reaper level. If it loses all its hit points, the Pale Horse disappears, but can be summoned again as a standard action. A Pale horse has a speed of 20 feet per two Reaper levels, to a maximum of 100 feet at 10th level. It can bear its rider's weight plus up to 10 pounds per Reaper level.

These mounts gain certain powers according to Reapers level. A mount's abilities include those of mounts of lower caster levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The mount can fly at its speed with a bonus on Fly skill checks equal to your Reaper level.

  • Excellent. No mods needed, but the simpler description of "May cast Phantom Steed at will as a spell-like ability with a caster level equal to the Reaper's class level" would probably suffice since it's identical. =)

Deaths Bargain

A reaper may barter with Death himself in order to gain the use of spells.

  • Using this ability is a move action. The Reaper gains the ability to cast a single spell once, and it must be cast in the same round that it was acquired.
  • A Reaper must have a Charisma score of at least 10 + the level of the spell bartered for in order to use this ability.
  • The save DC for these spells is 10 + (Spell Level) + The reapers Charisma modifier.
  • The Reaper uses his Reaper level -3 as his caster level for the purposes of these spells.
  • At 4th level the Reaper may trade 1 soul shard for the ability to cast a single 1st level Anitpaladin spell once.
  • At 8th level the Reaper may trade 2 soul shards for the ability to cast a single 2nd level Antipaladin spell once.
  • At 11th level the Reaper may trade 3 soul shards for the ability to cast a single 3rd level Antipaladin spell once.
  • At 14th level the Reaper may trade 4 soul shards for the ability to cast a single 4th level Antipaladin spell once.
  • At 17th level the Reaper may trade 5 soul shards for the ability to cast Restoration once.
  • At 20th level the Reaper may trade 10 souls shards for the ability to cast Resurrection once.
    • Again, excellent and well balanced but, I would change the wording to read "As a full round action, the Reaper may acquire and cast one spell as an Anti-Paladin of equal level at a cost of one soul shard per spell level cast" since that description covers the move action to acquire, the standard action required to cast in THAT round, CHA based casting, the DCs, and the class level required for each spell level. I don't think the level penalty is necessary since AP spells are pretty gimp already. Additionally, I might give the reaper death domain or necro spell access (max 4th still obviously) instead of the restoration and resurrection options, Since taking life is much more apropos than giving it back. Just an opinion there though.

Storm of Souls

The Reaper is able to release the souls stored in his well to devastating effect. When released the souls swarm forward damaging his enemies and causing negative effects.

  • This ability is usable a number of times a day equal to 3 + the Reapers Charisma modifier.
  • This ability targets a maximum number of enemies equal to the number of soul shards in the reapers well.( No target may be effected more than once by a single use of this ability.)
  • This ability has a maximum range of 5 ft per 2 Reaper levels.
  • At 6th level this is a standard action.
    • At 13th level this becomes a move action.
    • At 19th level this becomes a swift action.
  • When activated this ability does an amount of damage equal to the number of souls shards in the Reapers well, plus causes an additional effect.
    • The Save DC for the additional effect is 10+ 1/2 Reaper Level + Charisma Modifier.
  • At 6th level you may choose a Tier 1 effect.
  • Tier 1
    • Fatigued: The target is fatigued.
    • Shaken: The target is shaken for 1 round per level of the Reaper.
    • Sickened: The target is sickened for 1 round per level of the Reaper.
  • At 11th level you may choose an additional effect of tier 2 or lower.
  • Tier 2
    • Dazed: The target is dazed for 1 round.
    • Diseased: The target contracts a disease, as if the Reaper had cast contagion, using his Reaper level as his caster level.
    • Staggered: The target is staggered for 1 round per two levels of the Reaper

At 16th level you may choose an additional effect of tier 3 or lower.

  • Tier 3
    • Cursed: The target is cursed, as if the Reaper had cast bestow curse, using his Reaper level as his caster level.
    • Exhausted: The target is exhausted. The Reaper must have the fatigue effect before selecting this effect.
    • Frightened: The target is frightened for 1 round per two levels of the Reaper. The Reaper must have the shaken effect before selecting this effect.
    • Nauseated: The target is nauseated for 1 round per three levels of the Reaper. The Reaper must have the sickened effect before selecting this effect.
    • Poisoned: The target is poisoned, as if the Reaper had cast poison, using the Reapers level as the caster level.

At level 20 you may choose an additional effect of tier 4 or lower.

  • Tier 4
    • Blinded: The target is blinded for 1 round per level of the Reaper.
    • Deafened: The target is deafened for 1 round per level of the Reaper.
    • Paralyzed: The target is paralyzed for 1 round.
    • Stunned: The target is stunned for 1 round per four levels of the Reaper.

These abilities are not cumulative. For example, a 16th-level Reapers Storm of Souls deals 1 point of damage per soul shard and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once an effect is chosen, it can’t be changed.

  • This one I would simplify and base wholly within the anti-paladin channel energy gained at 4th level and the cruelties gained every 4 levels instead of the 3 of the anti-paladin and the 5 you have here. Since Reapers do not have uses of Touch of Corruption to spend to activate their channel energy, they would use shards instead. Perhaps doubling the cost from 2 touches to 4 soul shards, with a cost of an additional 2 soul shards to add ONE cruelty as per the Purifier paladin archetype (total cost 6 shards for one cruelty imbued blast) This limits the number of uses per day in a similar way to the 3+CHA since the well of souls has a similar limit on it already plus it may already be depleted by other powers. Perhaps as a further limitation, have the damage dice and cruelty tiers each cost a soul shard... 10d6 would cost 10 soul shards and a tier 4 cruelty would cost 4 totaling 14 of your pool, but a crappy little 1d6 plus Shaken would only cost 2... In putting this down to 4th level I would suggest putting the 4th level steed up to 6th

Consume Shard

The Reaper gains the ability to consume shards in order to provide the necessities of life.

  • Consuming shards is a standard action that provokes attacks of opportunity.
  • The Reaper may consume a number of shards equal to his reaper level / 2
    • The Reaper may consume 1 Shard to provide nourishment for the day, no longer requiring to eat or drink.
    • The Reaper may consume 1 shard to remove any detrimental effects caused by lack of sleep or exertion.
    • The Reaper may consume 1 shard to heal himself for 1d6 points of damage.(This ability is not effected by One Foot in the Grave)
      • Well done. I have no mods or addendums.
Personal tools
Namespaces
Variants
Actions
Navigation
Games
Toolbox