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1st +0 +0 +2 +2 Soul Taker, Thinaun Alchemy +1 Spellcaster Level

2nd +1 +0 +3 +3 Sneak Attack +1d6 +1 Spellcaster Level


3rd +2 +1 +3 +3 Fuel Magic +1 Spellcaster Level
4th +3 +1 +4 +4 Sneak Attack +2d6 +1 Spellcaster Level
5th +3 +1 +4 +4 Soulfire +1 Spellcaster Level
6th +4 +2 +5 +5 Sneak Attack +3d6 +1 Spellcaster Level
7th +5 +2 +5 +5 Steal Magical Essence +1 Spellcaster Level
8th +6/+1 +2 +6 +6 Sneak Attack +4d6 +1 Spellcaster Level
9th +6/+1 +3 +6 +6 Reap Soul +1 Spellcaster Level
10th +7 +3 +7 +7 Fuel Life, Sneak Attack +5d6 +1 Spellcaster Level

At 1st level, a Thief of Souls may extract a soul from a thinaun dagger and place it
within a gem worth at least 100 gp. This process takes one minute, and the soul in the
gem is held inside it indefinitely. If the soul gem is smashed, the soul inside is
released. If the soul gem is used to fuel any of the Thief of Souls's class features, the
gem and soul inside are destroyed and the creature whose soul was taken cannot be
returned from the dead. ~

The Boneblade Reaper has scribed necromantic runes into the own flesh of his arms
and chest, never healing and faintly shimmering with dark energy. As long as these
runes are not covered by clothing or armor, these runes provide protection from the
blades and claws of the Boneblade Reapers enemies. In game terms, this counts a +8
armor bonus that counts against touch attacks and incorporeal touch attacks. For each
additional level of this class, this bonus increases by +1. These runes also make the
Boneblade Reaper immune to any effect that would turn him into an undead creature,
even if he is currently dead.

The Thief of Souls learns alchemic secrets that teach him how to convert iron into
thinaun, the legendary soul-stealing metal. He may construct new blades using this
technique. The process takes one day and expends 5000 gp in materials.

Death Attack (Ex): At 3rd level, the Skindancer gains the Death Attack ability of an
Assassin. Levels in this class stack with levels of any other class that offers Death
Attack for the purposes of this class feature. Any creature killed by a bludgeoning
Death Attack is suitable for the Taking Lives ability.

Fuel Magic (Su): When activating a charged magic item, a 3rd level Thief of Souls
may destroy a gem containing a soul (destroying the soul) instead of using charge(s)
from that item. The soul used must have HD equal to or greater than the caster level
of the effect.

Reap Soul (Su): Any time the Thief of Souls successfully uses his sneak attack on an
enemy with a thinaun weapon, the victim must make a Fortitude save (DC 10 + Hit
Dice + the Thief of Souls' Charisma modifier) or die. This is a Necromantic Death
Effect. The Thief of Soulss thinaun blade can take the soul as normal.

Runes of Life Trapping (Ex): At 5th level, the Boneblade Reaper is immune to any
effect that moves his soul from his body, even if he is currently dead. This includes
effects like magic jar, soul bind, trap the soul, and the class features of PrCs like Soul
Merchant and Heartless Mage (even if he has levels in these PrCs). Also, the
Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains
from his Deathscribed Flesh ability.

Ghost Strike (Su): At 7th level, the Boneblade Reaper can lose any prepared spell
in order to cast wraithstrike, even if this spell is not on his spell list. This casting does
not provoke Attacks of Opportunity

Dance with the Dark Reaper (Ex): Due to a bargain with Death, you must battle the
Dark Reaper to win freedom from Deaths grasp. Should the Boneblade Reaper die,
his body is pulled into a featureless pocket demiplane that cannot be accessed or
exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped
of his equipment and he receives the effects of a true resurrection spell and a
disjunction, and he is fully healed. A boneblade weapon is created for him while he is
in this demiplane. He is then immediately forced into a battle with the Dark Reaper
(treat as an Entropic Reaper without the Entropic Blade ability). Should he win this
battle, he is returned with all his equipment to a safe location 1d4 miles from the place
where he died and he does not age for 10 years. If he loses, he dies again and can only
be returned to life with resurrection magic that does not require his body; casting this
kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the
Dark Reaper without aid for the spell to take effect. Once returned to life, the
Boneblade Reapers equipment is transported to the location of his new body. The
Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his
behalf. If the Boneblade Reaper dies due to reaching his maximum age, his life is
extended long enough for him to finish his battle with the Reaper. Should he defeat
the Reaper, his maximum age is instead increased by 10 years (during which he does
not age any further). If he fails, he cannot be returned to life by any means.

