Forever Curious
2010-06-24, 04:11 PM
Well, this was my submission for the last Prc Challenge, and I placed 2nd...so it's not horrible. Let's see what the Playground has to say.
Bloody Reaper
http://th09.deviantart.net/fs7/300W/i/2005/249/5/4/necromancer_by_thetoothless1.jpg
"Are life and sanity worth it when they can be lost so easily?" -Gaven Rixx, a Bloody Reaper
Whether arcane or divine, necromancers ultimately search for a greater connection to death. Some find this through the creation of undead minions to serve them. Others, however, find this through insanity and rampant destruction, sowing anarchy and ruin in their wake.
The latter often become Bloody Reapers: reckless warriors of undeath. They feel that they can more fully embrace the powers of death by experiencing it first hand...or, more accurately, watching others experience it. The orgin of this philosphy is unknown, though several undead bloody reapers claim to be the first to practice their craft. There is no official formal organization of these berserk necromancers, but many newer ones join with the more experience and establish raid parties, learning from their superiors firsthand.
BECOMING A BLOODY REAPER
All bloody reapers begin their career as some form of necromancer, either as a cleric to a god of death or as a dread necromancer. Some even come from sorcerous lineages. Very few wizard bloody reapers exist, as physical force is not their forte. Although it's possible to become a bloody reaper by traveling a solely magical path, many have a level or two in a martial class, most often barbarian.
ENTRY REQUIREMENTS
Alignment: Any non-lawful
Spells: Must be able to cast at least one necromancy spell of 2nd level or higher
Skills: Knowledge (Arcana) 4 ranks
Feats: Power Attack, Weapon Focus (Any)
Base Attack Bonus: +4
Class Skills
The Bloody Reaper's class skills (and the key ability for each skill) are Climb (Str), Concentrate (Con) Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int) Survival (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int
Hit Dice: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|
+1|
+2|
+0|
+2|Deathform Frenzy 1/day (undeath), Somatic Weaponry, Rebuke Undead|-
2nd|
+2|
+3|
+0|
+3|Frenzied Casting, Imbue Weapon|+1 existing class level
3rd|
+3|
+3|
+1|
+3|Deathform Frenzy 2/day (weakening)|+1 existing class level
4th|
+4|
+4|
+1|
+4|Entropic Power Attack|-
5th|
+5|
+4|
+1|
+4|Deathform Frenzy 3/day (reaping)|+1 existing class level
6th|
+6|
+5|
+2|
+5|Frightful Presence|+1 existing class level
7th|
+7|
+5|
+2|
+5|Deathform Frenzy 4/day (enervating)|-
8th|
+8|
+6|
+2|
+6|Soulless Retribution|+1 existing class level
9th|
+9|
+6|
+3|
+6|Deathform Frenzy 5/day (terminating) |+1 existing class level
10th|
+10|
+7|
+3|
+7|Consume the Meek|-[/table]
Weapon Proficiencies: Bloody reapers are proficient with all martial weapons.
Deathform Frenzy (Ex): A bloody reapers can enter a deranged frenzied state, channeling the power of the undead he strives to become. While doing so, he gains a +4 bonus to Strength and, if he makes a full attack action, gain an additional attack at his highest base attack bonus (this does not stack with any other effect that grants additional attacks). However, he takes a -4 penalty to AC and takes 1 point of lethal damage per round. This frenzy last a number of rounds equal to 3 + Constitution modifier. This effect cannot be ended early by any means. The bonuses (but not penalties) of the deathform frenzy stack with those of any rage ability the character has.
While in a deathform frenzy, the bloody reaper cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
During a deathform frenzy, the bloody reaper must attack any creature he perceives as an enemy to the best of his ability with disregard for danger (attacks of opportunity, hazards, etc.). If there are no enemies left by the time the deathform frenzy ends, the bloody reaper must continue to attack the nearest creature (regardless of circumstance). When the frenzy ends, the bloody reaper is fatigued for one minute.
