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<blockquote data-quote="Obly99" data-source="post: 9065651" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Grim Reaper Template CR +6</span></strong></p><p></p><p>Ally of the psychopomps, the grim reaper are divine agents of gods of death. They create grim reaper from their most faithful followers for protecting the balance between life and death.</p><p></p><p style="text-align: center"><strong><span style="font-size: 18px">Creating a Grim Reaper</span></strong></p><p></p><p>“Grim Reaper” is an acquired template that can be added to any mortal living creature with 10 or more Hit Dice (referred to hereafter as the base creature). A grim reaper uses the base creature’s stats and abilities except as noted here.</p><p></p><p><strong>CR:</strong> As the base creature +6.</p><p></p><p><strong>Alignment:</strong> As the deity that create it.</p><p></p><p><strong>Size and Type:</strong> The creature’s type changes to outsider (augmented, extraplanar, psychopomp). Do not recalculate BAB, saves, or skill ranks.</p><p></p><p><strong>Aura:</strong> A grim reaper gains the aura misfortune 20 ft. and unnatural aura with a range of 30 ft.</p><p></p><p><em>Misfortune Aura (Su)</em></p><p>When an enemy creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 20 feet of a grim reaper, it must roll two d20s and take the lowest roll before applying any modifiers.</p><p></p><p><strong>Senses:</strong> A grim reaper gains darkvision 60 ft., low-light vision, spiritsense and status sight.</p><p></p><p><em>Spiritsense (Su)</em></p><p>A grim reaper notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.</p><p></p><p><em>Status Sight (Su)</em></p><p>When a grim reaper gazes on a creature, it can see that creature’s emotion aura and that creature’s current health and overall well-being. This acts as the <em>status</em> spell, as well as the emotion aura aspect of the <em>analyze aura</em> spell.</p><p></p><p><strong>Armor Class:</strong> Natural armor improves by +6.</p><p></p><p><strong>Hit Dice:</strong> Change all racial Hit Dice to d10s. Class Hit Dice are unaffected.</p><p></p><p><strong>Defensive Abilities:</strong> A grim reaper gains DR 10/—, immunity to ability damage to its physical ability scores, ability drain, death effects, disease, energy drain, mind-affecting, paralysis, poison, sleep effects, and stunning. Not at risk of death from massive damage. It gains SR 11 + HD, and resistance to cold 10 and electricity 10. A grim reaper also gains fast healing 10. A grim reaper maintain the defensive abilities of the base creature and gains the following.</p><p></p><p><em>Death’s Grace (Su)</em></p><p>The power of countless souls protects a grim reaper, granting it an insight bonus on all saving throws and to AC equal to its Charisma modifier.</p><p></p><p><em>Deathless (Su)</em></p><p>As a herald of a god of death, a grim reaper is not itself subject to permanent destruction. If slay, it vanishes, only to rejuvenate at full hit points in 1d4 days. Only by slaying the grim reaper and then casting <em>wish</em> prevents the grim reaper reappearance.</p><p></p><p><em>Truly One with Death (Ex)</em></p><p>A grim reaper is healed by both positive and negative energy.</p><p></p><p><strong>Speed:</strong> A grim reaper gains a fly speed (perfect) as a supernatural ability equal to the base creature land speed or 30 ft., whichever is higher.</p><p></p><p><strong>Special Attacks:</strong> A grim reaper maintain the special attacks of the base creature and gains the following.</p><p></p><p><em>Death Strike (Su)</em></p><p>A grim reaper automatically confirms any critical hit with a scythe. A creature damaged by a critical hit from a scythe wielded by a grim reaper must succeed at a Fortitude saving throw DC 10 + ½ grim reaper’s HD + grim reaper’s Charisma modifier or be instantly killed. If the target dies, the grim reaper can make another attack with its scythe as if it possessed the Cleaving Finish feat. If the creature succeed the save, he must make a second Fortitude saving throw with the same DC or gain 1d4 temporary negative levels. Assuming the subject survives, it regains lost levels after a number of hours equal to the grim reaper HD (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from death strike don’t last long enough to do so. A living or undead creature slain by a grim reaper’s death strike is consumed in holy fire and has its remains destroyed as the disintegrate spell. This is a death effect.