Runes of the Dark Reaper (Ex): At 10th level, the Boneblade Reaper ascends to the
honored position of Dark Reaper, and so he cuts the representative runes into his
flesh. Any creature he kills with a boneblade is affected by a soul bind effect that
binds the soul to the body of the Boneblade Reaper. The only way to release a soul
affected by this power is to convince the Boneblade Reaper to release the soul (he can
do so as a standard action). At this level, the Boneblade Reaper also becomes immune
to mind-affecting magic or effects.

All of the following are class features of the Grim Reapers.

Weapon and Armor Proficiency: Grim reapers are proficient with one weapon of
their choice which is chosen at lv1 and all simple weapons. The are proficient with
light and medium armor.

Bonus Feat: The Grim Reaper may select a bonus feat from the fighter bonus feat
list.

Reaping: Beginning at level 1 a Grim Reaper can summon his chosen weapon
(usually a scythe) from an extra dimensional pocket. The grim reaper can perform a
death attack similar to that of an assassin by studying his target for 3 rounds. While
studying the victim, the GR can undertake other actions so long as his attention stays
focused on the target and the target does not detect the GR or recognize the GR as an
enemy. The target must be evil or undead, otherwise the death attack will become just
a normal attack. The subject of the death must make a fortitude save (dc 10 + 1/2
reaper levels + wisdom modifier) or have their soul sucked out of their body into the
GR's weapon. If the subject is undead then it must make a will save (DC 10 + 1/2
reaper levels + wisdom modifier) or suffer the same effect. * Note the character must
be in reaper form to use the reaping death attack but not to summon his weapon.

Ethereal Jaunt: Beginning at level 3 the grim reaper can enter the ethereal plane for
3 rounds. This improves to 6 rounds and level 7. At level 12 the grim reaper can freely
enter the ethereal plane for as long as they wish.

Reaper Form: The GR can take on the form of the Grim reaper. When he enters this
state he wears a black cloak and his flesh takes on an ashy appearance. He floats
slightly above the ground and therefore ignores all difficult terrain, this does not
increase his base move speed. The GR can enter this form a number of times equal to
his Wisdom modifier a day and may maintain the form for a number of minutes equal
to their class level. A player must enter this form to use most of the class abilities.
While in Reaper form the character has spell resistance (10 + grim reaper levels). At
level 14 a grim reaper in reaper form gets natural armor equal to (1/2 his reaper
levels).

Leaping Reaping: This ability functions like dimension door except that the GR may
use his reaping death attack at his highest base attack bonus against the target after
using the spell (if he ends adjacent to the target).

Death's Fortitude: The GR begins to take on the aspects of death. He is immune to


death effects as well as magical and normal diseases.

Death Aura: * Must be in reaper form - Any creature within 20 feet of the reaper
must make a will save or is subject to the Cause Fear spell as well as any creature that
dies within the aura is subject to the Death knell spell.

Death's evasiveness: * Must be in reaper form - The player now partially exists in the
ethereal plane and is now permanently under the effects of a blink spell.

Shadow Jump: The GR may jump from one shadow to the other, the total distance
cannot exceed his level*10 ft per a day

Mask of Death: As a free action the Grim Reaper can summon a skull mask on his
face and those who see it see there deaths. The target is subject to the symbol of death
spell as a gaze attack. This function as a spell like ability with the DC of the fortitude
save being 10+1/2 the reapers level+their wisdom modifier. The mask disappears after
1 round. (Usable 3/day)

Inescapable death: When a reaper uses the reaping class ability the targets soul is
stolen even if their soul is not in their body such as with a lich.
Death's Door: A red portal opens underneath the targets feet. The target must first
make a reflex save (dc 10 + 1/2 reaper levels+ wis mod) if they fail they then must
make a will save (dc 10+1/2 reaper level + wis mod). If they fail both saves their soul
is immediately sucked from their body and goes straight to judgement ( leaving the
target quite dead and all of his equipment intact). (Usable 1/day)

Death's Guardian: The reaper can summon an entropic reaper to fight for him for a
number of rounds equal to his 1/2 his reaper levels. (Usable 2/day)

Death Incarnate: The reaper has become death itself and is therefore immune to it. If
the Grim Reaper is dropped to 0 hit points his body turns to ash and is blown away.
However, because a reaper's deity holds their soul, they can resurrect at a chosen
destination in 1d10 days. This can be negated only by an ability or spell which is
capable of binding or stealing the reaper's soul.

