Sure, that works for me. Don't forget to put Parry in when you add this.
How about the whirlwind next?
I can get behind that, I guess. Allowing an extra move action is worth something!
Scythe Whirlwind (Ex): The Reaper can use Whirlwind Attack with a scythe as a standard action (instead of the usual full attack action).
Seven Blades is next, I guess. I'm not sure how I want that to work. It should give him extra parries and somehow extra attacks (how is this better than the whirlwind?).
Also, does the whirlwind only work when the seven blades are activated?
Seven Blades (Ex): As a standard action, the reaper can split its scythe into seven separate blades that extend in a circle like the spokes of an umbrella. During this action, the Reaper can make a standard melee attack and a free disarm attack (+20 modifier) that is resolved as if it had the Improved Disarm feat (no attack of opportunity and +4 bonus on its opposed attack roll). It can make the melee and disarm attacks against different opponents or the same opponent.
Once deployed, the Reaper can whirl the Seven Blades like a buzzsaw, giving it bonuses of +X to attack and +Y damage on subsequent rounds.
The Reaper can not make Scythe Sweep special attack while it has deployed its Seven Blades, but gains the use of its Scythe Whirlwind special attack. It can still use Scythe Parry (with a +16 modifier on the roll).
The Reaper gains three additional attacks of opportunity while it has its Seven Blades deployed, which it can use for Parrying it it wishes.
The Reaper can collapse its scythe back into a single blade as a free action.
OA2 said:A special note for the DM: each of the seven swords possesses a special weakness. If the characters specifically attack the item or achieve the condition, the weapon master suffers double damage from hits scored and has a -2 on initiative for the next round. The weaknesses are:
Reaper: Loss of contact with the ground (receives increased damage when levitated/falling/thrown etc.).
The proposed Scythe Whirlwind and Seven Blades work for me. I'd also drop the extra AoOs and parries. How much for +X and +Y? +2 for each, perhaps?
+2 attack and 2d6+6 damage works for me.
Is the disarm bonus really +20? Yikes!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.