ReaperHD:d8
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Reaper Body, Telepathy |
2 | +2 | +3 | +0 | +3 | Reaper Mind, Destructive Blast |
3 | +3 | +3 | +1 | +3 | Energy Suffusion |
4 | +4 | +4 | +1 | +4 | Durable Body, Flight |
5 | +5 | +4 | +1 | +4 | Powerful Mind, Growth |
6 | +6 | +5 | +2 | +5 | Indoctrination (Lesser) |
7 | +7 | +5 | +2 | +5 | features |
8 | +8 | +6 | +2 | +5 | features |
9 | +9 | +6 | +3 | +6 | features |
10 | +10 | +7 | +3 | +7 | Growth, |
11 | +11 | +7 | +3 | +7 | features |
12 | +12 | +8 | +4 | +8 | features |
13 | +13 | +8 | +4 | +8 | features |
14 | +14 | +9 | +4 | +9 | features |
15 | +15 | +9 | +5 | +9 | Growth, |
16 | +16 | +10 | +5 | +10 | features |
17 | +17 | +10 | +5 | +10 | features |
18 | +18 | +11 | +6 | +11 | features |
19 | +19 | +11 | +6 | +11 | features |
20 | +20 | +12 | +6 | +12 | REAPER FEATURE, |
Skills: 6+int modifier per level, the class skills and relevant attribute for each skill are as follows.
Listen (Wis), Sense Motive (Wis), Spot (Wis),
Proficiencies:A Reaper is proficient with its own natural weapons and nothing else.
Features:Reaper Body: At first level the Reaper loses all other racial traits and gains the Construct Type, with the Living Construct subtype. Reapers are medium Living Constructs with a base land speed of 30 feet. They gain two Slam attacks, each dealing 1d6+str mod damage, with an additional slam attack per five levels, up to five total at level 15.
Reapers do not possess limbs capable of fine manipulation, but as long as they are within five feet of an object they can interact with it as if they did, though this is limited. They cannot, for example, wield weapons in a combat-capable manner, but can 'carry' things, turn door handles, or similar such things.
For the somatic components of spells, a cackling red lightning dances over the Reapers body, completing said somatic components for them.
In addition, the Reaper gains a deflection bonus to AC equal to their intelligence mod. This bonus to AC applies to touch AC as well.
Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
Unlike other constructs, a living construct does not have low-light vision or darkvision.
Unlike other constructs, a living construct is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
A living construct cannot heal damage naturally.
Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
Unlike other constructs, a living construct can use the run action.
Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
Can be raised or resurrected.
Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Does not need to sleep, but must rest for 8 hours before preparing spells.
Telepathy:At first level Reapers gain telepathy with a range of 15 feet + 15 feet per hit die.
Reaper Mind: At second level, the terrible mind of a Reaper blooms. They are instantly aware any time a creature attempts to make mental contact with them of any sort (Read their mind, notice them with Mindsight, similar) and can, for most effects, make a Will saving throw to resist/negate the effect.
Reapers can also make telepathic contact with any creature that makes similar contact no matter the range. For example, if a second level Reaper is affected by a spell that reads their thoughts from 300ft away, they can make a two-way link with the creature who attempted to read the Reapers mind. The creature receives a save against this special telepathic contact ewqual to 10+1/2 the Reapers HD + INT mod.
Destructive Blast (Su): At second level Reapers gain the ability to fire, nearly at-will, a beam of destructive energy. Firing this is a standard action that can affect a line (50 feet +10 feet per HD after gaining the ability) or a Cone (30 feet + 5 feet per HD after gaining this ability). This ability is usable once every 1d4 rounds and deals 1d6/HD damage. The damage of this ability is untyped energy damage. A reflex save can be made to take half damage, the save DC being 10+1/2 HD + Con mod.
Energy Suffusion: At third level, a reaper has soaked up a fair deal of ambient magical, and psionic energy and gains Spell Resistance equal to 11+HD
Durable Body: At fourth level, the Reaper gains DR/- equal to 1/2 HD.
Flight(Su): At fourth level, the Reaper gains a fly speed equal to 10 ft per HD, at Good Manueverability.
Powerful Mind(Ex): At Fifth level the Reapers mind becomes a terrible thing to behold, in even the most fractional way. Any creature making any form of mental contact with the Reaper must make a will saving throw or be shaken for (1/2 HD). The save is Intelligence-based.
Indoctrination (Lesser) (Su): At sixth level, once per day per 5 HD the Reaper can use Charm Monster as a Spell-like ability. This ability bypasses relevant immunities, but the save for such creatures is made at a +5 bonus. Any creature who has failed the save 3 times remains Friendly even when not under the Charm effect, but only while not being attacked or physically threatened by the Reaper or its allies.
Reapers ; colossal critters who mind-control basically everything around them and take on armies by themselves. Well, that's obviously not playable, so how about simply huge critters who shoot lasers and crush things? This is, at current, massively a work in progress. Help and suggestions would be highly appreciated.