Soul Reaver(Su): At 8th level, a reaper's scythe becomes a soul reaver, his scythe
gains a +1 enhancement bonus, plus from this point on, the scythe is always
considered under the effect of the cursed blade spell (complete warrior, spell
compendium). As well the reaper can absorbe the souls of fallen enemies through his
scythe. On any successful melee kill on an enemy, the soul reaver absorbes the soul
and gains a enhancement bonus base on the enemy's HD(ex. 4HD/+1, 6HD/+2, and so
on), this bonus last for 24 hours. The Reaper must meditate for 8 hours to change his
scythe into a soul reaver.

reap Soul (Su): Whenever a Soul Reaper strikes the killing blow against a creature
with her Reaper Weapon or with one of her class abilities, she can remove the soul
from the deceased body and store its energy within herself. These souls give her
energy for some other abilities.
A Soul Reaper can only hold a maximum of 3 souls at a time, plus 2 per Soul
Reaper level after first (5 at 2nd level, 7 at 3rd level, to a maximum of 21 souls at
10th level).
Every night, as she meditates, a Soul Reaper must give half the souls she has
collected (rounded up) to the spirit world, allowing them to move on. If she does not
do this any given night, the Reaper Lords will typically curse her with bad luck (-1
Luck penalty to all rolls, increasing by 1 for every following night) until she sends
them. Any penalties incurred as a result of this inefficiency are removed upon this
transaction (This includes both negligence and the physical inability to complete
them).

The Reaper's Weapon: A Reaper is always connected with a weapon that will aid her
in collecting souls. When a reaper is first reborn, the very first bladed object she
touches that she intends to use as a weapon becomes her Shihona. This weapon
becomes a +1 magic weapon (regardless if the weapon was masterwork, or even
makeshift).
A reaper can change her Shihona by taking 24 hours to concentrate on bonding with
a weapon. At the end of this meditation, she must sacrifice a number of experience
points, essentially shifting some of her life force into her desired weapon. The weapon
then becomes a magic weapon (if it wasnt already) and gains an enhancement bonus
and/or special abilities. A Reaper cannot create a new Shihona if doing so would cost
enough experience points to reduce her character level.
In order to make a non-magical weapon into a Shihona, the reaper must pay 50
experience to give it a +1 enhancement bonus. If the weapon already is magical (or is
becoming magical by the use of this ability) the reaper can pay an additional 450
experience points to give the weapon the Ghost Touch ability (PH). A Soul Reaper
does not need to pay this experience cost if: she still has her previous weapon; she is
removing the magic from the old weapon to give it to the new weapon; AND she is
not adding any extra magic (i.e. If the old weapon was simply +1, and she's adding
Ghost Touch; OR switching from a single weapon to a double weapon or two
weapons)
If the ritual is interrupted, it can be begun again at any time, but it must run for a
full 24 hours for the weapon to become a Shihona. The reaper pays the XP cost as
soon as the ritual has been completed. A reaper can use this ability to make a reaper
weapon using a double weapon, two weapons, or natural weapons. When creating a
double weapon or two weapons, or enhancing natural weapons, she must pay the
experience for each side of the double weapon, or each weapon, plus 10% of the
entire cost (if making two ghost touch weapons, she must pay 1100 experience: 500
for each weapon, plus an extra 100 XP for the dual weapon cost). If a reaper lets go of
her reaper weapon, it loses all abilities until she has hold of it again. If she loses her
Shihona, she can simply create a new one, and the old one loses all abilities.
Whenever using her Shihona, a Soul Reaper gains a Divine bonus on attack rolls
equal to +1 for every 3 souls she has currently stored (to a maximum of a +7 bonus at
10th level, if all 21 souls are collected).

Spirit Talk (Su): Whenever a Soul Reaper meditates, she may speak to any soul that
she currently possesses. The soul remembers everything it knew at the time of its
death. This soul will not necessarily be helpful, and will often be hostile, if the Soul
Reaper was the one that killed it.