</p><p></p><p><em>Destroy Soul (Su)</em></p><p>A grim reaper always possesses six gems in which it encapsulates souls with its <em>soul bind</em> spell-like ability. These gems are only useful to the grim reaper that owns them, and if the grim reaper dies, the gems are destroyed as well. As a standard action once per day, a grim reaper can hold up a gem that currently contains a soul and crush it, permanently destroying the soul within and releasing a 30-foot-radius burst of negative energy that inflicts 1d6 negative levels on all creatures in the area of effect. A successful Fortitude saving throw DC 10 + ½ grim reaper’s HD + grim reaper’s Charisma modifier reduces this to 1 negative level. The soul destroyed in the process of using this ability can only be brought back to life by means of a <em>miracle</em> or <em>wish</em> spells. Lost gems are replaced each day when it regains its daily spell-like abilities. This is a death effect.</p><p></p><p><em>Final Death (Su)</em></p><p>A creature killed by a grim reaper can’t be brought back to life by any means short of <em>miracle</em>, <em>true resurrection</em>, or <em>wish</em> spells. A grim reaper senses if a creature it has slain has been restored to life, and automatically know the name, aspect and location of the caster that resurrect the victim. Nothing short of a <em>mind blank</em> spell or the direct intervention of a deity can protect from this divination. If the grim reaper has at least 20 HD, the creature can’t be brought back to life by any means short of divine intervention.</p><p></p><p><em>Inevitability (Su)</em></p><p>A grim reaper that attacks a single living or undead target gains a cumulative +1 insight bonus at the beginning of its turn to its attack and damage rolls against that target. If the grim reaper attacks another creature, it loses this bonus.</p><p></p><p><em>Lurking Death (Su)</em></p><p>As an immediate action, when a creature within 100 feet makes a ranged attack, cast a spell, spell-like ability, manifest a psionic power or use any action that provoke attack of opportunity, the grim reaper can teleport to a square adjacent to the triggering creature and makes a free scythe attack against him. If the attack hits, the grim reaper disrupts the triggering action, negating it.</p><p></p><p><em>No Escape (Su)</em></p><p>A creature that leaves a grim reaper alive and manages to escape from it must succeed at a Will saving throw DC 10 + ½ grim reaper’s HD + grim reaper’s Charisma modifier or suffer from a curse where it incurs a cumulative –1 penalty per day on saves against spells and effects that deal damage. Additionally, all critical threats against the victim are automatically confirmed. The curse can only be lifted by means of a <em>miracle</em> or <em>wish</em> spells, by destroying the grim reaper or the grim reaper can lift it as a standard action.</p><p></p><p><strong>Special Qualities</strong>: A grim reaper maintain the special qualities of the base creature and gains the following.</p><p></p><p><em>Bound Scythe (Ex)</em></p><p>A grim reaper binds a single scythe to its call when it gains this template. That scythe becomes tied to his very soul, becoming a conduit for its purpose and its weapon of destruction. The grim reaper scythe become almost an extension of its body: it is immune to disarm, steal, and sunder combat maneuvers made against its bound scythe when it holds it and its 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 its HD as its 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 grim reaper bound scythe gains an enhancement bonus equal to ½ its HD; this enhancement bonus can be converted into equivalent magic properties. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added (eg. an 8 HD grim reaper can have a +4 scythe or a +1 disruption heartseeker scythe). These bonuses and properties are decided each day when it regains its daily spell-like abilities. Finally, as a supernatural action, the grim reaper may call the scythe to its hand with a move action as long as it and the scythe are on the same plane. By meditating for 8 hours and expending 100 gp per HD, the grim reaper may bind itself to a different scythe, breaking all ties with its former weapon.</p><p></p><p><em>Death Affinity (Ex)</em></p><p>By their very nature, a grim reaper stand betwixt the veil of life and death. Mindless undead do not willfully attack it 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 HD to Charisma-based skill checks and Sense Motive checks when interacting with these creature and their starting attitude towards it is one step better.</p><p></p><p><em>Soul Seeker (Su)</em></p><p>The grim reaper is fit to begin its duties and may release the soul of dead sentient creatures it finds. To reap a soul, the grim reaper must be adjacent to the corpse (or at least the site of death, if nothing remains) of a dead creature that hasn't been reaped before and then spend a standard action to release its soul, sending it to its judgment (some creatures dead from long time can already have their soul judged). The grim reaper may have up to two minute's worth of conversation with the soul of the fallen before sending it off. This conversation is done out of time and they understand each-other's language during the exchange (see Voice of the Dead). This ability does not work against incorporeal unded, but a destroyed undead with the rejuvenation ability (like a ghost) is vulnerable to this. The grim reaper must make a Diplomacy check DC 15 + HD of the undead + its Charisma modifier and, if successful, the undead must make a Will save DC 10 + ½ the grim reaper HD + its Charisma modifier. If this save fails, the undead is instantly destroyed and automatically sent to its proper afterlife. This ability does not work on creatures with the soul detached from the body (like a lich with a phylactery or a graveknight with its armor).