At first level a bloody reaper can enter a deathform frenzy once per day as a swift action. He gains an additional use per day at every other level (but only once per encounter). Whenever a bloody reaper takes damage from any source (attack, spell, trap, etc.), he automatically enters a deathform frenzy if he has any daily uses left unless he succeeds on a Will save (DC 10 + points of damage taken since last action).
At first level, whenever a bloody reaper enters a deathform frenzy, he gains the traits of the "undead" type until the end of the frenzy (excluding HD), but retains his Constitution score and is not immune to effects involving Fortitude saves.
At third level, whenever a bloody reaper succeeds on an attack against a creature during a deathform frenzy, that creatures is fatigued for 1d4 rounds (no save) This ability does not stack with itself. However, if the opponent was already fatigued from another ability, they become exhausted for 1d4 rounds.
At fifth level, whenever a bloody reaper slays a creature during a deathform frenzy, that creature rises one minute later as a zombie or skeleton (bloody reaper's choice) under the bloody reaper's control. The total Hit Die of undead controlled this way can not exceed twice the bloody reaper's class level. This ability is independent of Rebuke Undead.
At seventh level, once per round when a bloody reaper succeeds on an attack against a creature during a deathform frenzy, the attacked creature must make a Will save (DC 10 + bloody reaper's Charisma modifier + bloody reaper's class level) or take 1 negative level.
At ninth level, once per round when a bloody reaper succeeds on an attack against a creature during a deathform frenzy, the attacked creature must make a Fortitude save (DC 10 + bloody reaper's class levels + bloody reaper's Charisma modifier) or be slain instantly. Activating this ability ends the frenzy immediately.
The abilities granted during a Deathform Frenzy are triggered using a free action.
Somatic Weaponry (Ex): A bloody reaper can effortlessly combine his magical prowess with martial fighting. He can cast spells with somatic components even when wielding a weapon (including a two-handed weapon).
Rebuke Undead (Su): A bloody reaper retains his ability to control undead if he could already. Bloody reaper class levels stack with any other class levels to determine his ability to rebuke undead.
Frenzied Casting (Ex): At second level, a bloody reaper can cast spells during a Deathbound Frenzy.
Imbue Weapon (Ex): A bloody reaper develops a closer bound to his instrument of death. He can channel a touch spell through any weapon he's currently wielding (this includes melee, ranged, natural, and improvised weapons). This follows the rules for holding a charge for a touch spell.
Entropic Power Attack (Su): A bloody reaper gains the ability to further fuel his destructive urges through magic. At fourth level, a bloody reaper can sacrifice a spell slot during a power attack as a free action. If he does so, he adds thrice the spell level (minimal 3) to the damage of the power attack, or adds four times the spell level (minimum 4) if wielding a two-handed weapon.
Frightful Presence (Ex): At sixth level, a bloody reaper can unsettle foes with its mere presence. The ability takes effect automatically whenever the bloody reaper attacks or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the bloody reaper. A potentially affected creature that succeeds on a Will save (DC 10 + the bloody reaper's class level + Charisma modifier) remains immune to this ability for 24 hours. Creatures who fail this save are shaken for one minute. This ability stacks with other fear effects, but not with itself.
Soulless Retribution (Su): The bloody reaper can harness the necrotic energy that flows through him, allowing for a vicious surprise should he be slain. When a bloody reaper is slain, it's body emits a pulse of necrotic energy in a 20 foot burst, dealing 15d6 negative energy damage to all creatures in range (no save).
Consume the Meek (Su): At tenth level, a bloody reaper can attempt to devour the life force of his foes. A number of times per day equal to his Constitution modifier, a bloody reaper can project a burst with a 60 foot radius as a full-round action. Creatures with less hit die than the bloody reaper must make a Fortitude save (DC 20 + bloody reaper's Charisma) or instantly be slain. A bloody reaper gains temporary hit points for each hit die of creatures slain this way, as well as a +2 bonus to Strength and Constitution for every 3 creatures slain this way, all of which lasts for 1 hour afterwards and stack with multiple uses of this ability. Creatures that have 1/2 the bloody reaper's Hit Die or less automatically fail their save.
