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GamirEdit

  • +2 Wisdom
  • Medium
  • 40ft Base Land Speed
  • Blessing of Wisdom (Ex): As a standard action, a Gamir may bless any ally within 30ft with some form of inner insight. They gain a +2 insight bonus to their attack for 1 round per character level. This ability can be used 1/day.
  • LA: +0

Variant Fighter Edit

Table: The Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Manuevers
Known
Manuevers
Readied
Stances
Known
Fort Ref Will
1st +1 +2 +0 +0 Bonus Feat 3 3 1
2nd +2 +3 +0 +0 Bonus Feat 4 3 1
3rd +3 +3 +1 +1 Physical Prowess 5 3 1
4th +4 +4 +1 +1 Bonus Feat 5 4 1
5th +5 +4 +1 +1 Physical Prowess 6 4 2
6th +6/+1 +5 +2 +2 Bonus Feat 6 4 2
7th +7/+2 +5 +2 +2 Physical Prowess 7 4 2
8th +8/+3 +6 +2 +2 Bonus Feat 7 4 2
9th +9/+4 +6 +3 +3 Physical Prowess 8 5 2
10th +10/+5 +7 +3 +3 Bonus Feat 8 5 2
11th +11/+6/+1 +7 +3 +3 Physical Prowess 9 5 3
12th +12/+7/+2 +8 +4 +4 Bonus Feat 9 5 3
13th +13/+8/+3 +8 +4 +4 Physical Prowess 10 5 3
14th +14/+9/+4 +9 +4 +4 Bonus Feat 10 6 3
15th +15/+10/+5 +9 +5 +5 Physical Prowess 11 6 3
16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat 11 6 3
17th +17/+12/+7/+2 +10 +5 +5 Physical Prowess 12 6 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat 12 6 4
19th +19/+14/+9/+4 +11 +6 +6 Physical Prowess 13 6 4
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat 13 7 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Martial LoreToB, Swim, Tumble

Maneuvers: As Warblade, except you choose 3 disciplines to draw maneuvers from. You also gain the Stone Dragon discipline.

Physical Prowess: As Fighter

Reaping Soul Edit

The Reaping Soul discipline is a hidden discipline from the usual nine and taught only be masters of death and despair. The discipline focuses on reaving strikes, supernatural focus and building up to making attacks at the soul. The key skill for Reaping Soul is Intimidate. The favoured weapon is the Scythe and the key ability is Wisdom.

Level 1 Maneuvers Edit

  • Grim Strike: Strike - You make an attack that deals +1d6 damage. If a creature is shaken or worse, then you get a +4 on attacks against them.
  • Grin of the Reaper: Boost - Attacks deal +1d6 cold damage.
  • Essence of Death: Stance - Enemies with Immunity to Fear fear you.

Level 2 Maneuvers Edit

  • Terrifying Blow: Strike - Anytime you drop a foe, you may cause fear in any creature within 15ft. for 1d4 round.

Level 3 Maneuvers Edit

  • Reaper's Blade: Strike - You make an attack that deals +3d6 damage. If a creature is shaken, they progress to the next level of fear. If they are feared, they fall unconscious.
  • Glare of the Reaper: Boost - Attacks deal +2d6 cold damage + 1/initator level.
  • Deathly Chill: Stance - Deal +2d6 damage against panicked or feared opponents.

Level 4 Maneuvers Edit

  • Soul Draw: Strike - Deal 1 negative level, gain 5 temporary hit points.
  • Black Blade: Boost - You strike foes as a touch attack.

Level 5 Manuevers Edit

  • Grim Look: Strike - Cause fear in an enemy within 30ft. for 1d4 rounds.
  • Death's Clutches: Strike - +5d6 damage. If a creature is under the effects of any type of fear, they take 2 points of constitution damage.
  • Breath of the Reaper: Boost - Attacks deal +3d6 cold damage + 1/initator level.

Level 6 Maneuvers Edit

  • Soul Suck: Boost - Whenever you drop an opponent, heal damage equal to twice the HD of the opponent.
  • All Fear Death: Stance - Opponents with Immunity to Fear instead only have +4 on will save against fear effects.
  • Soul Slice: Strike - Deal 2 negative levels, gain 10 temporary hit points.

Level 7 Maneuvers Edit

  • Touch of the Reaper: Boost - Attacks deal +4d6 cold damage +1/initator level.
  • Reaper's Scythe: Strike - Deal +7d6 damage. If a creature is under the effects of any type of fear, they gain two negative levels.

Level 8 Manuevers Edit

  • Mercy of Death: Boost - Your critial modifier increases by one step.
  • Bloodstained Blade: Strike - Double threat range for one attack.

Level 9 Manuevers Edit

  • Death's Embrace: Strike - Deal +50 damage. If a creature is under the effects of any type of fear, the attack is an automatic critical, otherwise incite fear.

