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<blockquote data-quote="Obly99" data-source="post: 8700132" data-attributes="member: 7035194"><p><h2 style="text-align: center"><strong><span style="font-size: 26px">Grim Reaper</span></strong></h2><p>A grim reaper is a character who has devoted his life to capture souls who have evaded their last destination. While all the grim reapers have this in mind, their ways change completely between one and the other: while a Neutral Good grim reaper finds himself in front of a Spiritualist and his phantom would try to help them find peace, a Neutral Evil grim reaper probably wouldn't has too much trouble killing the spiritualist and absorbing both him and the phantom. While the good grim reapers are allies of the psychopomps and hunt down the undeads, the evil have no problem cooperating with the undeads and are usually the hounds of the Nine Hells of Baator and recapture souls fleeing their torture.....whether they are deserved or not does not matter.</p><p></p><p><strong>Alignment:</strong> Any.</p><p></p><p><strong>Hit Die:</strong> d10</p><p></p><p><strong>Starting Gold: </strong>3d12×10 gp (190 gp). In addition, each character begins play with an outfit worth 10 gp or less and one scythe.</p><p></p><p><strong>Starting Age:</strong> As fighter.</p><p></p><p><strong>Class Skills</strong></p><p></p><p>The grim reaper’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (planes), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).</p><p></p><p><strong>Skill Ranks Per Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Table: Grim Reaper</strong></p><p></p><table style='width: 100%'><tr><td><p style="text-align: center">Level</p> </td><td><p style="text-align: center">Base Attack Bonus</p> </td><th><p style="text-align: center"><u>Fort</u></p> </th><th><p style="text-align: center"><u>Ref</u></p> </th><th><p style="text-align: center"><u>Will</u></p> </th><td><p style="text-align: center">Special</p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Bound Scythe, Death Affinity, Lore of Life and Death, Smite Soul 1/day, Soulbind, Voice of the Dead</p> </td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Eyes of the Reaper</p> </td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Consume Soul</p> </td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">Reaper Form, Smite Soul 2/day</p> </td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">Necrotic Purge,</p> </td></tr><tr><td><p style="text-align: center">6th</p> </td><td><p style="text-align: center">+6/+1</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">Ray of Necrosis</p> </td></tr><tr><td><p style="text-align: center">7th</p> </td><td><p style="text-align: center">+7/+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">Smite Soul 3/day</p> </td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">+8/+3</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">Aura of Despair</p> </td></tr><tr><td><p style="text-align: center">9th</p> </td><td><p style="text-align: center">+9/+4</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">Inspire Dread</p> </td></tr><tr><td><p style="text-align: center">10th</p> </td><td><p style="text-align: center">+10/+5</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">Smite Soul 4/day,</p> </td></tr><tr><td><p style="text-align: center">11th</p> </td><td><p style="text-align: center">+11/+6/+1</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">Power over Death</p> </td></tr><tr><td><p style="text-align: center">12th</p> </td><td><p style="text-align: center">+12/+7/+2</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">Road of Souls</p> </td></tr><tr><td><p style="text-align: center">13th</p> </td><td><p style="text-align: center">+13/+8/+3</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">Improved Reaper Form, Smite Soul 5/day</p> </td></tr><tr><td><p style="text-align: center">14th</p> </td><td><p style="text-align: center">+14/+9/+4</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">Grave Hands</p> </td></tr><tr><td><p style="text-align: center">15th</p> </td><td><p style="text-align: center">+15/+10/+5</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">Greater Eyes of the Reaper</p> </td></tr><tr><td><p style="text-align: center">16th</p> </td><td><p style="text-align: center">+16/+11/+6/+1</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">Death Sanctuary, Smite Soul 6/day</p> </td></tr><tr><td><p style="text-align: center">17th</p> </td><td><p style="text-align: center">+17/+12/+7/+2</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">Terrible Form</p> </td></tr><tr><td><p style="text-align: center">18th</p> </td><td><p style="text-align: center">+18/+13/+8/+3</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">Deathward</p> </td></tr><tr><td><p style="text-align: center">19th</p> </td><td><p style="text-align: center">+19/+14/+9/+4</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">Deadly Scythe, Inescapable Death, Smite Soul 7/day</p> </td></tr><tr><td><p style="text-align: center">20th</p> </td><td><p style="text-align: center">+20/+15/+10/+5</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">Death Incarnate</p> </td></tr></table><p></p><h4>Class Features</h4><p>All of the following are class features of the Grim Reaper.