As usual, I would appreciate feedback on balance and whether or not these powers are mechanically sound.
Abomination: Unless fully clothed and mute, the character is recognizable as an abomination. Lawful creatures are immediately unfriendly and creatures with lawful divinity are immediately hostile. The character is effectively unable to purchase healing spells from lawful clergy, else be immediately attacked. This effect also grants a -3 on reaction rolls against all neutral creatures. (-4)
note: [I ranked this so highly as a drawback because it prevented Reapers from buying high level heals, Restore Life and Limb, etc. from most towns, forcing low level Reapers to carry forward debilitating injuries. It also makes running into perilous encounters more likely, compounding with Dark Souls to make bottleneck at low tiers. It’s altogether possible to enter a city to buy some gear and be attacked and chased by all their residents].
Unholy Existence: The character suffers a -2 penalty on all saves made versus lawful divine spells. All attacks from lawful creatures do +1 bonus damage. (-2)
Death’s Call: each time the deceased character has to roll on the Tampering with Mortality, he must make an additional save vs Death or lose half of the experience gained towards their next level. When this is failed with no experience, the character drops to his previous level, losing half of the experience towards the next level (Ex. A 5th level Reaper with no experience accumulated since their last level will become a 4th level Reaper with ½ the experience needed to get from level 4 to level 5). If dropped to level 0, the character's soul is consigned to hell, forever. (-3)
Death’s Agent: Gain twice the experience from defeated enemies (+2)
Cursed Flesh: Immune to all forms of poisons, curses and disease, gains a +4 bonus to saving throws against Paralysis and Petrification and Death, and gains a +2 bonus to saves versus Spells (+2)
Hurry to the Grave: The character gains a +1 to attack damage against creatures already injured. This bonus becomes +2 at level 7, and +3 at level 13. (For the purposes of this ability, the character will only know whether or target has full Hit Points) (+1)
Dominate Undeath: The character gains +2 to reaction roll against undead. The character gains the ability to turn undead as a cleric of his level, but unlike Clerics, cannot destroy undead inherently. Instead they use their deformed souls to dominate undead, indefinitely gaining control over the undead they would otherwise destroy. Dominated undead can no longer be turned - only destroyed. If the character casts spells that require a saving throw versus Death, his targets suffer a -2 penalty on the save. When the character casts necromantic spells (such as animate dead), the spell effects are calculated as if he were two class levels higher than his actual level of experience. (+1½)
Child of the Shadows
Cost | Ability |
2.5 | The character has the ability to disappear in areas of darkness, innately, and in shadows on a proficiency throw of 3+ on 1d20. In dungeons, the character can escape detection with a proficiency throw of 8+ on 1d20. Whilst in darkness or shadows, the character moves silently and gains an additional +1 bonus to damage. Any lights, magical or otherwise, with sufficient intensity to dispel darkness and shadows will summarily dispel these effects, if the character is within range. |
4 | The character has the ability to disappear in areas of darkness, innately, and in shadows on a proficiency throw of 3+ on 1d20. In dungeons, the character can escape detection with a proficiency throw of 8+ on 1d20. Whilst in darkness or shadows, the character moves silently and gains an additional +1 bonus to attack throws, saving throws and AC, and a +2 bonus to damage.. Any lights, magical or otherwise, with sufficient intensity to dispel darkness and shadows will summarily dispel these effects, if the character is within range. |
8 | The character has the ability to disappear in areas of darkness, innately, and in shadows on a proficiency throw of 3+ on 1d20. In dungeons, the character can escape detection with a proficiency throw of 8+ on 1d20. Whilst in darkness or shadows, the character moves silently and gains an additional +1 bonus to attack throws, saving throws and AC, and a +2 bonus to damage. Any lights, magical or otherwise, with sufficient intensity to dispel darkness and shadows will summarily dispel these effects, if the character is within range. Once daily, the character can take on the aspect of a shadow: they become impervious to non-magic weapons and creatures encountering the character suffer a -3 penalty to surprise rolls. These effects endure while a character remains in shadows and endures for 1 round afterwards, being the direct target of the Light spell will immediately expose the character and end these effects |
Corrupting Touch: The character gains a +2 to attack rolls against lawful creatures and +1 to attack rolls against neutral creatures with good intentions. (+1)
Reaper’s Momentum: Each kill grants a momentum token, each token granting a +1 to all attack rolls. If in melee, this bonus gains an additional +1 to all attack rolls and +1 AC. The Reaper cannot retreat from melee while he has momentum. Each token can be used to increase cleave range by 5’ up to the maximum combat movement rate of the Reaper. A momentum token is lost each round (every 10 seconds). Each time the Reaper is struck a token is lost. Tokens can be expended to perform additional cleaves (one token per additional cleave), exceeding the max allowed by the fighter’s Hit Die; this does not allow cleaves after effects that explicitly end the combat round (eg. Death Healing). [enhanced Berserkergang] (+2)
Requiem: Once per day, after a melee kill, the Reaper can use a spell slot to curse his weapon to deal an additional 1d6 magical corrosive damage per level of the casting of that spell slot, lasting a number of rounds reflective of the the level of that spell slot (Ex. a 4th level spell slot can deal 4d6 additional corrosive damage for 4 rounds/ 40 seconds). This ability can be used during a combat action, taking the place of a cleave, and allowing the Reaper to continue cleaving afterwards, or at the end of a combat action. If this (+2)