The ultimate expression of darkness and death, the Reaper of Alaine sacrifices number of attacks for the exclusive Scythe of the Reaper, gaining quality access to powerful techniques and abilities.
Gather the souls, brethren, for the true Lady of Death!
Hit Dice: d10
Skill points: 8+Int Modifier
Class Feats: Exotic Weapon Proficiency (Reaper Scythe), Exotic Weapon Proficiency (Reaper Armor)
Requirements: The ability to see souls, the ability to physically touch souls, 300 Alaine favor points, able to attack 10+ times in one round, 150 Gnosis, must complete the mission "Secret of Alaine."
Armor Symbiosis - The Reaper, giving themselves up to the Alaine completely, now finds themselves able to wield the Scythe and the Armor of a true Reaper. With the armor comes special bonuses, but they are no longer able to use a shield or any other form of armor or Artifact outside of Reaper Mode. The Reaper Armor freezes a user's age, and they no longer can be poisoned or suffer disease. The Armor is of exceptional value, and it's Armor Rating is applied versus attacks of all kinds (physical, magical, psychic, spiritual, other) save reality-warping effects. The Armor itself is a Reaper's flesh, and all damage done is considered touch-based…but as the Reaper grows, so do the abilities granted to the armor.
Base stats
*AC = current ECL
*Allows any and all excess HP or EP absorbed to become "Temporary Points" that disappear at end of combat.
Reaper Mode - Takes a free action to activate, and lasts until the end of combat. Cannot be used outside of combat or it will drain 1/5th of the user’s total HP and EP per minute. While in this mode you gain the Armor and the Scythe at whatever level of Reaper you're at. In order to use your usual weapons and full number of attacks, go out of Reaper Mode. All this means is that you cannot access the Armor or Scythe, or the abilities of these two items.
The Scythe - The Reaper, giving themselves up to the Alaine completely, now finds themselves able to wield the Scythe and the Armor of a true Reaper. With the scythe comes special bonuses, but they are no longer able to use any other weapon outside of the one they specialized within their previous life no matter if it was physical, magical, ki, or otherwise. The Reaper must choose only one type of weapon outside of the Scythe in this way. The specialized weapon, chosen by the Reaper, is then absorbed into the Armor and the Scythe, allowing them to call this weapon at any point in time (even outside of Reaper Mode) but cannot be dual-wielded with the Scythe (there DOES exist exceptions: see GM for details). This counts as a Natural Weapon.
Base Stats
*4d20 crit 15-20 x2/x10
*Can be "focused" to increase crit modifier by 1 for each time it's focused, up to x10. This takes a standard action, and reverts to 0 at the end of the round.
*Can absorb HP (maximum of scythe damage) if Crit Attack is successful (50% chance - must roll higher than 50 on a d100 check)
*On a Double Crit, the Scythe has up to 50% - 100% chance to absorb (75% automatically applies This Is Why I Love My Scythe, 100% automatically applies Fear The Reaper)
Written in Blood - The magic that creates the Reapers of Alaine also creates a strange by-product ability, that is magical in nature and yet are classified as abilities: Blood Magic. This specialized version is almost always classified as Shadow Energy, yet the effects are as if cast by dynamic sorcery. This is important as certain abilities or spells that hinder or neutralize Shadow Energy or Magical Energy will never hinder Blood Magic, only if both are neutralized at the same time. Written in Blood allows the Reaper to cast this specialized form of Blood Magic. Each spell has their own activation method and can be used once per combat.
Boomerang Scythe - At this point in time, the Reaper may choose to attack targets up to 50 feet away, each attack consisting of throwing the scythe and willing it to return (taking up a standard action to return). Should the Scythe be somehow blocked from returning, the Boomerang affect wears off and the scythe drops to the ground, unable to be moved by any save for the Reaper or another Reaper. This affect is weak to reality-warping effects. The Boomerang Scythe does not retain absorption capabilities.
Reaching Scythe - At this point in time, the Scythe transforms so that the haft now has chain hidden within it, allowing it to stretch out and attack targets up to 100 feet away. While in this mode, the Scythe retains all absorption abilities. Also, the Scythe's Boomerang effect now increases to 200 feet.
Empowered Soul - By absorbing the souls of others, you can increase your own power. Each soul absorbed in such a fashion gives you 10 HP and EP, but may piss off Alaine if done so without permission.
