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Trodon
2012-09-26, 08:47 PM
Note: The Stygian Nightmare Discipline is not a work of my own, it is a fantastic homebrew discipline made by Edge, found here. (http://www.giantitp.com/forums/showthread.php?t=162222)

Reaper

A Reaper is a member of an ancient order created by Nelara to keep the balance in Solina. Reapers are known to dress in featureless white cloaks with their hoods up with white skull masks, all usually enchanted to suit their individual needs, along with the weapons they use are unlike any other, having an ever so slight colored aura while drawn, and are said to be from Nelara’s armory herself.
It is said that they’ve mastered the use of their own souls and have gained incredible powers from it. Some members have to ability to vanish through sight or walk through walls, while others can stun their opponents through pure divine power.

Prerequisites:
Path of the Cleric:
Alignment: True Neutral.
Skills: Knowledge (Religion) 8 ranks.
Feats: Weapon Focus (Selected Weapon; see below).
Spells: Able to cast 3rd level Divine spells.
Special: Must have Nelara as a patron deity, must obtain a weapon of Masterwork quality or better of the type of your chosen weapon (should you choose a natural weapon, you may ignore this prerequisite), all feat prerequisites must match the selected weapon, must be approached by an existing member of the Soul Reapers of at least 4th level and sponsored/trained by them.

OR:

Path of the Assassin:
Alignment: True Neutral.
Skills: Hide 8 ranks, Move Silently 8 ranks.
Feats: Weapon Focus (Selected Weapon; see below).
Special: Must have Nelara as a patron deity, must obtain a weapon of Masterwork quality or better of the type of your chosen weapon (should you choose a natural weapon, you may ignore this prerequisite), all feat prerequisites must match the selected weapon, must be approached by an existing member of the Soul Reapers of at least 4th level and sponsored/trained by them.

OR:
Path of the Warrior:
Alignment: True Neutral.
Base Attack Bonus: +5.
Skills: Martial Lore 8 ranks OR Intimidate 8 ranks.
Feats: Weapon Focus (Selected Weapon; see below).
Special: Must have Nelara as a patron deity, must obtain a weapon of Masterwork quality or better of the type of your chosen weapon (should you choose a natural weapon, you may ignore this prerequisite), all feat prerequisites must match the selected weapon, must be approached by an existing member of the Soul Reapers of at least 4th level and sponsored/trained by them.

Class Skills:

If you gained this class through the Path of the Cleric: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int).
Skill Points per level: 2+ Int modifier.

If you gained this class through the Path of the Assassin: Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artiste (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Skill Points per level: 6+ Int Modifier.

If you gained this class through the Path of the Warrior: Climb (Str), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str).
Skill Points per level: 4+ Int Modifier.

Hit Dice: D8

Reaper
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Soul Weapon

2nd|
+2|
+0|
+3|
+3|

3rd|
+3|
+1|
+3|
+3|Soul Sense

4th|
+4|
+1|
+4|
+4|Soul Strike

5th|
+5|
+1|
+4|
+4|Path Ability 1

6th|
+6|
+2|
+5|
+5|Improved Critical

7th|
+7|
+2|
+5|
+5|Soul Sight

8th|
+8|
+2|
+6|
+6|

9th|
+9|
+3|
+6|
+6|Path ability 2

10th|
+10|
+3|
+7|
+7|Nelara's Weapon[/table]

{table=head]Level|Spells

1st||
2nd|
+1 level of existing spellcasting class|
3rd|
+1 level of existing spellcasting class|
4th||
5th|
+1 level of existing spellcasting class|
6th|
+1 level of existing spellcasting class|
7th||
8th|
+1 level of existing spellcasting class|
9th|
+1 level of existing spellcasting class|
10th||[/table]

{table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
1|
1|
0|
2nd|
0|
0|
0|
3rd|
1|
0|
1|
4th|
0|
1|
0|
5th|
1|
0|
0|
6th|
0|
0|
0|
7th|
1|
1|
0|
8th|
0|
0|
1|
9th|
1|
0|
0|
10th|
0|
1|
0|[/table]

Class Features:
Weapon and Armor Proficiencies: A Reaper gains no additional weapon or armor proficiencies.