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Grim Reaper are proficient with all simple and martial weapons, and with light armor. Grim Reapers are not proficient with shields of any kind.</p><p></p><p><strong>Bound Scythe (Ex)</strong></p><p>At 1st level, the grim reaper binds a single scythe to his call. That scythe becomes tied to his very soul, becoming a conduit for their purpose and their weapon of destruction. This scythe is always considered in the associated weapon group for all the disciplines the grim reaper have access to. The grim reaper scythe become almost an extension of his body: he is immune to disarm, steal, and sunder combat maneuvers made against his bound scythe when he holds it and his scythe cannot be broken with a strength check, a helpless grim reaper does not gain this benefit. A grim reaper can select feats that have a minimum number of fighter levels as a prerequisite, treating his grim reaper level as his fighter level, but if the feat specific to select a specific weapon (such as Weapon Specialization), the grim reaper can only select the scythe. The reaper may enchant the scythe normally. Finally, as a supernatural action, the reaper may call the scythe to his hand with a move action as long as he and the scythe are on the same plane. By meditating for 8 hours and expending 100 gp per grim reaper level, he may bind himself to a different scythe, breaking all ties with his former weapon.</p><p></p><p><strong>Death Affinity (Ex)</strong></p><p>By their very nature, grim reapers stand betwixt the veil of life and death. Mindless undead see them as though they were other undead, and do not willfully attack them unless ordered to, or until the grim reaper takes some offensive action against them. Furthermore, intelligent undead, spirit and psychopomp are more inclined to feel closer to the grim reaper than to other living creatures, granting the grim reaper a bonus equal to ½ his grim reaper level to Charisma-based skill checks and Sense Motive checks when interacting with these creature and their starting attitude towards him is one step better.</p><p></p><p><strong>Lore of Life and Death (Su)</strong></p><p>The bound scythe automatically gains the ghost touch and soul-bane qualities when held by the grim reaper: the bane weapon special ability against all creatures with a soul (this work even if the scythe don’t have at least a +1 enhancement bonus, giving at the grim reaper at least a +2 weapon against creature with soul).</p><p></p><p><strong>Smite Soul (Su)</strong></p><p>Once per day, a grim reaper can mark the soul of a foe they wish to take.</p><p></p><p>As a swift action, the grim reaper chooses one target within sight to mark. If this target is a creature with a soul, the grim reaper adds his Charisma bonus (if any) to his attack rolls and adds his grim reaper level to all damage rolls made against the target of his smite. Regardless of the target, smite soul attacks automatically bypass any damage reduction (DR) the creature might have.</p><p></p><p>In addition, while smite soul is in effect, the grim reaper gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the grim reaper targets a creature that is considered to be soulless, the mark is wasted with no effect.</p><p></p><p>The smite’s effects remain until the target is dead or the next time the grim reaper rests and regains his uses of this ability. At 4th level, and every three levels thereafter, the grim reaper may use mark soul one additional time per day as indicated on the table above.</p><p></p><p><strong>Soulbind (Su)</strong></p><p>At 1st level the scythe of a grim reaper is more than just a weapon; it is an instrument for binding souls. Each creature that dies within a 30 foot radius near the reaper, and as long that creature have a soul<strong>*</strong>, have his soul bound into the scythe (keep track of the HD of the soul). Any abilities that use souls within the scythe automatically release that soul. A creature whose soul is bound cannot be resurrected by any means, though the use of a Wish or Miracle spell can release it earlier than expected from the soulbind. The distance increases by 30 ft. every 4 levels to a maximum of 120 ft. at 12th level. The grim reaper cannot use soulbind if the creature can rejuvenate (like the vampires, archdevil with the Infernal Resurrection, demon lord with Abyssal Resurrection, mythic creature with the Immortal ability etc). The grim reaper cannot kill creature with the regeneration unstoppable like the Tarrasque.</p><p></p><p><strong>Note:</strong> If the targets soul is already claimed by a third party, your abilities still function as normal and you will claim the soul upon it's death. However, the entity that claimed the soul will be aware that someone else has stolen what they consider to be theirs and will know your exact location for 1 minute per hit die of the soul claimed. The GM should not notify you if this is the case.</p><p></p><p><strong>Recovering your soul:</strong> If a grim reaper has claimed your soul, he may choose at any time to release it, allowing you to be revived as normal. If the grim reaper dies, his scythe can be destroyed as a normal weapon and all the souls stored are realise, allowing those creatures to be revived as normal.