Bloody Reaper
http://th09.deviantart.net/fs7/300W/i/2005/249/5/4/necromancer_by_thetoothless1.jpg
"Are life and sanity worth it when they can be lost so easily?" -Gaven Rixx, a Bloody Reaper
Whether arcane or divine, necromancers ultimately search for a greater connection to death. Some find this through the creation of undead minions to serve them. Others, however, find this through insanity and rampant destruction, sowing anarchy and ruin in their wake.
The latter often become Bloody Reapers: reckless warriors of undeath. They feel that they can more fully embrace the powers of death by experiencing it first hand...or, more accurately, watching others experience it. The orgin of this philosphy is unknown, though several undead bloody reapers claim to be the first to practice their craft. There is no official formal organization of these berserk necromancers, but many newer ones join with the more experience and establish raid parties, learning from their superiors firsthand.
BECOMING A BLOODY REAPER
All bloody reapers begin their career as some form of necromancer, either as a cleric to a god of death or as a dread necromancer. Some even come from sorcerous lineages. Very few wizard bloody reapers exist, as physical force is not their forte. Although it's possible to become a bloody reaper by traveling a solely magical path, many have a level or two in a martial class, most often barbarian.
ENTRY REQUIREMENTS
Alignment: Any non-lawful
Spells: Must be able to cast at least one necromancy spell of 2nd level or higher
Skills: Knowledge (Arcana) 4 ranks
Feats: Power Attack, Weapon Focus (Any)
Base Attack Bonus: +4
Class Skills
The Bloody Reaper's class skills (and the key ability for each skill) are Climb (Str), Concentrate (Con) Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int) Survival (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int
Hit Dice: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|
+1|
+2|
+0|
+2|Deathform Frenzy 1/day (undeath), Somatic Weaponry, Rebuke Undead|-
2nd|
+2|
+3|
+0|
+3|Frenzied Casting, Imbue Weapon|+1 existing class level
3rd|
+3|
+3|
+1|
+3|Deathform Frenzy 2/day (weakening)|+1 existing class level
4th|
+4|
+4|
+1|
+4|Entropic Power Attack|-
5th|
+5|
+4|
+1|
+4|Deathform Frenzy 3/day (reaping)|+1 existing class level
6th|
+6|
+5|
+2|
+5|Frightful Presence|+1 existing class level
7th|
+7|
+5|
+2|
+5|Deathform Frenzy 4/day (enervating)|-
8th|
+8|
+6|
+2|
+6|Soulless Retribution|+1 existing class level
9th|
+9|
+6|
+3|
+6|Deathform Frenzy 5/day (terminating) |+1 existing class level
10th|
+10|
+7|
+3|
+7|Consume the Meek|-[/table]
Weapon Proficiencies: Bloody reapers are proficient with all martial weapons.
Deathform Frenzy (Ex): A bloody reapers can enter a deranged frenzied state, channeling the power of the undead he strives to become. While doing so, he gains a +4 bonus to Strength and, if he makes a full attack action, gain an additional attack at his highest base attack bonus (this does not stack with any other effect that grants additional attacks). However, he takes a -4 penalty to AC and takes 1 point of lethal damage per round. This frenzy last a number of rounds equal to 3 + Constitution modifier. This effect cannot be ended early by any means. The bonuses (but not penalties) of the deathform frenzy stack with those of any rage ability the character has.
While in a deathform frenzy, the bloody reaper cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
During a deathform frenzy, the bloody reaper must attack any creature he perceives as an enemy to the best of his ability with disregard for danger (attacks of opportunity, hazards, etc.). If there are no enemies left by the time the deathform frenzy ends, the bloody reaper must continue to attack the nearest creature (regardless of circumstance). When the frenzy ends, the bloody reaper is fatigued for one minute.