Spellcasting: If you have taken the Path of the Cleric every level except 1st, 4th, 7th, and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in one divine spellcasting class to which you belonged before the prestige class level. You do now, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Reaper, you must decide which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Maneuvers: If you have taken the Path of the Assassin or the Path of the Warrior at each odd-numbered level you gain a new maneuver known from the Shadow Hand, Stygian Nightmare, or Tiger Claw disciplines (if you chose the Path of the Assassin), or the Devoted Spirit, Diamond Mind, or Stygian Nightmare disciplines (if you chose the path of the Warrior). You must meet a maneuver’s prerequisites to learn it. You add your full Reaper levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 1st, 4th, 7th, and 10th levels you gain an additional maneuver readied per day.

Stances Known: At 3rd and 8th level learn a new martial stance from the Shadow Hand, Stygian Nightmare, or Tiger Claw disciplines (if you chose the Path of the Assassin), or the Devoted Spirit, Diamond Mind, or Stygian Nightmare disciplines (if you chose the path of the Warrior). You must meet the stance’s prerequisites to learn it.

Soul Weapon: At first level the Reaper chooses a weapon/weapons (the same weapon/weapons she used to qualify for the “special” prerequisite before entering this class, if you have selected a natural weapon you instead gain a pair of special gloves/foot wraps to channel your soul). The Reaper draws one of the countless souls gathered by Nelara over the centuries, granting the object increasing magical power as the Reaper advances and achieves deeper levels of soul mastery. The maximum power of the enchantment is equal to her class level, so that at 1st level, she can grant her weapon a +1 enhancement bonus, while at 10th level, she could enchant it with powers up to the cost equivalent of +10 (such as a +5 Ghost Touch, Speed, Dragon Bane Longspear). The Reaper must still fulfill any prerequisites for enchanting the weapon with a specific power, such as alignment or the casting of a specific spell, but she need spend no gold or XP to complete the crafting (although she may have to pay a spellcaster for the required spell). The process takes the same amount of time as normal, however. The Reaper may repeatedly enchant her weapon as she advances in level, improving the weapon as one would add enhancements to an already magical weapon. Once the Reaper has spent the required time meditating on the weapon, it is permanently magical, even if it leaves the Reaper's hands.

If the weapon used to fulfill the "Special" prerequisite for this class is already magical, the bearer may not further enhance the weapon's power until her class level exceeds its current total "plusses". If the Reaper wields two (or more) weapons of the same type as her selected weapon, then she may split up her total “plusses” between them; if it is destroyed, or permanently lost she must meditate with a weapon of the same type as her selected weapon for 24 straight hours. If she is interrupted, she must start over again.

{table=head]Level|
Special

1st|
Awakening, Empathy, 30ft Senses|
2nd|
Lesser Power|
3rd|
Ability Increase. 60ft Senses|
4th|
30ft Darkvision, Speech|
5th|
120ft Senses, Lesser Power|
6th|
60ft Darkvision, Ability Increase|
7th|
Telepathy, 30ft Blindsense|
8th|
120ft Darkvision, Greater Power|
9th|
60ft Blindsense, Ability Increase|
10th|
Greater Power|[/table]

Awakening: At level 1 the Reaper’s Soul Weapon(s) awakens, is given a name, and becomes an intelligent magical item with one stat at 14, one stat at 12, and one stat at 10, chosen by the DM. The Soul Weapon’s alignment always matches the Reapers, and it “lives” to keep the Reaper alive, even at the cost of its own “life”.

Empathy: At level 1 the Soul Weapon(s) can communicate via empathy, pulsating or throbbing to show positive or negative feelings respectively while the Reaper holds it.

Senses: Beginning at 1st level the Soul Weapon’s sight and hearing increase, as shown on the table.

Lesser Power: At 2nd and 5th levels the Soul Weapon(s) gains a lesser power, you may choose a 1st or 2nd level spell (subject to the DMs approval, or the DM may wish to choose) , the Soul Weapon(s) may activate this spell as a spell-like ability 3 times per day. Use the Soul Weapon(s) uses its highest ability score to determine the save DC, and uses the Reaper’s class levels as its caster level.

Ability Increase: At levels 3, 6, and 9, the Reaper increases two of her Soul Weapons(s) ability scores by +2 permanently.

Darkvision: At level 4 the Soul Weapon(s) gains Darkvision, which increases in range as shown on the table.

Speech: At level 4 the Soul Weapon(s) gains speech, it speaks the Reaper’s racial language plus one for every point of intelligence bonus.

Telepathy: At 7th level the Soul Weapon(s) gains telepathy, it may telepathically communicate with the Reaper as long as they are within 30ft of each other.

Blindsense: At level 7 the Soul Weapon(s) gains Blindsense out 30ft and increases as shown on the table.