</p><p></p><p><strong>*: </strong>even if outsiders have their souls and bodies as a one unit, soulbind and the other class feature (like lore of life and death and smite soul) work white theme as if they had a normal soul. Soulbind metaphorically absorbs all their essence, mind and will and not just the soul. Soul Sight see them as a superposition and mixture of physical and spiritual body.</p><p></p><p><strong>Voice of the Dead (Ex/Sp)</strong></p><p>A grim reaper’s ability to hear and understand spirits of the dead is developed enough to allow her to speak in this tongue as well. A grim reaper may use the language to understand and be understood by petitioner, psychopomps, souls, and undead creatures (all of which know the voice of the dead as a language, even if it is not listed) and to communicate with each other. Additionally, language is no longer a barrier when the a grim reaper uses a speak with dead spell. At 9th level a grim reaper can use as a spell-like abilities with caster level equal to his grim reaper level, three times per day each, speak with dead and speak with soul.</p><p></p><p><strong>Eyes of the Reaper (Sp)</strong></p><p>At 2nd level a grim reaper's unique nature grants it the ability to distinguish between characters on the cusp of death, and those who have passed beyond the veil. He gains deathwatch as constant spell-like ability, using his grim reaper level as a caster level.</p><p></p><p><strong>Consume Soul (Su)</strong></p><p>At 3rd level the grim reaper may use souls he's captured for his own benefit, ingesting his enemies souls and using their power to fuel his own life force. As a swift action, the grim reaper may consume a soul to regain 1d6 HP. For every five HD the soul possessed, increase the amount of HP regained by 1d6. By taking longer (a full-round action), the grim reaper may ingest the soul more completely, multiplying the number of d6 rolled by three.</p><p></p><p><strong>Reaper Form (Su)</strong></p><p>At 4th level the grim reaper can take the form of the Grim Reaper as a move action. When he enters this state he takes the form of the Death itself. The shape changes from grim reaper to grim reaper but all reflect the death (some take the classic form of the Grim Reaper in a black cloak, other take the shape of Death in in the Castlevania animated series of 2021, other the shape of Malthael of Diablo III) this is purely cosmetic and is description of the grim reaper its thematic calling card, once chosen it can no longer be changed. He floats slightly above the ground and therefore ignores all difficult terrain, this does not increase his base move speed. The grim reaper can enter this form a number of times per day equal to his Charisma modifier and may maintain the form for a number of minutes equal to his class level. While in Reaper form the character gains spell resistance (11 + grim reaper levels). The grim reaper is profoundly different in its Reaper form: for not being recognized by one who knows it, he can attempt a Disguise check with a +20 circumstance bonus. Any attempts to scry or otherwise locate the grim reaper work only if the grim reaper is currently in the form the creature is attempting to locate (or if the creature knows that the two forms are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.</p><p></p><p><strong>Necrotic Purge (Su)</strong></p><p>At 5th level the end of a hose may be compressed to increase the force of the water at the end. So can a soul as well. By ejecting a soul quickly through his scythe, the grim reaper increases the raw destructive power that is dealt by his weapon. As a swift action, the grim reaper may expend a single soul from his scythe, causing the next attack that hits during this turn to deal an additional 1d6 damage. For every three HD the soul possessed, increase the damage dealt by 1d6. This extra damage is multiplied on a critical hit but not with Vital Strike or similar abilities.</p><p></p><p><strong>Ray of Necrosis (Su)</strong></p><p>At 6th level, honing his power, the grim reaper may purge a soul from his soulbound scythe with such force that it blasts out to damage his foes. As a standard action, the grim reaper may eject a single soul from his scythe, making a ranged touch attack at a distance of 100 ft. in a black ray. Creatures hit with this ray take 1d6 damage for every 2 HD the soul possessed.</p><p></p><p><strong>Aura of Despair (Su)</strong></p><p>At 8th level, enemies within 10 feet of the grim reaper take a –2 penalty on all saving throws.</p><p></p><p>This ability functions only while the grim reaper is conscious, not if he is unconscious or dead.</p><p></p><p><strong>Inspire Dread (Su)</strong></p><p>At 9th level the grim reaper connection to the realm of the dead grows stronger, inspiring fear in those who do not share your might. When he charge or make a full attack, he gain the frightful presence ability with a DC 10 + ½ grim reaper levels + grim reaper charisma modifier for 1 round and a range of 30 ft. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to his frightful presence for the next 24 hours. Creatures with a number of HD equal or lower than the grim reaper level -4 but higher than 4 are instead Frightened for 1d4+2 rounds rather than Shaken if they fail. Inspire dread is a fera, mind-affecting effect.</p><p></p><p><strong>Power over Death (Ex)</strong></p><p>Upon reaching 11th level, the grim reaper gains the following traits.</p><p></p><p>-Darkvision 60 feet.</p><p></p><p>-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).