At first level a bloody reaper can enter a deathform frenzy once per day as a swift action. He gains an additional use per day at every other level (but only once per encounter). Whenever a bloody reaper takes damage from any source (attack, spell, trap, etc.), he automatically enters a deathform frenzy if he has any daily uses left unless he succeeds on a Will save (DC 10 + points of damage taken since last action).
At first level, whenever a bloody reaper enters a deathform frenzy, he gains the traits of the "undead" type until the end of the frenzy (excluding HD), but retains his Constitution score and is not immune to effects involving Fortitude saves.
At third level, whenever a bloody reaper succeeds on an attack against a creature during a deathform frenzy, that creatures is fatigued for 1d4 rounds (no save) This ability does not stack with itself. However, if the opponent was already fatigued from another ability, they become exhausted for 1d4 rounds.
At fifth level, whenever a bloody reaper slays a creature during a deathform frenzy, that creature rises one minute later as a zombie or skeleton (bloody reaper's choice) under the bloody reaper's control. The total Hit Die of undead controlled this way can not exceed twice the bloody reaper's class level. This ability is independent of Rebuke Undead.
At seventh level, once per round when a bloody reaper succeeds on an attack against a creature during a deathform frenzy, the attacked creature must make a Will save (DC 10 + bloody reaper's Charisma modifier + bloody reaper's class level) or take 1 negative level.
At ninth level, once per round when a bloody reaper succeeds on an attack against a creature during a deathform frenzy, the attacked creature must make a Fortitude save (DC 10 + bloody reaper's class levels + bloody reaper's Charisma modifier) or be slain instantly. Activating this ability ends the frenzy immediately.
The abilities granted during a Deathform Frenzy are triggered using a free action.
Somatic Weaponry (Ex): A bloody reaper can effortlessly combine his magical prowess with martial fighting. He can cast spells with somatic components even when wielding a weapon (including a two-handed weapon).
Rebuke Undead (Su): A bloody reaper retains his ability to control undead if he could already. Bloody reaper class levels stack with any other class levels to determine his ability to rebuke undead.
Frenzied Casting (Ex): At second level, a bloody reaper can cast spells during a Deathbound Frenzy.
Imbue Weapon (Ex): A bloody reaper develops a closer bound to his instrument of death. He can channel a touch spell through any weapon he's currently wielding (this includes melee, ranged, natural, and improvised weapons). This follows the rules for holding a charge for a touch spell.
Entropic Power Attack (Su): A bloody reaper gains the ability to further fuel his destructive urges through magic. At fourth level, a bloody reaper can sacrifice a spell slot during a power attack as a free action. If he does so, he adds thrice the spell level (minimal 3) to the damage of the power attack, or adds four times the spell level (minimum 4) if wielding a two-handed weapon.
Frightful Presence (Ex): At sixth level, a bloody reaper can unsettle foes with its mere presence. The ability takes effect automatically whenever the bloody reaper attacks or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the bloody reaper. A potentially affected creature that succeeds on a Will save (DC 10 + the bloody reaper's class level + Charisma modifier) remains immune to this ability for 24 hours. Creatures who fail this save are shaken for one minute. This ability stacks with other fear effects, but not with itself.
Soulless Retribution (Su): The bloody reaper can harness the necrotic energy that flows through him, allowing for a vicious surprise should he be slain. When a bloody reaper is slain, it's body emits a pulse of necrotic energy in a 20 foot burst, dealing 15d6 negative energy damage to all creatures in range (no save).
Consume the Meek (Su): At tenth level, a bloody reaper can attempt to devour the life force of his foes. A number of times per day equal to his Constitution modifier, a bloody reaper can project a burst with a 60 foot radius as a full-round action. Creatures with less hit die than the bloody reaper must make a Fortitude save (DC 20 + bloody reaper's Charisma) or instantly be slain. A bloody reaper gains temporary hit points for each hit die of creatures slain this way, as well as a +2 bonus to Strength and Constitution for every 3 creatures slain this way, all of which lasts for 1 hour afterwards and stack with multiple uses of this ability. Creatures that have 1/2 the bloody reaper's Hit Die or less automatically fail their save.