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Phosphate
2011-09-28, 07:15 AM
The Rune Reaver
http://www.scenicreflections.com/ithumbs/soul_reaver_raziel_Wallpaper_ladu1.jpg

"We are lonely souls, Dok. And we like to keep it that way." - Hesius, Rune Reaver

From the very first time a shaman managed to subdue a natural spirit to its will, there has been an increased interest in the world of the occult for garnering the power of the soul. Idealist druids struggling to keep the spirit of the world safe, adventurous binders seeking the long forgotten and bonding with them, vicious necromancers forcing souls from beyond to return to the mortal plane...the Rune Reavers would have none of that inanity. For them, life is one to live and one to lose. Why waste such great source of energy as a soul by letting it slip away to the outer planes, when you can destroy it and harness its energy? Why, indeed.

Organization: Rune Reavers exist in many societies and follow many paths of life. Usually, though, Rune Reavers are not individualists, but part of larger groups. The most numerous and notable of those are Stoicseers, reaver-monks that live a harsh self-imposed life of hardship in the tall mountains, Gekijin, reaver mercenaries that do mass cleaning operations, and Blue Reapers, a large community of veteran, active and would-be Rune Reavers that is actually as large as a town, housing many training grounds, libraries and academies for its residents.

Race: A member of any race that denies the dead the right to their existence and is indifferent to the morally atrocious acts he is committing can take up the arms, colors, and tattoos of a Rune Reaver.

Religion: Quite obviously none.

Alignment: Any, although time and experience usually make Rune Reavers veer towards neutral with both alignments.

Starting Age: simple
Starting Gold: as warrior
Hit Dice: d12

Class Features

Class Skills: Balance, Concentration, Craft, Heal, Hide, Intimidate, Knowledge (geography), Listen, Martial Lore, Move Silently, Profession, Sense Motive, Spot, Survival
Skillpoints per level: 4 + Int mod (x4 at 1st level)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maximum Rune Level
1st|
+1|
+2|
+0|
+2|Cleave, Runecasting|1

2nd|
+2|
+3|
+0|
+3|Bonus Feat|1

3rd|
+3|
+3|
+1|
+3|Slaying Strike|2

4th|
+4|
+4|
+1|
+4|+1 Str/Cha|2

5th|
+5|
+4|
+1|
+4|Great Cleave, Fear Strike|3

6th|
+6/1|
+5|
+2|
+5|Vital Compass|3

7th|
+7/2|
+5|
+2|
+5|Bonus Feat, Ghastly Ward|4

8th|
+8/3|
+6|
+2|
+6|+1 Str/Cha, Shredding Strike|4

9th|
+9/4|
+6|
+3|
+6|Release from Pain|4

10th|
+10/5|
+7|
+3|
+7|Supreme Cleave|5

11th|
+11/6/1|
+7|
+3|
+7|Barrage of Death|5

12th|
+12/7/2|
+8|
+4|
+8|+1 Str/Cha, Bonus Feat|6

13th|
+13/8/3|
+8|
+4|
+8|Reaper's Revenge|6

14th|
+14/9/4|
+9|
+4|
+9|Improved Barrage of Death|6

15th|
+15/10/5|
+9|
+5|
+9|Walk of Blood|7

16th|
+16/11/6/1|
+10|
+5|
+10|+1 Str/Cha|7

17th|
+17/12/7/2|
+10|
+5|
+10|Bonus Feat|8

18th|
+18/13/8/3|
+11|
+6|
+11|Fugue Burst|8

19th|
+19/14/9/4|
+11|
+6|
+11|Soul Vacuum|9

20th|
+20/15/10/5|
+12|
+6|
+12|Soulslayer's Sword|9[/table]

Class Features

Weapon and Armor Proficiencies: A Rune Reaver is proficient with all simple and martial weapons, and all exotic weapons that require high strength to be used as martial (like the katana). He is also proficient with all types of armor and no shields, and cannot gain proficiency with shields through feats.


Cleave: A Rune Reaver gains Cleave as a bonus feat at level 1. He does not need to qualify for it.

Runecasting: A Rune Reaver casts unique pseudo-spells from soul energy. He stores this energy in different tattoos on his arms and legs, which shine if a soul is stored in them. To make a Rune Reaver's tattoos shine, he must be the one dealing the killing blow against an opponent that:

1. Has a soul (for this, incorporeal and intelligent undead qualify, but outsiders do not)
2. Has at least 6 Cha and 3 Int
3. Has more HD than the Rune Reaver - 5. (normally)

A Rune Reaver may, naturally, refuse to absorb a soul into one of his tattoos. Moreover, if the Rune Reaver's mind was taken over by an opponent, he cannot make the Reaver suck souls at all.

Once per hour, a tattoo from the Reaver automatically depletes by itself.