</p><p></p><p>-Immunity to death effects, disease, massive damage, paralysis, poison, sleep effects, and stunning.</p><p></p><p>-Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.</p><p></p><p>-No need to breathe, eat, or sleep.</p><p></p><p>-The grim reaper stop aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the grim reaper has already take such penalties, they are removed at this time.</p><p></p><p><strong>Road of Souls (Su)</strong></p><p>At 12th level grim reaper reach the point where souls are not just power, but matter, to be manipulated and bent to his will. As a move action, grim reaper may expend a soul to teleport 10 ft. per HD the soul possessed. This is a conjuration [teleport] effect.</p><p></p><p><strong>Improved Reaper Form (Su)</strong></p><p>At 13th level the grim reaper improved his Reaper Form. The grim reaper can now enter reaper form a number of times per day equal to two times his Charisma modifier and may maintain the form for a number of minutes equal to five times his class level, the grim reaper in reaper form gets a bonus to natural armor equal to ½ his reaper levels, a profane bonus to armor class and saving throw equal to his Charisma modifier and a fly speed (Su) equal to his land speed, for grim reaper without land speed, use his higher base speed.</p><p></p><p><strong>Grave Hands (Su)</strong></p><p>Greveyards have ties to the realm of the dead, and at 14th level grim reaper learn to desecrate a section of ground, causing it to become a temporary graveyard filling with the inhabitants of the realm of the dead. Using this ability is a standard action which uses two of his stored souls, or as a swift action if he use four souls. Grim reaper designate an area of ground within a range of 100 ft. with a radius of 20 ft. Enemies within that area take 5d6 damage and are entangled for a round as hands crawl up and pull them down, ravaging at whatever they can reach. A successfull Reflex save DC 10 + ½ grim reaper levels + grim reaper charisma modifier half the damage and negate the entangled condition. This area lasts for a number of rounds equal to your Charisma modifier before dissipating (minimum one round).</p><p></p><p><strong>Greater Eyes of the Reaper (Su)</strong></p><p>At 15th level a grim reaper's gain spiritsense 60 ft. A grim reaper notices, locates, and can distinguish between living, undead and creatures with a soul within 60 feet, just as if it had the blindsight ability. The grim reaper gains the ability to see the souls of those around him. The souls of creature illuminate to him at a distance of up to 60 ft., appearing like the true form of the creature. Mundane or magical disguise is useless against the grim reaper, only mind blank spell can stop this.</p><p></p><p><strong>Death Sanctuary (Su)</strong></p><p>At 16th level the grim reaper gains a personal extradimensional space, which can contain only his bound scythe. Storing the weapon is a swift action, and retrieving it is a move action. He can now call the scythe even from other planes.</p><p></p><p><strong>Terrible Form (Su)</strong></p><p>At 17th level the grim reaper inspire dread ability is always active when in Reaper Form and if a creature is exposed to it, he gains immunity against it only for 1d4+1 rounds not 24 hours. Creature immune to mind-affecting or fear effect now must save against it but gain a +4 to the save.</p><p></p><p><strong>Deathward (Su)</strong></p><p>At 18th level grim reaper gains immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Living and undead grim reaper now are cure by both negative and positive energy. Undead grim reaper gains his Charisma modifier as a channel resistance.</p><p></p><p><strong>Deadly Scythe (Ex)</strong></p><p>At 19th level the bound scythe, when held by the grim reaper, automatically gains the vorpal weapon quality and his base critical threat of increase to 19-20 before apply other effects like the keen weapon quality or the Improved Critical feat.</p><p></p><p><strong>Inescapable Death (Su)</strong></p><p>At 19th level whenever the grim reaper damage an opponent with a soul, that opponent is under a Dimensional Anchor effect until the end of the grim reaper next turn. Now even Wish or Miracle cannot release a soul captured with soulbind, if the grim reaper doesn't want to free her. The grim reaper can now, with soulbind, prevent a creature to self-resurrect even if the creature can rejuvenate like the vampires, archdevil with the Infernal Resurrection, demon lord with Abyssal Resurrection, mythic creature with the Immortal ability etc, or the target soul is not in his body such as with a lich (inescapable death does not overcome death incarnate, see below). Now the grim reaper can kill creature with the regeneration unstoppable like the Tarrasque if they, brought to negative hit points equal to their Constitution score and within the range of Soulbind, fail a Fortitude save DC 10 + ½ grim reaper levels + grim reaper charisma modifier; the save must be repeated every round they reamin within range and their hp remain below negative constitution. Now even mind blank cannot block greater eyes of the reaper.