Delicious Birdcage - Upon killing a target, the Reaper may make an attempt to capture the soul, if there is one. Dice shootout directly with the GM to determine if the Reaper can claim the soul for their own use (no maximum limit). Upon successfully capturing a soul, you can keep them for as long as you want, but be warned: certain souls are stronger than others, and may attempt to combat the Reaper for control of the Reaper's body. Losing control to a soul "dishonors" the Reaper, and they will suffer greatly certain consequences (not all at first, but any and up to) - "freezing" of job, loss of use of Armor and Scythe, loss of Alaine points, and perhaps worse. Note: you can only absorb one soul as many times as your constitution modifier per day. There is no maximum total. Attempts must be made within ten minutes of confirmed death.
Unless stated otherwise, the Reaper can used caged souls to pay for any and all forms of Reaper-based attacks. Doing so immediately releases them from bondage and into true death.
Double Scythe - The Reaper can now dual-wield a second scythe, one with the same stats and abilities as the first. The Reaper may now attack up to their maximum number of attacks allowable (beyond 10). The Reaper may utilize the second weapon as if they had all the two-handed feats for both weapons and defense, even if they don't have the required feats. It takes a full round action in order to summon the second scythe.
This Is Why I Love My Scythe - from now on until the end of combat (or you hit 100%), upon a successful attack with the Scythe, the Scythe's ability to absorb HP and EP from a target is increased by 25%.
Bring Forth the Scythe - the ability to summon your main Scythe from within a target if you have not summoned it already. An instant kill ability at crit, otherwise it does 2d20 damage to a single target up to 10 feet away. Target must have lower gnosis than you. If you fail to summon the scythe within someone, than you may not summon the Scythe for 10 in-game hours.
Fear The Reaper - the ability to absorb HP and EP from the target by the Reaper directly (not through their Scythe) is increased by 25% upon successful attack. Ends at 100% or until the end of combat.
Empowered Armor - by absorbing souls from the Delicious Birdcage, you can improve your Armor's defense rating by 1 for each soul absorbed this way. Can only be done during the first round of combat, and is considered a full-round action (must be done at the beginning of the round). The improved defense rating lasts for 24 hours.
Blood Armor - by sacrificing HP, you can improve your Armor's defense rating by 1 per 50 hp invested. The defense rating lasts until end of combat. Takes up one action. This cannot be used as a counter, unless otherwise specified.
Battle Bulking - As a free action, the Reaper can double their overall armor rating for 1d6 rounds. Costs 1/5 of your EP total. This ability also protects the Reaper against flanking, and they are considered not flat-footed even during a surprise round. If done as a counter it lasts until the end of round, then it costs 100 EP.
Note: this does NOT stack with itself.
Living on a Prayer - the Reaper learns the ultimate ability of their job, the ability to at-will (as a free action) switch their HP from a normal HP to a specialized version: their HP is frozen at 1, but should their EP ever drop to 0 then they go back to the normal HP setting. While in this special Reaper Mode, all damage done to HP is done to EP instead, and EP refreshes at an additional 10/round (stacks with current refresh rate). While in this mode, you cannot increase your HP beyond 1, and all abilities that request an investment of HP cannot be used. Any and all HP absorbed during this mode is considered wasted and gone. During this mode, any attacks done to you spiritually has a strong chance of slamming you out of this mode, but only if the damage dealt in one blow is greater than your faith points total. Dice shootout determines if you stay in Reaper Mode or not.
Secret Art: No Life - once per day, upon hitting 0 hp the user begins to enter into the “meganegative state.” They may continue to take damage while still being alive and operating at full capacity. At certain thresholds, they gain certain bonuses:
100 damage - Damage Dealt+100, BaB+# of dead bodies in the combat zone
300 damage - Damage Dealt+300, Extra Attack+1, DmR+#of dead bodies in the combat zone
750 damage - Damage Dealt+750, Extra Attack+1, Crit+#of dead bodies in the combat zone
1000 damage - Attacks ignore gnosis, all allies gain “DmR (Reaper of Alaine levels)” status, Damage Dealt+(however much damage has been dealt since the start of combat)
At the end of combat, the user evaporates out of existence.
NOTE: there may be a way through GM fiat for the user to come back, but that’s gonna take a whole quest with your friends and possibly a stand in for yourself there, partner.
Blood Magic
Note: Blood "counters" can only be chosen once per round. You cannot combine counterattacks that are Blood Magic in nature. Using a "blood checkpoint" or any other measurement of blood for a Blood Attack will use the blood up and cannot be used for anything else. Go on and spill some more blood.