</p><p></p><p>Whenever it sends souls to their judgment, it may instantly know the name of a creature whose CR is up to the grim reaper's HD that it has met or may meet that has defiled the balance of life and that must be sent to its judgment. It is under no obligation to do it. The target assigned remains the same until its soul is reaped or until the grim reaper gains a HD, in which case it gets a new assignment more in line with his aptitudes.</p><p></p><p>Additionally, whenever the grim reaper deals lethal damage with its bound scythe it may choose to leave no apparent wound or sign of damage from its attacks by directly attacking the life out of its targets (or severing the ties to the Negative Energy plane in the case of undead creatures and the animating force in the case of constructs). These attacks may also be painless but the target is very aware that its life is escaping it.</p><p></p><p><em>Spirit Touch (Ex)</em></p><p>A grim reaper’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.</p><p></p><p><strong>Spell-like Abilities:</strong> A grim reaper may use the following spell-like ability with caster level equal to its HD.</p><p></p><p><strong>At will</strong>—<em>call spirit</em>, <em>speak with soul</em></p><p></p><p><strong>3/day</strong>—<em>finger of death</em></p><p></p><p><strong>1/day</strong>—<em>plane shift</em>, <em>soul bind</em>, <em>wail of the banshee</em></p><p></p><p><strong>Languages:</strong> A grim reaper gains Abyssal, Celestial, Infernal, and Necril as bonus languages plus Voice of the Dead.</p><p></p><p><em>Voice of the Dead (Ex)</em></p><p>A grim reaper ’s ability to hear and understand spirits of the dead is developed enough to allow it 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 grim reaper uses a <em>call spirit</em>, <em>speak with dead</em>, <em>speak with soul</em> spells or similar effects.</p><p></p><p><strong>Ability Scores:</strong> Str +6, Dex +2, Con +4, Int +2, Wis +4, Cha +6.</p><p></p><p><strong>Skills:</strong> Grim reapers gain a +8 racial bonus on Intimidate, Perception, Sense Motive, and Stealth checks. Those skills are always class skills for grim reapers.</p><p></p><p><strong>Feats:</strong> Grim reapers gain Alertness, Combat Reflexes, Dodge, Improved Critical (scythe), Improved Initiative, and Toughness as bonus feats without the need to meet their prerequisites.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9065651, member: 7035194"] [CENTER][B][SIZE=7]Grim Reaper Template CR +6[/SIZE][/B][/CENTER] Ally of the psychopomps, the grim reaper are divine agents of gods of death. They create grim reaper from their most faithful followers for protecting the balance between life and death. [CENTER][B][SIZE=5]Creating a Grim Reaper[/SIZE][/B][/CENTER] “Grim Reaper” is an acquired template that can be added to any mortal living creature with 10 or more Hit Dice (referred to hereafter as the base creature). A grim reaper uses the base creature’s stats and abilities except as noted here. [B]CR:[/B] As the base creature +6. [B]Alignment:[/B] As the deity that create it. [B]Size and Type:[/B] The creature’s type changes to outsider (augmented, extraplanar, psychopomp). Do not recalculate BAB, saves, or skill ranks. [B]Aura:[/B] A grim reaper gains the aura misfortune 20 ft. and unnatural aura with a range of 30 ft. [I]Misfortune Aura (Su)[/I] When an enemy creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 20 feet of a grim reaper, it must roll two d20s and take the lowest roll before applying any modifiers. [B]Senses:[/B] A grim reaper gains darkvision 60 ft., low-light vision, spiritsense and status sight. [I]Spiritsense (Su)[/I] A grim reaper notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. [I]Status Sight (Su)[/I] When a grim reaper gazes on a creature, it can see that creature’s emotion aura and that creature’s current health and overall well-being. This acts as the [I]status[/I] spell, as well as the emotion aura aspect of the [I]analyze aura[/I] spell. [B]Armor Class:[/B] Natural armor improves by +6. [B]Hit Dice:[/B] Change all racial Hit Dice to d10s. Class Hit Dice are unaffected. [B]Defensive Abilities:[/B] A grim reaper gains DR 10/—, immunity to ability damage to its physical ability scores, ability drain, death effects, disease, energy drain, mind-affecting, paralysis, poison, sleep effects, and stunning. Not