</p><p></p><p><strong>Death Incarnate</strong></p><p>At 20th level the grim reaper has become death itself and is therefore immune to it. The grim reaper give his soul to the death, that will protect her. The grim reaper gains immunity against any effect which specifically affects a creature’s soul (such as trap the soul, or the abilities of certain monsters). Enter Reaper Form is now a free action. If the Grim Reaper hit an undead creature or an escaped soul (like a spiritualist phantom; other are GM discretion), the creature must immediately make a Will save DC 10 + ½ grim reaper levels + grim reaper charisma modifier or have his soul sucked into the scythe like per the Soulbind and Inescapable Death class features. If the Grim Reaper would take enough damage to kill him, instead of dying, his body turns to ash and is blown away. However, because a grim reaper's soul is held by death intself, he rejuvenate at a chosen destination in 1d10 days, but without any gears. Permanently slaying a grim reaper is an achievement subject to GM discretion, but should involve a great quest, artifacts, mythic power and the direct intervention of a deity.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8700132, member: 7035194"] [HEADING=1][CENTER][B][SIZE=7]Grim Reaper[/SIZE][/B][/CENTER][/HEADING] A grim reaper is a character who has devoted his life to capture souls who have evaded their last destination. While all the grim reapers have this in mind, their ways change completely between one and the other: while a Neutral Good grim reaper finds himself in front of a Spiritualist and his phantom would try to help them find peace, a Neutral Evil grim reaper probably wouldn't has too much trouble killing the spiritualist and absorbing both him and the phantom. While the good grim reapers are allies of the psychopomps and hunt down the undeads, the evil have no problem cooperating with the undeads and are usually the hounds of the Nine Hells of Baator and recapture souls fleeing their torture.....whether they are deserved or not does not matter. [B]Alignment:[/B] Any. [B]Hit Die:[/B] d10 [B]Starting Gold: [/B]3d12×10 gp (190 gp). In addition, each character begins play with an outfit worth 10 gp or less and one scythe. [B]Starting Age:[/B] As fighter. [B]Class Skills[/B] The grim reaper’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (planes), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha). [B]Skill Ranks Per Level:[/B] 4 + Int modifier. [B]Table: Grim Reaper[/B] [TABLE] [TR] [TD][CENTER]Level[/CENTER][/TD] [TD][CENTER]Base Attack Bonus[/CENTER][/TD] [TH][CENTER][U]Fort[/U][/CENTER][/TH] [TH][CENTER][U]Ref[/U][/CENTER][/TH] [TH][CENTER][U]Will[/U][/CENTER][/TH] [TD][CENTER]Special[/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Bound Scythe, Death Affinity, Lore of Life and Death, Smite Soul 1/day, Soulbind, Voice of the Dead[/CENTER][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Eyes of the Reaper[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Consume Soul[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]Reaper Form, Smite Soul 2/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]Necrotic Purge,[/CENTER][/TD] [/TR] [TR] [TD][CENTER]6th[/CENTER][/TD] [TD][CENTER]+6/+1[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]Ray of Necrosis[/CENTER][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][CENTER]+7/+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]Smite Soul 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]+8/+3[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]Aura of Despair[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][CENTER]+9/+4[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]Inspire Dread[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10th[/CENTER][/TD] [TD][CENTER]+10/+5[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]Smite Soul 4/day,[/CENTER][/TD] [/TR] [TR] [TD][CENTER]11th[/CENTER][/TD] [TD][CENTER]+11/+6/+1[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]Power over Death[/CENTER][/TD] [/TR] [TR] [TD][CENTER]12th[/CENTER][/TD] [TD][CENTER]+12/+7/+2[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]Road of Souls[/CENTER][/TD] [/TR] [TR] [TD][CENTER]13th[/CENTER][/TD] [TD][CENTER]+13/+8/+3[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]Improved Reaper Form, Smite Soul 5/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]14th[/CENTER][/TD] [TD][CENTER]+14/+9/+4[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]Grave Hands[/CENTER][/TD] [/TR] [TR] [TD][CENTER]15th[/CENTER][/TD] [TD][CENTER]+15/+10/+5[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]Greater Eyes of the Reaper[/CENTER][/TD] [/TR] [TR] [TD][CENTER]16th[/CENTER][/TD] [TD][CENTER]+16/+11/+6/+1[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]Death Sanctuary, Smite Soul 6/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]17th[/CENTER][/TD] [TD][CENTER]+17/+12/+7/+2[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]Terrible Form[/CENTER][/TD] [/TR] [TR] [TD][CENTER]18th[/CENTER][/TD] [TD][CENTER]+18/+13/+8/+3[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]Deathward[/CENTER][/TD] [/TR] [TR] [TD][CENTER]19th[/CENTER][/TD] [TD][CENTER]+19/+14/+9/+4[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]Deadly Scythe, Inescapable Death, Smite Soul 7/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]20th[/CENTER][/TD] [TD][CENTER]+20/+15/+10/+5[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]Death Incarnate[/CENTER][/TD] [/TR] [/TABLE] [HEADING=3]Class Features[/HEADING] All of the following are class features of the Grim Reaper. [B]Weapon and Armor Proficiency:[/B] Grim Reaper are proficient with all simple