Greater Power: At 8th and 10th levels the Soul Weapon(s) gains a greater power, you may choose a 3rd or 4th level spell (subject to the DMs approval, or the DM may wish to choose), the Soul Weapon(s) may activate this spell as a spell-like ability 3 times per day. Use the Soul Weapon(s) uses its highest ability score to determine the save DC, and uses the Reaper’s class levels as its caster level.

Soul Sense: At 3rd level the Reaper may, as a move action, sense the souls of others within 60ft of herself, learning their relative power. The souls are given a rating: Fading (four or more levels or hit dice lower than that of the Reaper’s character level), Weak (two to four levels or hit dice lower than the Reaper’s character level), Average (one below to one above the Reaper’s character level in hit dice or levels), Strong (two to four levels or hit dice higher than the Reaper’s character level), and Overpowering (four or more hit dice or levels higher than the Reaper’s character level). A Reaper may do this once per two class levels per day.

Soul Strike: At 4th level the Reaper gains the ability to strike out with her soul itself to attack an opponent. As a standard action the Reaper make a touch attack with any part of her body, this attack is treated as if she were armed. Should she hit, the Reaper deals 1d6+Strength modifier+ Charisma modifier+ any enhancement bonuses and abilities that her Soul Weapon possesses. She may do this 3+Charisma modifier times per day (minimum 1). In addition, the character stops aging, does not die from old age, and incurs no more penalties from aging. (Although they still gain bonuses from aging.)

Path Ability I: At 5th level you gain a different ability depending on what path you entered this class through.

Path of the Cleric: If you gained this class through the Path of the Cleric then your Soul Weapon(s) gains the Spell Storing special ability, if your Soul Weapon(s) already has the Spell Storing ability than the Reaper gains an extra “plus” to use as if she had taken another level in this class for free.

Path of the Assassin: If you gained this class though the Path of the Assassin then you gain the ability to become invisible, as per the Greater Invisibility spell for a number of rounds equal to 5+ your charisma modifier per day, these rounds need not be consecutive. You may use this ability as a standard action, becoming corporeal again is a swift action.

Path of the Warrior: If you gained this class through the Path of the Warrior then your Soul Weapon(s) gains an extra “plus” to use as if she had taken another level in this class for free.

Improved Critical: At 6th level the Reaper gains the Improved Critical feat for her Soul Weapon. If she already has the Improved Critical feat, she may choose another feat in which she meets the prerequisites for.

Soul Sight: At 7th level the Reaper gains Blindsight out to 30ft.

Path Ability II: At 9th level you gain a different ability depending on what path you entered this class through.

Path of the Cleric: If you gained this class through the Path of the Cleric then you gain the ability stun all enemies in a 30ft radius by presenting your holy symbol as a standard action. All enemies within 30ft must make a will save DC: 10+Class level+ Charisma modifier or be stunned for Charisma modifier rounds.

Path of the Assassin: If you gained this class through the Path of the Assassin then you gain the ability to become Incorporeal for a number of rounds equal to 1+Charisma modifier per day these rounds need not be consecutive. You may use this ability as a standard action, becoming corporeal again is a swift action.

Path of the Warrior: If you gained this class through the Path of the Warrior then your Soul Weapon(s) gains an extra “plus” to use as if she had taken another level in this class for free.

Nelara’s Weapon: At 10th level your Soul Weapon(s) reaches its highest form, its appearance transforms slightly and it gains its final ability, to strike the soul of a creature directly. You may, once per day per point of Charisma bonus (minimum 1) make a touch attack in place of a normal attack roll. This ability may be used in conjunction with any maneuver, or a spell requiring an attack roll. In addition, while the weapon is in your possession you gain Nelara’s greatest blessing, adding your charisma modifier as a divine bonus to your attacks and damage with your Soul Weapon(s), and to your armor class.



Nelara:

Greater God
Symbol: A scale with a skull on the left, and nothing in the right, with the right side heavier.
Home Plane: Haven't found a good name yet.
Alignment: True Neutral.
Portfolio: Balance, death, life.
Worshipers: Soul Reapers, Neutral beings of all shapes and sizes.
Cleric Alignments: LN, NG, TN, CN, NE.
Domains: Balance, death, fate, life.
Favored Weapon: Twin daggers.



Okay, that's the class for my homebrew campaign setting. I'm very happy with it, except I'm not so sure about the path abilities for the warrior path... Suggestions would be welcome.