Author Topic: [PrC] Grim Reaper  (Read 2025 times)

Offline Garryl

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[PrC] Grim Reaper
« on: May 16, 2016, 11:20:32 PM »
Grim Reaper prestige class
"Why waste a good corpse?" is a line that many experienced necromancers have uttered at one point or another during their careers. Grim reapers tend to take it a step further. Any body is fair play for them, even if it's still living.

When the Temple of the Nine Swords was destroyed by the Shadow Tiger horde, a cabal of necromancers were inspired to raise their art to new heights. Working obsessively to capture the martial mastery they had witnessed in their undead creations, the cabal studied the magic of death alongside blade magic. The new techniques they developed eventually became codified as the Restless Bones discipline, and the more martially inclined among their number became the first death knights. Those few that attained mastery of both the new forms of blade magic and the traditional necromantic practices found ways to combine their greatest strengths.

   Alignment: Any evil.
   Skills: Craft (any) 8 ranks, Knowledge (religion) 8 ranks.
   Martial Maneuvers: Must know at least two Restless Bones maneuvers.
   Martial Stances: Must know at least one Restless Bones stance.
   Spells: Ability to cast 2nd-level spells.
   Special: Ability to rebuke undead.
   Special: Must have animated a creature you personally killed as undead (such as with the animate dead spell or the Corpsecrafter stance).

Hit Die: d10

Table: The Grim Reaper


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known


Spellcasting
1+1+0+0+2Necromantic Affinity, Rebuke Undead, Weapon Focus100--
2+2+0+0+3Call of the Grave000+1 level of existing spellcastng class
3+3+1+1+3Death Pulse +2100+1 level of existing spellcastng class
4+4+1+1+4Weapon Specialization010+1 level of existing spellcastng class
5+5+1+1+4Undead Affinity100+1 level of existing spellcastng class
6+6+2+2+5Death Pulse +3001--
7+7+2+2+5Negative Energy Affinity100+1 level of existing spellcastng class
8+8+2+2+6Greater Weapon Focus010+1 level of existing spellcastng class
9+9+3+3+6Death Pulse +4100+1 level of existing spellcastng class
10+10+3+3+7Reaper's Commanding Presence001+1 level of existing spellcastng class

Class skills (2 + Int modifier per level): Concentration, Craft, Diplomacy, Knowledge (religion), Martial Lore, Profession, and Spellcraft.

Weapon and Armor Proficiency: As a grim reaper, you gain proficiency with the kama, scythe, and sickle.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Restless Bones or Undying Call disciplines. You must meet a maneuver's prerequisites to select it. You add your full grim reaper level to your initiator level to determine your total initiator level and your highest-level maneuvers known.

At 4th level and 8th level, you gain an additional maneuver readied per day.

Stances Known: At 6th level, you learn a new martial stance from the Restless Bones or Undying Call disciplines. You must meet a stance's prerequisites to select it.

Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spell known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more had one spellcasting class before becoming a grim reaper, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Feats: At 1st level, choose one of the kama, scythe, or sickle. You gain Weapon Focus with that weapon as a bonus feat. At 4th level, you gain Weapon Specialization with that weapon. At 8th level, you gain Greater Weapon Focus with that weapon. You need not meet the prerequisites of these bonus feats.

Necromantic Affinity: You add the following spells to the spell list of any spellcasting class you progress as a grim reaper: 2nd-animate dead, 5th-create undead, 7th-create greater undead. You gain a +2 bonus to your caster level with these spells when determining which undead you can create or animate with them. You also get a +2 bonus to your effective level when attempting to command undead created by these spells as they form.

Rebuke Undead (Su): Your grim reaper levels stack with your levels in other classes when determining the effects of your ability to rebuke undead. For example, a cleric 3/death knight 2/grim reaper 5 would be able to rebuke undead as an 8th level Cleric.

Call of the Grave (Su): Beginning at 2nd level, whenever you kill a living creature, you may have it rise 1d4 minutes later as an undead under your control. Your ability to control undead in this way is identical to the way you control undead controlled through rebuking. The maximum Hit Dice of undead you can control in this way is equal to your highest caster level among spellcasting classes you have progressed as a grim reaper + your initiator level + your grim reaper level. You may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. Otherwise, newly risen undead beyond your control limit are free-willed and may attack you or your allies.

When you kill a creature, you choose whether or not you wish it to rise and as what type of undead. You cannot raise corporeal undead from incorporeal creatures. You cannot raise undead of a larger size category than the slain creature (except for templates that alter the base creature's size). You cannot select templates that the base creature does not meet the requirements for. Any other specific limitations for creating a given undead (as indicated in its description) must also be met. The types of undead available to you depend on your level, as indicated on the table below.

Table: Call of the Grave
Minimum Grim Reaper LevelUndead Available
2ndSkeleton, Zombie
3rdGhoul
4thGhast, Shadow
5thAllip, Mummy
6thWight, Wraith
7thSpectre, Tomb Guardian
8thReturned
9thDread Wraith, Mohrg
10thBodak, Devourer

Death Pulse (Su): Starting at 3rd level, you can expend a restless bones maneuver as a swift action to release a burst of negative energy in a 10-foot radius around you. You can choose whether or not you are affected by or protected from this. Creatures in the area take 1d8 damage + 1 damage/level from this negative energy (undead are healed instead, normally). Undead that you command through call of the grave, rebuking, the animate dead spell, or Restless Bones maneuvers are further empowered by this negative energy burst. They gain a +2 bonus on all attack rolls, weapon damage rolls, saving throws, and to their Armor Class for 1 round. This bonus increases to +3 at 6th level, and to +4 at 9th level. This is a Necromancy effect.

Undead Affinity (Su): Beginning at 5th level, undead react to you more favorably. Mindless undead will ignore you unless they are provoked or they are under the command of another. Intelligent undead do not instinctively feel hatred, bloodlust, or other negative sentiments towards you (although they may still hate you for more rational reasons), and will generally have an initial attitude of indifferent upon first meeting you, rather than hostile or unfriendly. You gain a +4 bonus on Diplomacy checks for the purpose of influencing intelligent undead. Undead will still react normally (usually with hostility) to your allies, however.

Negative Energy Affinity (Ex): Beginning at 7th level, you are healed by negative energy and harmed by positive energy, as though you were undead.

Reaper's Commanding Presence (Su): Starting at 10th level, while you are in a Restless Bones stance, you can forgo its normal benefit as a swift action to gain the effect of reaper's commanding presence. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using reaper's commanding presence and resume gaining the benefit of the stance as a swift action.

While you use this ability, once per round as a free action, you can mentally give an order to any number of undead that you command through call of the grave, rebuking, the animate dead spell, or Restless Bones maneuvers. You can choose which of your undead minions receive this order, but you must give the same order to each of them (you cannot give different orders to different creatures). This is a purely mental action. It does not require you to speak, nor even for your undead to be within hearing range.

Additionally, while you use this ability, whenever you animate a creature with call of the grave, it rises after 1d4 rounds, rather than 1d4 minutes.



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« Last Edit: July 08, 2017, 06:34:46 PM by Garryl »