Maneuver Descriptions Edit

Grim Strike

Reaping Soul (Strike)
Level: Fighter 1
Initiation Action: 1 standard action
Range: Melee Attack
Target:' One creature
Duration: Instantaneous
Your blade wreathes itself in a dark aura, drawing light in, as you swipe at an enemy. The strike brings forth fierce visions of fear.

You make a single melee attack as part of this strike. The attack deals +1d6 damage. If the target is under any type of fear, you gain a +4 on the attack.

Grin of the Reaper

Reaping Soul (Boost)
Level: Fighter 1
Initiation Action: 1 swift action
Target:' One creature
Duration: End of turn
The metal of your blade chills to near subzero temperatures with the unnatural touch of death.

For the rest of the turn, your melee attacks deal +1d6 cold damage +1/initiator level.

This maneuver is a supernatural ability.

Essence of the Reaper

Reaping Soul (Stance)
Level: Fighter 1
Initiation Action: 1 swift action
Range: Personal
Duration: Stance
Death is a fear that is ingrained in all beings; living, dead or metal. You learn how to use this against your enemies and embody death itself.

Any fear ability you use bypasses Immunity to Fear, but any creature with such an immunity gains a +4 to their saves vs fear instead. All other creatures recieve a -2 on Will saves vs Fear.

Terrifying Blow

Reaping Soul (Boost)
Level: Fighter 2
Initiation Action: 1 Swift Action
Range: 15ft
Target:' One creature
Duration: 1d3 rounds
As you viciously slay an opponent, you make a grim marking on their body; indicating your next enemy. Dread and fear overcome them and they must flee from you.

If you drop an opponent, you can initate this boost. You designate any enemy within 15ft and they are affected by the cause fear spell (DC 12 + Wisdom modifier).

Reaper's Blade

Reaping Soul (Strike)
Level: Fighter 3
Initiation Action: 1 standard action
Target:' One creature
Duration: Instantaneous
By gathering up your fears and all despair you have felt before, you tap into the power behind these fears and cut with precision; infusing fear, despair and death into the mind of the enemy.

Your attack deals +3d6 damage. If a creature is under the effects of any level of fear, then they progress immediatly to the next level of fear. If the creature is already under the highest effect of fear, they become unconscious. The creature gets a will save vs the fear effect (DC 13 + Wisdom modifier) and there is no HD limit.

Glare of the Reaper

Reaping Soul (Boost)
Level: Fighter 3
Initiation Action: 1 swift action
Range: Personal
Duration: End of round.
Your blade reaches beyond the veil and becomes frozen by it's powers. The very stench of death surronds the blade and the frosty air condenses off the metal.

All attacks made during your round deal +3d6 cold damage +1/initator level.

This maneuver is a supernatural ability.

Deathly Chill

Reaping Soul (Stance)
Level: Fighter 3
Initiation Action: 1 Swift Action
Range: Personal
Target:' You
Duration: Stance
As you viciously slay an opponent, you make a grim marking on their body; indicating your next enemy. Dread and fear overcome them and they must flee from you.

Whenever you attack any creature that is frightened or panicked, you deal +2d6 damage.

Soul Draw

Reaping Soul (Strike)
Level: Fighter 4
Initiation Action: 1 standard action
Target:' One creature
Duration: Instantaneous
Your strike does not simply strike your enemy's body, but rather it cuts through his soul and sucks it into your blade; feeding your own soul.

Your attack deals 1 negative level. You gain 5 temporary hit points for 10 rounds.

Black Blade

Reaping Soul (Boost)
Level: Fighter 4
Initiation Action: 1 swift action
Range: Personal
Duration: End of round.
Your weapon shimmers and morphs, becoming a blade made from black energy with the deathly chill of the afterlife with it. It hungers only for the blood and for the soul.

All your attacks made this round are touch attacks.

This maneuver is a supernatural ability.

Grim Look

Reaping Soul (Boost)
Level: Fighter 5
Initiation Action: 1 Swift Action
Range: 15ft radius
Duration: 1d4 rounds.
You look at an enemy so viciously and deathly, they shit themselves.

Whenever you drop an opponent, all enemies within 15ft that can see you must make a will save (DC 15 + Wisdom modifier) or become frightened.

Death's Clutches

Reaping Soul (Strike)
Level: Fighter 5
Initiation Action: 1 standard action
Target:' One creature
Duration: Instantaneous
Pretty much the same as the description above for the similar ability, but cooler and shit.

You make one attack that deals +5d6 damage. If a creature is under the effects of any type of fear, they take 2 points of constitution damage. They can make a will save (DC 15 + Wisdom modifier) to take half the constitution damage.

Breath of the Reaper

Reaping Soul (Boost)
Level: Fighter 5
Initiation Action: 1 swift action
Range: Personal
Duration: End of round.
FREEZING COLD DAMAGE OOOOOOOOH YEAH.

All your attacks made this round deal +3d6 cold damage +1/initator level.

This maneuver is a supernatural ability.

