Entropic ReaperHD:d12
Level | Base Attack<br>Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +2 | Body of the reaper, Scythe master, Fear the Reaper, Undead traits, +1 Str |
2nd | +1 | +0 | +0 | +3 | +1 Str, Fast healing, Power attack |
3rd | +1 | +1 | +1 | +3 | +1 Str, +1 Cha, Lesser reality tear |
4th | +2 | +1 | +1 | +4 | +1 Str, Lesser entropic blade |
5th | +2 | +1 | +1 | +4 | +1 Str, +1 Cha, Reapers warding |
6th | +3 | +2 | +2 | +5 | +1 Str, Full swing |
7th | +3 | +2 | +2 | +5 | +1 Str, +1 Cha, Dark harvest |
8th | +4 | +2 | +2 | +6 | +1 Str, Greater reality tear |
9th | +4 | +3 | +3 | +6 | +1 Str, +1 Cha, Greater entropic blade |
10th | +5 | +3 | +3 | +7 | +1 Str, Dimensional charge |
11th | +5 | +3 | +3 | +7 | +1 Str, +1 Cha, Master executioner |
12th | +6 | +4 | +4 | +8 | +1 Str, Harvest lord |
Skills: 2+int mod. An Entropic Reaper has no class skills
Proficient: an Entropic Reaper is proficient with all simple weapons, as well as scythes
Features:
Body of the reaper: An Entropic Reaper loses all other racial modifiers and gains the following undead traits
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
An entropic reaper is a medium sized undead and has a natural armor bonus equal to its charisma bonus, a land speed of 30ft, and all its HD become d12's
Scythe master: The Entropic reaper can use a scythe one size category larger than normal without penalty. In addition, if an Entropic reaper gains the cleave feat, they gain the ability to make one additional cleave attempt per turn.
Fear the Reaper: While wielding a scythe one size category larger than normal, The Entropic Reaper gains a racial bonus on Intimidate checks equal to its Entropic Reaper level+Str mod.
Ability bonus: An entropic reaper gains +1 to strength at every level and +1 charisma at level three and every two levels thereafter.
Fast healing: A second level Entropic reaper gains fast healing equal to 1/2HD
Power attack: At second level an entropic reaper gains power attack as a bonus feat. If they already have the power attack feat they gain cleave instead. If they already possess both these feats they may choose a different feat they qualify for to gain.
Lesser Reality Tear: A third level entropic reaper gains the ability to use their scythe to tear holes in the fabric of reality, Duplicating the effects of a
dimension door spell with a range of 20ft per HD as a move action, except that they can take any remaining actions they have for the turn after moving. This ability can be used once per day per HD. In addition the Entropic Reaper gains a Racial bonus on Spot checks equal to 4+HD.
Lesser Entropic blade: Once per day per HD, the entropic reaper can channel raw chaos into their scythe as a Swift action. For 1 round any struck target must succeed a fortitude save(DC10 +1/2HD +charisma modifier) or become a spongy, amorphous mass for 1 round per HD. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it is treated as blinded (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
A victim can regain its own shape by taking a standard to attempt a DC 15 Charisma check (this check DC does not vary for a entropic reaper with different Hit Dice or ability scores). A success reestablishes the creature’s normal form. On a failure, the victim can still repeat this check each round until successful.
Reapers Warding: At 5th level, the Entropic reaper gains DR/cold iron and lawful equal to half their HD and spell resistance equal to 11+HD. It may raise or lower its SR at any time as a free action. In addition it gains Improved Critical (Scythe) as a bonus feat even if it doesn't meet the prerequisites, plus a Racial bonus on Listen checks equal to 4+HD.
Full Swing: A 6th level Entropic reaper learns to use his scythe's momentum to his advantage. When making a charge attack with a scythe, the damage bonus from power attack becomes equal to the penalty to the attack roll x3 rather than x2. The Entropic Reaper also gains +1 HP per HD.
Dark Harvest: For every creature a 7th level entropic reaper kills with its scythe or transforms with its entropic blade, it heals a number of hit points equal to their victims HD, gaining any excess as temporary hit points that last 1 hour (extra hit points from multiple sources don't stack, count just the higher one). The entropic reaper can't harvest more creatures per turn than his Cha bonus. In addition it gains a Racial bonus on Knowledge(The Planes) check equal to 4+HD.
Greater reality tear: At 8th level, an Entropic reaper can also duplicate the effects of a
plane shift spell as a standard action, once per day per 4HD. If used on an unwilling target, the entropic reaper uses his scythe for the touch attack, gaining the benefits of its enhancement bonus or similar effects, And the save DC is 10 +1/2HD+ charisma modifier. The Entropic Reaper can also choose to plane shift directly to a square adjacent to a victim currently afflicted by its Entropic Blade.
Greater entropic blade At 9th level, the effects of the entropic blade no longer have a maximum duration and persist until the creature dies or is cured (see below). Even if the creature regains its form as described above it must make another check every minute or return to their transformed state. In addition, they take 1 point of wisdom drain each round they remain transformed due to mental shock. A creature that falls to 0 wisdom dissolves into nothingness. In addition the Entropic Reaper gains a Racial bonus on Concentration checks equlal to 4+HD.
Corporeal instability is not a disease or a curse and so is hard to remove. A
shapechange or
stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A
restoration,
heal, or
greater restoration spell removes the affliction.
Dimensional charge: If an 10th level Entropic reaper travels at least 20ft with its reality tear ability then attacks an adjacent creature, the attack is treated as a charge. In addition any Scythe it wields now gains the Mighty Cleaving property while the Entropic Reaper holds it.
Master Executioner: An 11th level Entropic reaper can perform a coup de grace as a free action that doesn't provoke an attack of opportunity, a maximum number of times per round equal to his Cha modifier. He may also perform a coup de grace on any enemy inside his melee reach whose current HP is less than 2 per HD of the Entropic Reaper, even if they're not helpless. An Entropic Reaper is automatically aware if a creature inside his melee reach is under this HP limit.
In adition, the entropic Reaper gains +5 foot bonus melee reach when wielding a large scythe.
Harvest Lord: At 12th level, an Entropic reaper's dark harvest can drain the strength of those it fells as well as their vitality. For every creature felled, they gain a +X bonus for their strenght for one minute, where X is that creature's HD. Multiple creatures killed don't stack, count just the higher bonus. The Entropic Reaper also gains an extra 1 HP per HD and adds its Str mod to its Natural armor bonus.
Comments
This is the biggest class I've done. I added the ability to gain power from killing opponents and expanded on their capability for dimensional travel.
My comments:Nice work overall but the wording and organization needed some cleanup and tweaking. Also increased the reach of the entropic reaper when it reaches 11th level as just performing free coup de graces isn't that usefull.
Overall, the entropic reaper is a dangerous melee glass cannon with great mobility.
Contributed by Crafty_Cultist from GITP