at risk of death from massive damage. It gains SR 11 + HD, and resistance to cold 10 and electricity 10. A grim reaper also gains fast healing 10. A grim reaper maintain the defensive abilities of the base creature and gains the following. [I]Death’s Grace (Su)[/I] The power of countless souls protects a grim reaper, granting it an insight bonus on all saving throws and to AC equal to its Charisma modifier. [I]Deathless (Su)[/I] As a herald of a god of death, a grim reaper is not itself subject to permanent destruction. If slay, it vanishes, only to rejuvenate at full hit points in 1d4 days. Only by slaying the grim reaper and then casting [I]wish[/I] prevents the grim reaper reappearance. [I]Truly One with Death (Ex)[/I] A grim reaper is healed by both positive and negative energy. [B]Speed:[/B] A grim reaper gains a fly speed (perfect) as a supernatural ability equal to the base creature land speed or 30 ft., whichever is higher. [B]Special Attacks:[/B] A grim reaper maintain the special attacks of the base creature and gains the following. [I]Death Strike (Su)[/I] A grim reaper automatically confirms any critical hit with a scythe. A creature damaged by a critical hit from a scythe wielded by a grim reaper must succeed at a Fortitude saving throw DC 10 + ½ grim reaper’s HD + grim reaper’s Charisma modifier or be instantly killed. If the target dies, the grim reaper can make another attack with its scythe as if it possessed the Cleaving Finish feat. If the creature succeed the save, he must make a second Fortitude saving throw with the same DC or gain 1d4 temporary negative levels. Assuming the subject survives, it regains lost levels after a number of hours equal to the grim reaper HD (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from death strike don’t last long enough to do so. A living or undead creature slain by a grim reaper’s death strike is consumed in holy fire and has its remains destroyed as the disintegrate spell. This is a death effect. [I]Destroy Soul (Su)[/I] A grim reaper always possesses six gems in which it encapsulates souls with its [I]soul bind[/I] spell-like ability. These gems are only useful to the grim reaper that owns them, and if the grim reaper dies, the gems are destroyed as well. As a standard action once per day, a grim reaper can hold up a gem that currently contains a soul and crush it, permanently destroying the soul within and releasing a 30-foot-radius burst of negative energy that inflicts 1d6 negative levels on all creatures in the area of effect. A successful Fortitude saving throw DC 10 + ½ grim reaper’s HD + grim reaper’s Charisma modifier reduces this to 1 negative level. The soul destroyed in the process of using this ability can only be brought back to life by means of a [I]miracle[/I] or [I]wish[/I] spells. Lost gems are replaced each day when it regains its daily spell-like abilities. This is a death effect. [I]Final Death (Su)[/I] A creature killed by a grim reaper can’t be brought back to life by any means short of [I]miracle[/I], [I]true resurrection[/I], or [I]wish[/I] spells. A grim reaper senses if a creature it has slain has been restored to life, and automatically know the name, aspect and location of the caster that resurrect the victim. Nothing short of a [I]mind blank[/I] spell or the direct intervention of a deity can protect from this divination. If the grim reaper has at least 20 HD, the creature can’t be brought back to life by any means short of divine intervention. [I]Inevitability (Su)[/I] A grim reaper that attacks a single living or undead target gains a cumulative +1 insight bonus at the beginning of its turn to its attack and damage rolls against that target. If the grim reaper attacks another creature, it loses this bonus. [I]Lurking Death (Su)[/I] As an immediate action, when a creature within 100 feet makes a ranged attack, cast a spell, spell-like ability, manifest a psionic power or use any action that provoke attack of opportunity, the grim reaper can teleport to a square adjacent to the triggering creature and makes a free scythe attack against him. If the attack hits, the grim reaper disrupts the triggering action, negating it. [I]No Escape (Su)[/I] A creature that leaves a grim reaper alive and manages to escape from it must succeed at a Will saving throw DC 10 + ½ grim reaper’s HD + grim reaper’s Charisma modifier or suffer from a curse where it incurs a cumulative –1 penalty per day on saves against spells and effects that deal damage. Additionally, all critical threats against the victim are automatically confirmed. The curse can only be lifted by means of a [I]miracle[/I] or [I]wish[/I] spells, by destroying the grim reaper or the grim reaper can lift it as a standard action. [B]Special Qualities[/B]: A grim reaper maintain the special qualities of the base creature and gains the following. [I]Bound Scythe (Ex)[/I] A grim reaper binds a single scythe to its call when it gains this template. That scythe becomes tied to his very soul, becoming a conduit for its purpose and its weapon of destruction. The grim reaper scythe become almost an extension of its body: it is immune to disarm, steal, and sunder combat maneuvers made against its bound scythe when it holds it and its 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 its HD as its 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 grim reaper bound scythe gains an enhancement bonus equal to ½ its HD; this enhancement bonus can be converted into equivalent magic properties. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added (eg. an 8 HD grim reaper can have a +4 scythe or a +1 disruption heartseeker scythe). These bonuses and properties are decided each day when it regains its daily spell-like abilities. Finally, as a supernatural action, the grim reaper may call the scythe to its hand with a move action as long as it and the scythe are on the same plane. By meditating for 8 hours and expending 100 gp per HD, the grim reaper may bind itself to a different scythe, breaking all ties with its former weapon. [I]Death Affinity (Ex)[/I] By their very nature, a grim reaper stand betwixt the veil of life and death. Mindless undead do not willfully attack it 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 HD to Charisma-based skill checks and Sense Motive checks when interacting with these creature and their starting attitude towards it is one step better. [I]Soul Seeker (Su)[/I] The grim reaper is fit to begin its duties and may release the soul of dead sentient creatures it finds. To reap a soul, the grim reaper must be adjacent to the corpse (or at least the site of death, if nothing remains) of a dead creature that hasn't been reaped before and then spend a standard action to release its soul, sending it to its judgment (some creatures dead from long time can already have their soul judged). The grim reaper may have up to two minute's worth of conversation with the soul of the fallen before sending it off. This conversation is done out of time and they understand each-other's language during the exchange (see Voice of the Dead). This ability does not work against incorporeal unded, but a destroyed undead with the rejuvenation ability (like a ghost) is vulnerable to this. The grim reaper must make a Diplomacy check DC 15 + HD of the undead + its Charisma modifier and, if successful, the undead must make a Will save DC 10 + ½ the grim reaper HD + its Charisma modifier. If this save fails, the undead is instantly destroyed and automatically sent to its proper afterlife. This ability does not work on creatures with the soul detached from the body (like a lich with a phylactery or a graveknight with its armor). Whenever it sends souls to their judgment, it may instantly know the name of a creature whose CR is up to the grim reaper's HD that it has met or may meet that has defiled the balance of life and that must be sent to its judgment. It is under no obligation to do it. The target assigned remains the same until its soul is reaped or until the grim reaper gains a HD, in which case it gets a new assignment more in line with his aptitudes. Additionally, whenever the grim reaper deals lethal damage with its bound scythe it may choose to leave no apparent wound or sign of damage from its attacks by directly attacking the life out of its targets (or severing the ties to the Negative Energy plane in the case of undead creatures and the animating force in the case of constructs). These attacks may also be painless but the target is very aware that its life is escaping it. [I]Spirit Touch (Ex)[/I] A grim reaper’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability. [B]Spell-like Abilities:[/B] A grim reaper may use the following spell-like ability with caster level equal to its HD. [B]At will[/B]—[I]call spirit[/I], [I]speak with soul[/I] [B]3/day[/B]—[I]finger of death[/I] [B]1/day[/B]—[I]plane shift[/I], [I]soul bind[/I], [I]wail of the banshee[/I] [B]Languages:[/B] A grim reaper gains Abyssal, Celestial, Infernal, and Necril as bonus languages plus Voice of the Dead. [I]Voice of the Dead (Ex)[/I] A grim reaper ’s ability to hear and understand spirits of the dead is developed enough to allow it 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 grim reaper uses a [I]call spirit[/I], [I]speak with dead[/I], [I]speak with soul[/I] spells or similar effects. [B]Ability Scores:[/B] Str +6, Dex +2, Con +4, Int +2, Wis +4, Cha +6. [B]Skills:[/B] Grim reapers gain a +8 racial bonus on Intimidate, Perception, Sense Motive, and Stealth checks. Those skills are always class skills for grim reapers. [B]Feats:[/B] Grim reapers gain Alertness, Combat Reflexes, Dodge, Improved Critical (scythe), Improved Initiative, and Toughness as bonus feats without the need to meet their prerequisites. [/QUOTE]
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