and martial weapons, and with light armor. Grim Reapers are not proficient with shields of any kind. [B]Bound Scythe (Ex)[/B] At 1st level, the grim reaper binds a single scythe to his call. That scythe becomes tied to his very soul, becoming a conduit for their purpose and their weapon of destruction. This scythe is always considered in the associated weapon group for all the disciplines the grim reaper have access to. The grim reaper scythe become almost an extension of his body: he is immune to disarm, steal, and sunder combat maneuvers made against his bound scythe when he holds it and his scythe cannot be broken with a strength check, a helpless grim reaper does not gain this benefit. A grim reaper can select feats that have a minimum number of fighter levels as a prerequisite, treating his grim reaper level as his fighter level, but if the feat specific to select a specific weapon (such as Weapon Specialization), the grim reaper can only select the scythe. The reaper may enchant the scythe normally. Finally, as a supernatural action, the reaper may call the scythe to his hand with a move action as long as he and the scythe are on the same plane. By meditating for 8 hours and expending 100 gp per grim reaper level, he may bind himself to a different scythe, breaking all ties with his former weapon. [B]Death Affinity (Ex)[/B] By their very nature, grim reapers stand betwixt the veil of life and death. Mindless undead see them as though they were other undead, and do not willfully attack them unless ordered to, or until the grim reaper takes some offensive action against them. Furthermore, intelligent undead, spirit and psychopomp are more inclined to feel closer to the grim reaper than to other living creatures, granting the grim reaper a bonus equal to ½ his grim reaper level to Charisma-based skill checks and Sense Motive checks when interacting with these creature and their starting attitude towards him is one step better. [B]Lore of Life and Death (Su)[/B] The bound scythe automatically gains the ghost touch and soul-bane qualities when held by the grim reaper: the bane weapon special ability against all creatures with a soul (this work even if the scythe don’t have at least a +1 enhancement bonus, giving at the grim reaper at least a +2 weapon against creature with soul). [B]Smite Soul (Su)[/B] Once per day, a grim reaper can mark the soul of a foe they wish to take. As a swift action, the grim reaper chooses one target within sight to mark. If this target is a creature with a soul, the grim reaper adds his Charisma bonus (if any) to his attack rolls and adds his grim reaper level to all damage rolls made against the target of his smite. Regardless of the target, smite soul attacks automatically bypass any damage reduction (DR) the creature might have. In addition, while smite soul is in effect, the grim reaper gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the grim reaper targets a creature that is considered to be soulless, the mark is wasted with no effect. The smite’s effects remain until the target is dead or the next time the grim reaper rests and regains his uses of this ability. At 4th level, and every three levels thereafter, the grim reaper may use mark soul one additional time per day as indicated on the table above. [B]Soulbind (Su)[/B] At 1st level the scythe of a grim reaper is more than just a weapon; it is an instrument for binding souls. Each creature that dies within a 30 foot radius near the reaper, and as long that creature have a soul[B]*[/B], have his soul bound into the scythe (keep track of the HD of the soul). Any abilities that use souls within the scythe automatically release that soul. A creature whose soul is bound cannot be resurrected by any means, though the use of a Wish or Miracle spell can release it earlier than expected from the soulbind. The distance increases by 30 ft. every 4 levels to a maximum of 120 ft. at 12th level. The grim reaper cannot use soulbind if the creature can rejuvenate (like the vampires, archdevil with the Infernal Resurrection, demon lord with Abyssal Resurrection, mythic creature with the Immortal ability etc). The grim reaper cannot kill creature with the regeneration unstoppable like the Tarrasque. [B]Note:[/B] If the targets soul is already claimed by a third party, your abilities still function as normal and you will claim the soul upon it's death. However, the entity that claimed the soul will be aware that someone else has stolen what they consider to be theirs and will know your exact location for 1 minute per hit die of the soul claimed. The GM should not notify you if this is the case. [B]Recovering your soul:[/B] If a grim reaper has claimed your soul, he may choose at any time to release it, allowing you to be revived as normal. If the grim reaper dies, his scythe can be destroyed as a normal weapon and all the souls stored are realise, allowing those creatures to be revived as normal. [B]*: [/B]even if outsiders have their souls and bodies as a one unit, soulbind and the other class feature (like lore of life and death and smite soul) work white theme as if they had a normal soul. Soulbind metaphorically absorbs all their essence, mind and will and not just the soul. Soul Sight see them as a superposition and mixture of physical and spiritual body. [B]Voice of the Dead (Ex/Sp)[/B] A grim reaper’s ability to hear and understand