Soul Suck

Reaping Soul (Boost)
Level: Fighter 6
Initiation Action: 1 Swift Action
Range: Personal
Duration: Instananeous
Nom nom nom, souls.

Whenever you drop an opponent, you heal a number of hit points equal to twice the HD of the dropped opponent.

All Fear Death

Reaping Soul (Stance)
Level: Fighter 6
Initiation Action: 1 Swift Action
Target:' Personal
Duration: Stance
STANCE OF SOMETHING OR OTHER!

Wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka wakka

wakka wakka wakka wakka wakka wakka wakka wakka.

Soul Slice

Reaping Soul (Strike)
Level: Fighter 6
Initiation Action: 1 standard action.
Range: One creature.
Duration: Instantaneous.
Suck that soul, oh yeah. Swipe swipe swipe, soul soul soul. Slice slice slice!

You make a single attack that deals 2 negative levels. You gain 10 temporary hit points for 10 rounds.

Touch of the Reaper

Reaping Soul (Boost)
Level: Fighter 7
Initiation Action: 1 Swift Action
Range: Personal
Duration: End of turn.
You cut people with a really really cold weapon and, therefore, they take extra damage from the coldness of the weapon. Woooooo, you're so deadly and death-themed and cold!

All attacks you make in the round deal +4d6 damage + 1/initator level.

This maneuver is a supernatural effect.

Reaper's Scythe

Reaping Soul (Stance)
Level: Fighter 7
Initiation Action: 1 Standard Action
Target: One creature
Range: Melee Attack
Duration: Instantaneous
With powerful death-like omens of deathy death, you can death it up with death and do death-like things to death death death death.

You make a single attack that deals +7d6 damage. If the target is under the effect of any type of fear, then they gain 2 negative levels.

Mercy of Death

Reaping Soul (Boost)
Level: Fighter 8
Initiation Action: 1 Swift action.
Range: Personal
Duration: Instananeous
You make your weapon SUPER SHARP and stuff, with the power of your SUPER SHARP death powers.

Your critical modifier increases by one step and you deal an extra +4d6 damage.

Bloodstained Blade

Reaping Soul (Strike)
Level: Fighter 8
Initiation Action: 1 standard action.
Range: One creature.
Duration: Instantaneous.
Your blade, it is stained with the blood of all those that died and now you use it to make some sweet ass cuttings.

You make an attack that deals additional damage equal to twice your initiator level. Your threat range for this attack is doubled. This increase in threat range stacks with all other increases.

Death's Embrace

Reaping Soul (Strike)
Level: Fighter 9
Initiation Action: 1 Standard action
Range: Melee attack
Duration: Instantaneous.
You can has the pinnacle of cutting technology in your hands and cheezeburgers are yours, but they are dead cheezeburgers and full of despair; you uses them to keel your enemies and shiz!

You make a strike that deals +50 damage. If a creature is under the effects of any type of fear, the attack is an automatic critical. If they are not, they must make a will save (DC 19 + Wisdom modifier) or become panicked.

Feats Edit

Soul Reaper Specialist Edit

You reap good.
Prerequisites: You must have access to maneuvers.
Benefit: Increase with BAB.

  • +0: You gain access to the Reaping Soul discipline. If you already have access, you gain a +1 bonus to your Reaping Soul DCs.
  • +1: Whenever you use a swift action to initate a Reaping Soul boost, you may make make a will save (DC 20 + maneuver level) to recover a single maneuver.
  • +6: You gain the power of the Essence of the Reaper stance no matter what Reaping Soul stance you are in, sans the penalty to will saves.
  • +11: Once per round, you may attempt to recover your spent swift action as a free action by making a will save (DC 25).
  • +16: Anytime you make a successful critical hit, you may recover all your maneuvers as a free action.

Reaper's Presence Edit

HERE I AM, REAP YOU LIKE A REAPERCANE
Prerequisites: Access to Reaping Soul discipline.
Benefit: Whenever you are in a Reaping Soul stance, you gain your wisdom to your damage instead of strength.

Fear of the Wild Edit

Dinosaurs are not charismatic.
Prerequisites: Grim Visage
Benefit: You may replace your charisma for your wisdom for your intimidate skill and grim visage ability.

Alternate Class Feature Edit

Grim Visage Edit

You utilize some form of really frightening mask or something like to be really really vicious in your viciousness.
Lose: Physical Prowess, Tower Shield Proficiency, Shield Proficiency
Gain: Grim Visage (Ex): Any enemy within 30ft of you must make a will save (DC 10 + 1/2 Fighter Level + Charisma Modifier) or take a -1 to attacks, as long as they can see you. This is a fear effect. Any enemy can only be affected by this ability once. Anyone who passes their will save cannot be affected by this ability for 24 hours. The Fighter may activate and deactivate this ability as a free action. For every two character levels after first (3rd, 5th, 7th, etc), the penalty increases by 1.

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