Author Topic: Entropic Reaper  (Read 10042 times)

Offline oslecamo

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Entropic Reaper
« on: November 09, 2011, 10:22:30 AM »
Entropic Reaper


HD:d12
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
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
(click to show/hide)

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
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Contributed by Crafty_Cultist  from GITP
« Last Edit: October 10, 2015, 12:40:50 AM by oslecamo »

Offline oslecamo

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Re: Entropic Reaper
« Reply #1 on: June 20, 2014, 02:09:45 PM »
So as I had said in the general discussion thread, did a bit of an overhaul on this one. Some extra extra HP, some racial skill bonuses, more Str boosts, Improved Critical as a bonus feat, can now track down Entropic Blade victims with its Planeshift.

Offline CDTalmas

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Re: Entropic Reaper
« Reply #2 on: October 07, 2015, 02:07:45 PM »
Does the creature affected by the Entropic Blade suffer from helplessness? Or count as such? The Master Executioner doesn't have many opportunities to put itself into play (the free-action CDG).

Offline Rakoa

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Re: Entropic Reaper
« Reply #3 on: October 07, 2015, 05:39:26 PM »
I would imagine that sufferers of Entropic Blade do not suffer from Helplessness. The Entropic Reaper doesn't have any means of causing Helplessness other than reducing an opponent's hitpoints to somewhere between -1 and -9. The ability to finish them off as a free action is more of a fluff bonus than anything (since few dropped enemies will be getting up anyway), as well as something that could benefit from some teamwork. It isn't as if the 11th level is otherwise empty, after all.
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline CDTalmas

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Re: Entropic Reaper
« Reply #4 on: October 07, 2015, 06:44:31 PM »
It's not that 11th level is empty, it's just that it feels like you're being given half of an equation and the other half has to come from some other source. Reach isn't something I would feel is THAT terribly important, though. May just be my experience there.

Offline oslecamo

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Re: Entropic Reaper
« Reply #5 on: October 10, 2015, 12:43:49 AM »
It doesn't work on victims just affected by Entropic blade. It's also not just fluff either as the Entropic reaper can heal himself by killing stuff so finishing off downed enemies helps patch up damage.

However I agree it was a bit lackluster so added the ability to coup de grace enemies whose HP is very low even if they're not helpless.