The Reapers (3.5e Race)

Reapers

The Reapers are Sons and Daughters of the Architect, who rules over all. They carry out her will; protecting the planes and time itself from meddling outsiders. One can join their ranks only by completing a campaign in which they vanquish a Reaper, whose minimum health is one hundred times that of the combined party total. Reapers have no maximum level (see below) and at each time they pass 30 again, they can choose another class and race whose bonuses they gain.

Personality

The Reapers command time and space; all planes are theirs to rule, and no world is exempt from their dominion. At their whim the world exists,


Physical Description

Clad in scales of white and gold, framed upon wings of ashen grey, the Reapers tower over their lessers, exuding power with each step, burning to cinder those who dare stray too close.

Relations

Being nigh almighty, the Reapers view all races as their subordinates, including Gods. The Reaper realm is covered in vines that quiver and tremble beneath the weight of bulbous fruits that glow like lanterns, lit from within with eldritch light. These, are the souls of every creature and plane; when it is time for an age to end, a Reaper devours the corresponding fruit, and takes the power of that realm into itself.

Alignment

Neutral

Lands

The Reapers are at home solely in their own plane, surrounded by the promise of unimaginable power; yet when the Gods fell, some found themselves in the mortal's realm, where they sought asylum in the Underdark.

Religion

Having created the Gods, the Reapers have no need to worship others.

Language

Reaper, common.

Racial Traits

Note: one cannot start as a Reaper, they can only become one by leveling to the maximum.

  • All stats gain +6 for each level.
  • Reapers have no level max, merely gain another class and racial powers for each time they reach level 30. Levels past thirty are calculated by doubling the previous requirement (31=2x 30, 32=2x 31).
  • Action point focus: as a basic quality, Reapers' action points stack and do not fade over time; spend 100 of these to move back the xp requirement for the next level by one decimal place. The next level is calculated as normal; i.e if level 2 was 1000 level 3 was 1500, no matter how many points level 2 was changed by, level 3 would still be 1500.
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  • :
  • The Reapers are able to bend space, moving at a standard 7 squares when running, but up 30 when teleporting, which takes a minor action.
  • Dominion Reapers can create their own powers at their first level 30 (players who become Reapers are reset to 0), the limits on power creation are left to the DM. Powers take one level to make, i.e one cannot create more than one per level, and the type is determined by what power would usually be chosen (i.e, gain a daily power, make a daily power).
  • :
  • Spell-Like Ability: . Caster level is . The save DC is -based.
  • Psi-Like Ability: . Manifester level is . The save DC is -based.
  • Automatic Languages: . Bonus Languages: .
  • Favored Class: .
  • Level Adjustment:
  • Reapers gain action points with each level (1) or for each boss vanquished (1+level). These cannot fade and do stack; action points can be spent either to decrease the xp for the next level by 10% or as an action of any type in or out of combat.
  • Critical accumulation; critical hits stack, meaning that 1 crit=max damage, 2 crits= twice max damage, 3 crits =four times max damage, 4 crits= 8 times max damage.

Lore

With every thousand levels the Reapers become closer to the Architect herself, the creature that created this realm, its gods, the Reapers, and all that has yet to be discovered. Yet as you become stronger, she will take notice, and if one is not cautious, they will find themselves facing an army that all of creation combined could not hope to vanquish.

Reapers gain souls for each beast they slay, or from those who perish at others' hands, for these souls must be devoured and thereby cleansed. All souls of every creature ever made dwell in the Reaper's plane, growing upon vines or trees based upon their strength. The youngest of reapers have glades in their name, the mightiest entire worlds that hover above the endless planes, forested moons glowing with power. Draw upon these to augment your next attack by a 50% of a health sacrifice. For instance, if one sacrificed .100 health their next attack, but not the one following it, would deal an additional 50 damage.

You can channel your stored souls into armour as well, gaining additional ac at 15% efficiency, for example losing 100 hp, and gaining 15 ac. This lasts until the encounter ends.

Weaponry

A Reaper can choose only one of the following, yet it is bound to their soul, able to be conjured with a thought, preternaturally strong, unbreakable by any creation of man or god.

  • Reaper sword: Light or dark as the wielder's soul, this blade steals the life from those it touches whether its bite passes through armour, or glances aside. Attack bonus: +10 damage: strength modifier. An additional 1d20+intelligence hp is stolen an added to the wielder as temporary hitpoints, which for Reapers, stack.
  • Reaper scythe: Its glimmering crescent ignores defense of steel or flesh, striking the soul itself and severing that which separates man from meat. Attack bonus: intelligence modifier +5. Any roll of 16 or higher counts as a critical hit; a natural 20 gives you another attack at no cost.
  • Reaper shield: a fortification of white steel, its triangular shape edged in black light. Doubling as both blade and barricade you are provided the ability to block any attack should you roll a 4 or higher on 1d6, and a 5 or higher on another. Should you roll a perfect 6 on both you may make 1d4 attacks without spending any actions. All attacks deal strength modifier in damage.

If you wish to gain another, or replace the one you chose, you must slay another Reaper and take it from them. Be warned however, Reapers outclass even gods, and while they are ancient, you are very, very young.

Reaper armoury

Reapers are clothed in naught but their own scales, yet some prefer the comfort of steel's weight. If you wish to improve your mortal armour, roll a d100, this is the percent of your core skill - strength if fighter, intelligence if mage - that you can add to the armour. It glows now from within, its surface marbled with gold, ribbed with bands of scarlet light. This can be done only once without aid, then you need a Reaper's soul to improve it further. After this, you gain 10% of your core stat to it. You can wield no other weapon than your soul-bound blade or shield.

Vital Statistics

Table: Reaper Random Starting Ages
AdulthoodSimpleModerateComplex
10000 years++500++
Table: Aging Effects
Middle Age1Old2Venerable3Maximum Age
25,0000 years50,0000 years750,000 years+ Reapers have not a limited lifespan.
  1. At middle age, 1 to Str, Dex, and Con; +11 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +12 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +14 to Int, Wis, and Cha.
Table: Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male' "+lb.× () lb.
Female' "+lb.× () lb.



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gollark: Anyway, the solution would be door locks.
gollark: That's actually quite clever.
gollark: <@267332760048238593> No, because my evil underground base is forcefielded.
gollark: I'm going to run an itemduct to the reactor and send fuel down it.
gollark: Given lots of power.
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