All Rune Reavers start out with 2 Tattoos on them. In order to gain 2 more tattoos, you may, at any point, give 500 xp. Tiny Reavers have a maximum of 2 Tattoos, Small Reavers of 4, Medium Reavers of 8, Large Reavers of 16, and Huge+ Reavers of 32.

Every level, a Rune Reaver may learn one Soul Power up to his maximum Rune level. In order to use a Soul Power, BOTH a Reaver's Str and Cha must be higher than 10+rune level.



Level 1

Onslaught
Prerequisites: none

Casting time: part of another action
Duration: instantaneous
Range: range of weapon
Cost: 1 rune
Save: no

The Reaver burns a rune the very instant he attacks an opponent with a melee weapon. If you succeed on the attack roll, the target will also receive 5+Cha mod force damage. If you fail, the target still receives 5 force damage. If this is used as part of a Full Attack, you can add 5 force damage only once (however, all attacks that land benefit from Cha mod damage).

Strike of Misery
Prerequisites: none

Casting time: part of another action
Duration: variable
Range: range of weapon
Cost: 1 rune
Save: optional will negates

The Reaver has his foe experience the final moments of the life of someone that the Reaver has slain and channeled into a rune. If he attacks his target and succeeds on the attack roll, the target will be shaken 1 round for every point the attack roll was larger than the AC. The opponent may roll a will save against a DC of 11+Cha mod, but should he fail, he becomes frightened instead of shaken. Unlike other mind affecting abilities, this one can be used normally right after the opponent succeeds on the save.

Arcana Splinter
Prerequisites: none

Casting time: 1 standard action
Duration: 1 round/level+variable
Range: self+variable
Cost: 1 rune
Save: variable

The Reaver converts the spiritual energy of a rune into arcane power. The debris forms a weaker form of Shield around him (for this purpose, treat the Rune Reaver as a sorcerer of the same level), that works just like the abjuration except for the duration (minutes->rounds). Then, as a standard action, the Reaver may cast Burning Hands, Shocking Grasp, or Chill Touch as spell-like abilities with a caster level equal to his class level.

Devour Existence
Prerequisites: none

Casting time: 1 free action
Duration: instantaneous
Range: self/touch
Cost: x runes
Save: will negates secondary

The Reaver metabolizes the spiritual energy of one or more of his runes, healing xd6 hit points and being immune to fatigue and exhaustion for x rounds. He may use this to heal an ally instead, but that ally must make a will save against a DC of 11+class level, and if he fails, he receive 1d4 wisdom damage (he still heals normally).

Supernatural Vigilance
Prerequisites: none

Casting time: passive
Duration: passive
Range: self
Cost: N/A
Save: no

The Reaver gains a bonus to AC equal to the number of runes on him.

Supernatural Might
Prerequisites: none

Casting time: passive
Duration: passive
Range: self
Cost: N/A
Save: no

The Reaver gains a bonus to attack rolls equal to the number of runes on him.

Level 2


Supernatural Evasion
Prerequisites: Supernatural Vigilance

Casting time: part of another action/Immediate
Duration: instant
Range: self
Cost: variable
Save: no

The Reaver enhances his reflexes by consuming a number of runes. If he succeeds on a reflex save that has a partial effect, he may consume 1 rune to ignore the effect. If he fails on a reflex save that has a partial effect, he may consume 2 runes to receive the partial. Also, as an immediate action, if a Reaver is affected by an ability that he can ref save against, he can consume 3 runes to ignore it.


Supernatural Perception
Prerequisites: none

Casting time: passive/standard
Duration: passive/Cha mod minutes
Range: self
Cost: 1 rune
Save: no

The Reaver gains an Insight bonus to Listen and Spot checks equal to the number of runes on him. Also, he can consume 1 rune as a standard action to gain Tremorsense and Darkvision out to 60 feet for Cha mod minutes.

Torment
Prerequisites: Strike of Misery

Casting time: 1 swift action
Duration: instantaneous
Range: weapon's range
Cost: 1 rune
Save: will negates/will

Once per round, you can send memories and impressions from a soul you devoured to an opponent, making him suffer and doubt his own existence. The target is stunned for 2 rounds, and every round must make a will save (DC is always 10+Soul Power Level+Cha mod) and if he fails, he receives 1 Cha damage (if he succeeds he is still stunned).

Vital Boost
Prerequisites: Devour Existence

Casting time: Standard
Duration: Cha mod minutes
Range: self/touch
Cost: 2 runes
Save: no

The Reaver increases the all around vitality of himself or an ally, gaining a profane +1 bonus to all his ability modifiers for Cha mod minutes by consuming 2 runes. During this time, the target of this Soul Power is immune to effects that would temporarily or permanently reduce its ability scores or modifiers, including ability drain and ability damage.