Raining Blood - upon taking damage, the Reaper can immediately counterattack any and all targets who have attacked them at any point in time during combat, their spilled blood become bloody clones of themselves. This can only be done once per combat, and does not allow the Reaper to absorb HP and EP in such a fashion, but does Scythe damage against all who have attacked them up to this point. This counts as a counterattack.
Blood Market - upon taking damage, the Reaper can immediately create a lifeline with the attacker. All damage or healing done to the Reaper will affect the attacker as well. Can be done on only one target at a time.
Blood Trap - upon taking damage at any point in time during combat, the Reaper's spilled blood now becomes a checkpoint for them. At any point in time, as a free action, they may activate the checkpoints to "entangle" any nearby enemies, paralyzing them for one round. Afterwards, the blood used disappears.
Blood Shuffle - upon taking damage at any point in time during combat, the Reaper's spilled blood now becomes a checkpoint for them. The Reaper can, as a free action, teleport to that checkpoint no matter how far it is.
Note: Blood Shuffle is an incredibly useful and powerful ability. It can work up to one dimension away, and force abilities will not stop the Shuffle, though planar blocks will indeed stop you from teleporting.
Seek and Destroy - upon taking damage, as a counterattack the Reaper can choose to pay 50 EP and designate a "targeting reticule" on the attacker. Until a new designation is made, any and all end result damage done to the target is doubled.
Hemoclone - Sacrifices HP to create a miniature version of the Reaper. This "multibody" does additional Scythe damage once per round to whatever target the Reaper designates (the multibody attacks immediately after the Reaper's turn). You must first designate however many clones you wish to make, then how powerful they are (roll Scythe damage then apply to each multibody). All clones are considered to have your armor rating, and HP is set to the amount of damage they can dish out per round. Should any spell affect the clone, it will affect the Reaper.
For every 100 HP invested, a new clone is created.
For every 10 HP invested, the clone's power is increased by 1/10. 100 HP = full Scythe damage per round, full Scythe damage number for HP per clone. Remember, HP must be sacrificed for EACH clone.
Note: let's say you want 5 clones at full power, full hp? That's 1000 HP you gotta sacrifice.
Special Attacks
Note: ALL Special Attacks learned by the Reaper crit at an additional x4 added to the crit modifier
Crab Strike - a low-blow that forces a target to become flat-footed until they regain their footing (Dex check DC20). Costs 15 EP, does Scythe damage. All Scythe bonuses take effect upon succesful attack.
Snip the Thread - a strike that attacks a target's very soul, doing damage directly to their stats. Costs 25 EP, does Scythe damage to either Str, Dex, or Con. All Scythe bonuses take effect upon succesful attack.
Weirding Shears - a cross-specialization attack that allows the Reaper to move without being stopped. Disappearing from sight the Reaper appears and, alongside a twin made of energy, cross-slashes a single target. This affects any one target up to 100 feet away, cannot be countered, and does double Scythe damage upon hitting. All Scythe bonuses take effect upon succesful attack (x2, actually) and count as one hit in terms of defense and attack rolls.
Chain Gatling - giving up the entire round, the Reaper does Scythe damage to all targets within a 100 foot range in all directions. Costs 100 EP. All Scythe bonuses take effect upon successful attack.
Massacre - by giving up the entire round, the Reaper can perform a special attack that strikes all targets within range (or one single target). By forcibly absorbing blood from the targets, the Reaper does massive damage (1000 points dealt out however they wish amongst however many targets they wish) and changes the battlefield to Slippery status for the rest of combat. Upon declaring the attack though, the Reaper must give up their EP total to 1/2 it's current total and HP to 1/2 it's current total, and must survive a system shock test (75% or higher) lest they themselves are brought down to 1 HP as well and unable to continue combat no matter how they're healed. Can only be done once per day.
Seeeecret ability can be figured out here, but only if your gnosis is 200 or higher. Upon hitting Gnosis 200, all targets that have a lower gnosis will not only take the damage dealt up to 1000 hp damage…but that much in HP and EP can be absorbed by the Reaper so long as the Reaper survives the system shock requirements. So instead of being brought down to HP 10 and EP 1, the Reaper can, in fact, get raised up to +1000 HP and EP! Remember kids: the ultimate ability of the scythe allows the Reaper to absorb damage dealt as both HP AND EP! That's the gist of the Reaper's ultimate power.