Cheat Death (Su): At 2nd level, the reaper lords have given the training reaper a
greater form of immortality. Any time the reaper dies from any cause she has a 10%
chance to return to life in 2d6 minutes. This chance increases by 10% every level after
2nd (20% at 3rd, 30% at 4th, to a maximum of 90% at 10th level).
If the reaper returns to life and her body still exists mostly intact, she returns to life
in that body, which heals to her maximum HP. If the reaper returns to life and her
body still exists, but not intact (the body parts are separated), all the body parts
teleport to the single largest part, and they regenerate together, healing the reaper to
half her maximum HP. If the reaper returns to life and her body no longer exists in the
material realm, a new body is created for her and she returns to life in that body at her
maximum HP (the new body may or may not look like the previous body, at the DMs
discretion).

Spirit Touch (Su): At 2nd level, the reaper learns to slightly manipulate life energy.
By making a melee touch attack, she can drain a targets life energy, dealing 1d8
damage and healing herself by the amount dealt. Also, she can reverse this effect: by
making a melee touch attack, she can give up any amount of hit points to heal a
person shes touching by the same amount. This ability can be used at will. This
damage increases to 2d8 at level 5, and again to 3d8 at level 8.
If both the Reaper and the touched person are willing, they can choose how much
health will be exchanged. Whichever person is losing hit points simply designates
how many hit points he wants to give, and the person receiving hit points gains that
much life. (By the use of this ability, a person cannot lose more hit points than the
amount that would kill them).
This ability does not utilize positive or negative energy, it simply manipulates life
energy. Because of this, the ability affects living beings, as well as undead, but not
constructs.

Ethereal Grace (Su): At 3rd level, a reapers agility is enhanced to aid her in her
fight to restore balance. She gains a +4 divine bonus to her dexterity score, and her
movement speeds increase by +5 feet. This bonus is permanent.

Soul Reap (Su): A 3rd level Soul Reaper possesses the ability to simply remove the
soul from a living creature, killing it instantly and collecting the soul. Once per day,
the Soul Reaper can make a melee touch attack with her Shihona against a single
living creature, declaring the use of this ability. If it successfully strikes, the creature
must make a fortitude save (DC 10 + class level + Intelligence Modifier) or die.

Soul Armor (Su): Starting at 3rd level, a Soul Reaper becomes guarded by the soul
energy she collects. A Soul Reaper gains a Deflection bonus to AC equal to +1 for
every 3 souls she has currently stored (to a maximum of a +7 bonus at 10th level, if
all 21 souls are collected).

Spirit Walk (Su): As a swift action, a 4th level Soul Reaper can instantly walk
through the spirit world and appear anywhere within 30 feet of where she was
standing. She can use this ability to walk a total of 30 feet per day times her
intelligence modifier, but she may split this total distance up into smaller distances
(i.e. She can walk 30 feet twice, or she can walk 20 feet three times). These distances
must all be in 5-foot increments.

Soul Survivor (Su): Starting at 5th level, a Soul Reaper gains even more power from
the souls she has collected. A Soul Reaper gains a Divine bonus to all her saving
throws equal to +1 for every 3 souls she has currently stored (to a maximum of a +7
bonus at 10th level, if all 21 souls are collected).

Jury of the Reaper Lords: In order to advance to the 6th level of this class
(becoming a Reaper Avatar), a Soul Reaper must stand jury before the Reaper Lords
and be judged as to whether or not she is qualified to be a Reaper Avatar. Things that
would disqualify a Soul Reaper from advancement include, but are not limited to:

-Alignment Issues (having performed some acts of evil, or ignoring the Reaper
code of returning souls each night)
-Not collecting enough souls to be of worthwhile to the Reapers, or not
completing missions
-Preventing the predestined death of a person