spirits of the dead is developed enough to allow her to speak in this tongue as well. A grim reaper may use the language to understand and be understood by petitioner, psychopomps, souls, and undead creatures (all of which know the voice of the dead as a language, even if it is not listed) and to communicate with each other. Additionally, language is no longer a barrier when the a grim reaper uses a speak with dead spell. At 9th level a grim reaper can use as a spell-like abilities with caster level equal to his grim reaper level, three times per day each, speak with dead and speak with soul. [B]Eyes of the Reaper (Sp)[/B] At 2nd level a grim reaper's unique nature grants it the ability to distinguish between characters on the cusp of death, and those who have passed beyond the veil. He gains deathwatch as constant spell-like ability, using his grim reaper level as a caster level. [B]Consume Soul (Su)[/B] At 3rd level the grim reaper may use souls he's captured for his own benefit, ingesting his enemies souls and using their power to fuel his own life force. As a swift action, the grim reaper may consume a soul to regain 1d6 HP. For every five HD the soul possessed, increase the amount of HP regained by 1d6. By taking longer (a full-round action), the grim reaper may ingest the soul more completely, multiplying the number of d6 rolled by three. [B]Reaper Form (Su)[/B] At 4th level the grim reaper can take the form of the Grim Reaper as a move action. When he enters this state he takes the form of the Death itself. The shape changes from grim reaper to grim reaper but all reflect the death (some take the classic form of the Grim Reaper in a black cloak, other take the shape of Death in in the Castlevania animated series of 2021, other the shape of Malthael of Diablo III) this is purely cosmetic and is description of the grim reaper its thematic calling card, once chosen it can no longer be changed. He floats slightly above the ground and therefore ignores all difficult terrain, this does not increase his base move speed. The grim reaper can enter this form a number of times per day equal to his Charisma modifier and may maintain the form for a number of minutes equal to his class level. While in Reaper form the character gains spell resistance (11 + grim reaper levels). The grim reaper is profoundly different in its Reaper form: for not being recognized by one who knows it, he can attempt a Disguise check with a +20 circumstance bonus. Any attempts to scry or otherwise locate the grim reaper work only if the grim reaper is currently in the form the creature is attempting to locate (or if the creature knows that the two forms are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. [B]Necrotic Purge (Su)[/B] At 5th level the end of a hose may be compressed to increase the force of the water at the end. So can a soul as well. By ejecting a soul quickly through his scythe, the grim reaper increases the raw destructive power that is dealt by his weapon. As a swift action, the grim reaper may expend a single soul from his scythe, causing the next attack that hits during this turn to deal an additional 1d6 damage. For every three HD the soul possessed, increase the damage dealt by 1d6. This extra damage is multiplied on a critical hit but not with Vital Strike or similar abilities. [B]Ray of Necrosis (Su)[/B] At 6th level, honing his power, the grim reaper may purge a soul from his soulbound scythe with such force that it blasts out to damage his foes. As a standard action, the grim reaper may eject a single soul from his scythe, making a ranged touch attack at a distance of 100 ft. in a black ray. Creatures hit with this ray take 1d6 damage for every 2 HD the soul possessed. [B]Aura of Despair (Su)[/B] At 8th level, enemies within 10 feet of the grim reaper take a –2 penalty on all saving throws. This ability functions only while the grim reaper is conscious, not if he is unconscious or dead. [B]Inspire Dread (Su)[/B] At 9th level the grim reaper connection to the realm of the dead grows stronger, inspiring fear in those who do not share your might. When he charge or make a full attack, he gain the frightful presence ability with a DC 10 + ½ grim reaper levels + grim reaper charisma modifier for 1 round and a range of 30 ft. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to his frightful presence for the next 24 hours. Creatures with a number of HD equal or lower than the grim reaper level -4 but higher than 4 are instead Frightened for 1d4+2 rounds rather than Shaken if they fail. Inspire dread is a fera, mind-affecting effect. [B]Power over Death (Ex)[/B] Upon reaching 11th level, the grim reaper gains the following traits. -Darkvision 60 feet. -Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). -Immunity to death effects, disease, massive damage, paralysis, poison, sleep effects, and stunning. -Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. -No need to breathe, eat, or sleep. -The grim reaper stop aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the grim reaper has already take such penalties, they are removed at this time. [B]Road of Souls (Su)[/B] At 12th level grim reaper reach the point where souls are not just power, but matter, to be manipulated and bent to his will. As a move action, grim reaper may expend a soul to teleport 10 ft. per HD the soul possessed. This is a conjuration [teleport] effect. [B]Improved Reaper Form (Su)[/B] At 13th level the grim reaper improved his Reaper Form. The grim reaper can now enter reaper form a number of times per day equal to two times his Charisma modifier and may maintain the form for a number of minutes equal to five times his class level, the grim reaper in reaper form gets a bonus to natural armor equal to ½ his reaper levels, a profane bonus to armor class and saving throw equal to his Charisma modifier and a fly speed (Su) equal to his land speed, for grim reaper without land speed, use his higher base speed. [B]Grave Hands (Su)[/B] Greveyards have ties to the realm of the dead, and at 14th level grim reaper learn to desecrate a section of ground, causing it to become a temporary graveyard filling with the inhabitants of the realm of the dead. Using this ability is a standard action which uses two of his stored souls, or as a swift action if he use four souls. Grim reaper designate an area of ground within a range of 100 ft. with a radius of 20 ft. Enemies within that area take 5d6 damage and are entangled for a round as hands crawl up and pull them down, ravaging at whatever they can reach. A successfull Reflex save DC 10 + ½ grim reaper levels + grim reaper charisma modifier half the damage and negate the entangled condition. This area lasts for a number of rounds equal to your Charisma modifier before dissipating (minimum one round). [B]Greater Eyes of the Reaper (Su)[/B] At 15th level a grim reaper's gain spiritsense 60 ft. A grim reaper notices, locates, and can distinguish between living, undead and creatures with a soul within 60 feet, just as if it had the blindsight ability. The grim reaper gains the ability to see the souls of those around him. The souls of creature illuminate to him at a distance of up to 60 ft., appearing like the true form of the creature. Mundane or magical disguise is useless against the grim reaper, only mind blank spell can stop this. [B]Death Sanctuary (Su)[/B] At 16th level the grim reaper gains a personal extradimensional space, which can contain only his bound scythe. Storing the weapon is a swift action, and retrieving it is a move action. He can now call the scythe even from other planes. [B]Terrible Form (Su)[/B] At 17th level the grim reaper inspire dread ability is always active when in Reaper Form and if a creature is exposed to it, he gains immunity against it only for 1d4+1 rounds not 24 hours. Creature immune to mind-affecting or fear effect now must save against it but gain a +4 to the save. [B]Deathward (Su)[/B] At 18th level grim reaper gains immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Living and undead grim reaper now are cure by both negative and positive energy. Undead grim reaper gains his Charisma modifier as a channel resistance. [B]Deadly Scythe (Ex)[/B] At 19th level the bound scythe, when held by the grim reaper, automatically gains the vorpal weapon quality and his base critical threat of increase to 19-20 before apply other effects like the keen weapon quality or the Improved Critical feat. [B]Inescapable Death (Su)[/B] At 19th level whenever the grim reaper damage an opponent with a soul, that opponent is under a Dimensional Anchor effect until the end of the grim reaper next turn. Now even Wish or Miracle cannot release a soul captured with soulbind, if the grim reaper doesn't want to free her. The grim reaper can now, with soulbind, prevent a creature to self-resurrect even if the creature can rejuvenate like the vampires, archdevil with the Infernal Resurrection, demon lord with Abyssal Resurrection, mythic creature with the Immortal ability etc, or the target soul is not in his body such as with a lich (inescapable death does not overcome death incarnate, see below). Now the grim reaper can kill creature with the regeneration unstoppable like the Tarrasque if they, brought to negative hit points equal to their Constitution score and within the range of Soulbind, fail a Fortitude save DC 10 + ½ grim reaper levels + grim reaper charisma modifier; the save must be repeated every round they reamin within range and their hp remain below negative constitution. Now even mind blank cannot block greater eyes of the reaper. [B]Death Incarnate[/B] At 20th level the grim reaper has become death itself and is therefore immune to it. The grim reaper give his soul to the death, that will protect her. The grim reaper gains immunity against any effect which specifically affects a creature’s soul (such as trap the soul, or the abilities of certain monsters). Enter Reaper Form is now a free action. If the Grim Reaper hit an undead creature or an escaped soul (like a spiritualist phantom; other are GM discretion), the creature must immediately make a Will save DC 10 + ½ grim reaper levels + grim reaper charisma modifier or have his soul sucked into the scythe like per the Soulbind and Inescapable Death class features. If the Grim Reaper would take enough damage to kill him, instead of dying, his body turns to ash and is blown away. However, because a grim reaper's soul is held by death intself, he rejuvenate at a chosen destination in 1d10 days, but without any gears. Permanently slaying a grim reaper is an achievement subject to GM discretion, but should involve a great quest, artifacts, mythic power and the direct intervention of a deity. [/QUOTE]
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