Buried Knowledge
Prerequisites: none

Casting time: Standard
Duration: until you sleep
Range: self
Cost: 1 rune
Save: no

The Reaver attempts to recall knowledge from one of the souls he absorbed. Until the next time he sleeps (or meditates), he is treated as having 10 ranks in any one Knowledge skill he normally didn't have any ranks in. This Soul Power can be used multiple times during the same day, every time applying to a new knowledge.

Level 3

Brute Force
Prerequisites: Buried Knowledge

Casting time: passive
Duration: passive
Range: self
Cost: passive
Save: no

The Reaver, instead of using his own insight, brute forces whatever is left of souls he absorbed to find relevant ideas in their memories. When making checks with skills provided by Buried Knowledge, he can use Charisma instead of Intellect as the relevant modifier. Also, the number of ranks gained via Buried Knowledge is increased to 12.

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Bonus Feat: At levels 2, 7, 12 and 17 a Rune Reaver is granted a feat from the Bonus Fighter Feat list. For purpose of feats that require levels in Fighter, treat a Rune Reaver as a Fighter of his level - 2.

Slaying Strike (Su): The Rune Reaver forces life out of a disabled target. Whenever he reduces a foe at 0 hit points or lower with a melee attack, the hit points of that foe instantly become -10.

+1 Str/Cha: At levels 4, 8, 12 and 16, a Rune Reaver may add 1 point to either his base Strength or Charisma.

Great Cleave: A level 5 Rune Reaver is instantly granted Great Cleave as a bonus feat, ignoring the prerequisites.

Fear Strike (Ex): By level 5 a Rune Reaver killed and destroyed a decent bunch of souls, gaining quite a reputation. He may make an intimidate attempt in battle as a standard action, and if it succeeds, it is treated as a swift action instead, and he gains a +4 bonus to his next attack on the intimidated target.

Vital Compass (Su): Rune Reavers have been around living and in-the-process-of-dying creatures long enough to pick up on their life signs. They gain a +4 competence bonus to Search checks made to find living beings, ignore nonmagical concealment of targets when making melee attacks and if in a deserted area always know the direction towards the nearest relatively populated zone.

Ghastly Ward (Su): Rune Reavers are used to destroying all types of souls - be they docile or hostile. Their weapons are treated as made of force when striking incorporeal targets.

Shredding Strike (Ex): A level 8 Rune Reaver is a master of inflicting both damage and pain to his targets. Whenever you fight with a slashing or bludgeoning weapon, and succeed on an attack roll, you may choose to deal 50% less lethal damage to make the target also receive nonlethal damage equal to your initial damage roll. If an opponent is hit by Shredding Strike two rounds in a row, he will start bleeding for 1d4 lethal and 1d6 nonlethal damage per round until 10 rounds have passed or a Heal DC 25 check was made.

Release from Pain (Sp): Give it up, sonny. By touching an opponent who received more nonlethal damage than he has hit points, as a swift action, the Rune Reaver may force him to succeed on a Fort save with a DC of 15+class level+Cha mod or die.

Supreme Cleave (Ex): Like Great Cleave, except you can make 5 foot steps between each attack.

Barrage of Death (Ex): This works like Pounce, except that if the target you Full Attacked is not killed, you will be staggered for 1 round.

Reaper's Revenge (Su): A Rune Reaver does not like playing games with his own life. If he is targeted by a magical death effect, and survives because he rolled a high save, the caster must roll a Will save against a DC equal to the Reaver's save. If the caster fails this check, he dies.

Improved Barrage of Death (Ex): Like Barrage of Death, except the target must also make a fort save against a DC of 10+class level+Cha mod, and die if he fails.

Walk of Blood (Ex): Like Supreme Cleave, except you can move your whole speed between each attack.

Fugue Burst (Sp): This acts like a Wail of the Banshee cast by a level 18 wizard, except it affects only creatures whose current hit points are equal to the Rune Reaver's/2, or lower. Can only be used Cha mod times per day, the DC is Cha-based, and souls cannot be collected as a result of its use.

Soul Vacuum (Sp): The really old Reavers discovered the secret of ripping the literal fabric that separates this world from the afterlife, sucking everything to one side or the other. Can be used as a swift action on any target within line of sight, forcing him to advance towards you 20 feet and receive 1 point of both Charisma and Wisdom damage. Using Soul Vacuum more than 5 times on a single target will make him mindless, and will also make the Reaver gain a rune.

Soulslayer's Sword: Doesn't actually need to be a sword, however. A Reaver can, by paying 500 XP, make any weapon become capable of storing runes in itself. A weapon, regardless of sides, holds a maximum of 4 runes. Unlike runes on the body, runes on the enchanted weapons do not disappear within an hour. Also, said weapons become impossible to sunder.

Phosphate
2011-10-01, 02:26 AM
Added level 1 and 2 Soul Powers, and one at level 3. Taking more than I expected :smallredface:.