DnD:BAReaper

(Difference between revisions)
Jump to: navigation, search
(Deaths Bargain)
(Discription)
Line 12: Line 12:
 
*HD: 1d10
 
*HD: 1d10
 
*Skill Points: 2+ Int Mod.
 
*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).
+
*Class Skills: The Reapers class skills are Craft (Int), Diplomacy (Cha), Heal (Wis),Intimidate (Cha), 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).
 
*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==
 
==Table==

Revision as of 22:30, 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), Heal (Wis),Intimidate (Cha), 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).

Table

Level Base Attack Fort Save Ref Save Will Save Special
1 +1 +2 +0 +2 Souls Strike
Reaping Lvl 1
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 Lvl 2
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 Lvl 3
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 Lvl 4
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 Lvl 5
Reapers Focus (+10)
Deaths Bargain (Resurrection)
Storm of Souls (Tier 4)

Abilities

Soul Strike

The Reaper may attempt to shatter the soul of an enemy.

  • 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).

Reaping

If a Reaper does damage with his soul strike, he may attempt, as a free action, a reaping.

  • The target is allowed a Fort save DC 10 + (1/2 the Reapers level) + Charisma Modifier to resist the reaping.
  • The Reaper may only hold one fragment from a target, he must choose at each reaping which fragment to retain. While retaining the fragment the reaper gains an enhancement bonus equal to the penalty inflicted.
    • At 1st level the Reaper may retain a fragment that inflicts a 1d6 Strength penalty.
    • At 5th level the Reaper may retain a fragment that inflicts a 1d6 penalty to any physical ability score.
    • At 10th level the Reaper may retain a fragment that inflicts a 1d6 penalty to any ability score.
    • At 15th level the Reaper may retain a fragment the inflicts a 1d6 penalty to any two ability score.
    • At 20th Level the Reaper may retain a fragment that inflicts a 1d6 penalty to every ability score.

Well of Souls

Any time a Reaper is in possession of a soul fragment when the target dies he is granted a soul shard.

  • In order for a target to qualify it must have a minimum number of hit dice. (Character level - 3)
  • 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 soul attempts to enter the well, it regains its fragment and is collected by death.
  • Whenever a souls shard enters the well of a reaper the reaper gains the following bonuses. These Bonuses last for 1 min/Reaper level.
    • 1d8 + 1/2 Reaper level Temporary hit points.
    • +2 Sacred bonus to Strength
    • +2 Sacred bonus to Charisma
  • 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. A reaper may use a Full Round Action to acquire and cast a spell.

  • 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.
      • The reason for the Restoration and Resurrection is concept of bartering with death for all or part of a characters soul. And I could have used that verbiage for the description but chose to detail it all so it was in one spot rather than referencing other places.

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.

  • Activating this ability costs 1 soul shard.
  • Activating this ability is a standard action.
    • At 13th level the Reaper may spend 2 additional soul shards to use this ability as a move action.
    • At 19th level the Reaper may spend 4 additional soul shards to use this ability as a swift action
  • This ability causes a burst that effects all creatures in a 30ft radius centered on the Reaper and does 1d6 points of damage. A Will save DC 10 + 1/2 Reaper level + Charisma Modifier halves the damage and removes any additional effects.
    • The reaper may spend additional souls shards to enhance the damage of this ability. For each additional soul shard the Reaper spends in this manner increases the damage by 1d6.
  • The reaper may spend a number of souls shards equal to 1/2 his reaper level.
  • Tier 1, at 6th level the reaper may spend an additional soul shard to add one of the following effects .
    • 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.
  • Tier 2, at 11th level The Reaper may spend two additional souls shards to add one of the following effects.
    • 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
  • Tier 3, at 16th level the Reaper may spend three additional soul shards to add one of the following effects
    • 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.
    • Frightened: The target is frightened for 1 round per two levels of the Reaper.
    • Nauseated: The target is nauseated for 1 round per three levels of the Reaper.
    • Poisoned: The target is poisoned, as if the Reaper had cast poison, using the Reapers level as the caster level.
  • Tier 4, at level 20 the Reaper may spend 4 additional souls shards to add one of the following effects.
    • 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.

Only one additional effect may be added per Storm of Souls.


  • 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