These disqualifications do not include anything that would cause a Soul Reaper to be
completely stripped of their powers (i.e. Truly becoming Chaotic or Evil in alignment,
or so many small penalties that it is too much hassle to deal with the Reaper)
Avatar of Death (Su): At 6th level, a Soul Reaper has achieved the rank of a Reaper
Avatar, and she can take a full-round action to enter Avatar Form (she can exit Avatar
Form as a free action). A Reaper Avatar looks like the original Reaper in shape, but
her color becomes darkened and an aura of what looks to be black fire becomes
visible. While in Avatar Form, the Soul Reaper heals from negative energy and is
harmed by positive energy. Also, nonmagical physical objects pass through the
Avatar's body as though she were ethereal. Magical items function normally. The Soul
Reaper can remain in Avatar Form a number of rounds per day equal to twice her
Reaper class level.
Also, every level after 6th, a Soul Reaper can choose an ability from the list below
to learn. These abilities can only be used while in Avatar Form.
-Wings of Shadow (Su): The Avatar Reaper gains black wings that look like fire. She
gains a fly speed of 80 feet (Poor).
-Spectre Sight (Su): The Avatar Reaper's eyes become windows to the spirit world.
Any time she looks at a person, she is able to see how much health they have, relative
to their maximum (i.e. A person is at 75% health, or 50% health).
-Greater Spirit Walk (Su): The Avatar Reaper can use the Spirit Walk ability to much
greater effect. As a swift action, she can move up to 50 feet at once. Also, as long as
she is in Avatar form, the use of this ability does not subtract from her total distance
per day with Spirit Walk.
-Horrid Vision (Su): The Avatar Reaper has a terrifying appearance. In addition to
appearing as a darkened version of herself, the Reaper can add any other features to
her appearance to allow her to inflict terror. Anyone viewing her must make a Will
save (DC 10 + class level + Intelligence Modifier) or be panicked for 1d4 rounds, and
then frightened for 1d6 rounds following. Anyone succeeding the save is shaken for 1
round. A person who has succeeded this save is immune to the effects of this ability
for 24 hours.
-Dark Stalking (Su): The Avatar Reaper can become invisible (as Greater Invisibility)
for a number of rounds per day equal to 3 + her Intelligence modifier.

Resurrect Soul (Su): Some souls are unwilling to pass on simply because they have
unfinished business in the material plane. Beginning at 6th level, a Soul Reaper can
resurrect one of these souls in order to give it some extra time. A body is created for
the soul (which can take either the person's original appearance or the appearance of a
new person), and the person is treated as though he is fully resurrected. The person is
then allowed to complete his final act, after which his new body will disappear and his
soul will return to the Reaper for passing.
Because the Reaper still has ownership of the soul, she is always aware of what the
resurrected person is doing, and she can choose to reclaim the soul (causing the body
to disappear) any time she chooses (i.e. If the person is taking too long, if the person
is trying to betray his agreement with the Reaper, etc.). A Soul Reaper can only have
one soul resurrected at a time.

Shape of the Omen (Su): A 6th level Soul Reaper learns the mythical art of being an
omen of death. By taking a standard action, the Reaper can shapeshift into a cat, an
owl, or a raven, or she can shapeshift back into her normal body.

Black Cat: The Reaper becomes a tiny animal with a base land speed of 30
feet. She also gains claws, giving her a +10 bonus on climb checks when
attempting to climb trees or other surfaces that claws could pierce.
Dark Owl: The Reaper becomes a tiny animal with a land speed of 10 feet and
a fly speed of 40 feet and good maneuverability. She gains a +2 bonus to spot
checks while in this form.
Raven: The Reaper becomes a tiny animal with a land speed of 10 feet and a
fly speed of 40 feet and [[SRD:Fly|good] maneuverability. She gains the
ability to screech at will, causing everyone hearing it to become frightened for
1d4 rounds. This effect is negated by a DC 20 Will save, or if a person has
heard the screech in the past 24 hours.

Improved Reaper Weapon (Su): At 7th level, a Soul Reaper gains a greater bond
with her weapon. She may now, with the same ritual used before, gain up to a +5
enhancement bonus to the weapon, as well as Ghost Touch.

What You Truly Fear (Su): At 9th level, the Soul Reaper can take the form to all
who see her of what they fear most, causing them to make a will save (DC 20 +
Intelligence Modifier) or instantly become frightened for 1d4 rounds and shaken for
1d6 rounds thereafter. If a person fails this save by more than 5, they also drop
anything they are holding. This ability can be used at will, and remains active until the
Reaper chooses to turn it off. A person is immune to this effect if they have succeeded
the will save within the last 24 hours.

Grim Reaper (Su): At 10th level, a Soul Reaper is considered to be a true Grim
Reaper. This final-level Soul Reaper can enter Avatar Form at will, and may remain in
Avatar form for an unlimited amount of time.

Weapon and Armor Proficiency: The Boneblade Reaper gains no proficiency with
armor or weapons, although if he has the flurry ability he may use it with any
Boneblade weapon.

Spellcasting: Every level, the Boneblade Reaper casts spells (including gaining any
new spell slots and spell knowledge) as if he had also gained a level in a spellcasting
class he had previous to gaining that level.

Deathscribed Flesh (Ex): The Boneblade Reaper has scribed necromantic runes into
the own flesh of his arms and chest, never healing and faintly shimmering with dark
energy. As long as these runes are not covered by clothing or armor, these runes
provide protection from the blades and claws of the Boneblade Reapers enemies. In
game terms, this counts a +8 armor bonus that counts against touch attacks and
incorporeal touch attacks. For each additional level of this class, this bonus increases
by +1. These runes also make the Boneblade Reaper immune to any effect that would
turn him into an undead creature, even if he is currently dead.

Death Art Strike(Su): Each time the Boneblade Reaper kills an enemy with a
boneblade weapon melee attack, he may make an additional touch attack with a free
hand at the same attack bonus. If this attack hits, it does 1d6 points of Con damage
plus 1 for every HD of the killed enemy (Will save for half).

Secrets of the Boneblade Art(Su): From 2nd level on, the Boneblade Reaper may
cast his targeted Necromancy spells through his boneblades. On any successful melee
attack on an enemy with a boneblade weapon, the Boneblade Reaper may cast a
targeted Necromancy spell as a swift action that does not provoke an attack of
opportunity. This spell affects the enemy as if the boneblade had been enchanted with
the Spellstoring attribute and the spell had been inside it when it struck (and been
activated during the attack).

Dark Life(Su): At 3rd level, the Boneblade Reaper has learned to draw power from
negative energy. Any damage he would receive from negative energy is instead
converted to healing on a point for point basis. He is still healed by Positive Energy as
well.

Stunning Blade (Ex): At 4th level, the Boneblade Reaper can make stunning attacks
and similar special attacks with a bone blade as if it was an unarmed strike.

Speed of Death (Ex): Even light is not faster than the dark, and nothing living is
faster than death. When the Boneblade Reaper achieves 4th level, his speed increases
by 20 feet. His speed increases 20 more feet at 6th, 8th, and 10th level.

Runes of Life Trapping(Ex): At 5th level, the Boneblade Reaper is immune to any
effect that moves his soul from his body, even if he is currently dead. This includes
effects like magic jar, soul bind, trap the soul, and the class features of PrCs like Soul
Merchant and Heartless Mage (even if he has levels in these PrCs). Also, the
Boneblade Reaper gains Heavy Fortification in addition to the armor bonus he gains
from his Deathscribed Flesh ability.

Ghost Strike(Su): At 7th level, the Boneblade Reaper can lose any prepared spell
in order to cast wraithstrike, even if this spell is not on his spell list. This casting does
not provoke Attacks of Opportunity

Dance with the Dark Reaper(Ex): Due to a bargain with Death, you must battle the
Dark Reaper to win freedom from Deaths grasp. Should the Boneblade Reaper die,
his body is pulled into a featureless pocket demiplane that cannot be accessed or
exited by dimensional traveling magic. Once there, the Boneblade Reaper is stripped
of his equipment and he receives the effects of a true resurrection spell and a
disjunction, and he is fully healed. A boneblade weapon is created for him while he is
in this demiplane. He is then immediately forced into a battle with the Dark Reaper
(treat as an Entropic Reaper without the Entropic Blade ability). Should he win this
battle, he is returned with all his equipment to a safe location 1d4 miles from the place
where he died and he does not age for 10 years. If he loses, he dies again and can only
be returned to life with resurrection magic that does not require his body; casting this
kind of spell calls a Dark Reaper to the location of the spellcaster and he must kill the
Dark Reaper without aid for the spell to take effect. Once returned to life, the
Boneblade Reapers equipment is transported to the location of his new body. The
Boneblade Reaper cannot refuse to return to life if resurrection magic is used on his
behalf. If the Boneblade Reaper dies due to reaching his maximum age, his life is
extended long enough for him to finish his battle with the Reaper. Should he defeat
the Reaper, his maximum age is instead increased by 10 years (during which he does
not age any further). If he fails, he cannot be returned to life by any means.

Runes of the Dark Reaper(Ex): At 10th level, the Boneblade Reaper ascends to the
honored position of Dark Reaper, and so he cuts the representative runes into his
flesh. Any creature he kills with a boneblade is affected by a soul bind effect that
binds the soul to the body of the Boneblade Reaper. The only way to release a soul
affected by this power is to convince the Boneblade Reaper to release the soul (he can
do so as a standard action). At this level, the Boneblade Reaper also becomes immune
to mind-affecting magic or effects.

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