Grim Jr.'s page

1,405 posts. Alias of Lord Foul II.

Full Name

Grim Jr.




Death Mage 11/oracle 1/grim reaper 10










Death, Grim



Strength 20
Dexterity 26
Intelligence 19
Wisdom 13
Charisma 32

About Grim Jr.

Son of Grim, he has self esteem issues, given that he has big shoes to fill, he is the first 'born' son of the grim reaper, and so far as his family are concerned he's not good enough. The reason he was sent here is because he wasn't doing good enough on natural talent in his bones. And with the threat of war brewing in hell it was decided he would be a liability as he was.

STATS: (work in progress)
type/Subtype: undead, outsider (native, Evil)
undead defencive traits
immune to turning
immune to cold
resist fire/acid 15
resist electricity 5
Dr 10 /cold iron and magic or good
heals from positive energy
immune to negetive energy damage/heals from channeled negetive energy
fly speed 40 (good)
SR 22
BAB: 11
HP: 240
will +12
fort +16
reflex +11
AC 34 (10+8 (dex) +8 (natural) +8 (armor, from feet))
favored enemy: undead +6
Bonus to hit with scythe +31 +8 for undead (6 for favored enemy 2 for bane) ignores non organic or magical sources of AC. made of adamanite it is a +4 grey flame, ghost touching, undead bane void scythe note. ghost touching is a class abality not an enchantment

bonus to hit for spells and well really anything else: 22 +6 for undead

damage for Scythe 2d4+11 +8+2d6 for undead ignores DR of adamanite, Evil, magic epic and any DR possessed by undead it also works as such for any regeneration, working as evil, magic, Adaminite, epic for regeneration, also working for any regeneration possessed by undead.

class abilities:

Voice of the Dead (Su)

At 2nd level, the death mage’s ability to hear and understand spirits of the dead is developed enough to allow her to speak in this tongue as well. As the spirits themselves are mindless, talking to them serves no purpose (though many death mages do so anyway). Death mages may use the language to understand and be understood by undead creatures (all of which know the voice of the dead as a language, even if it is not listed), and to communicate with each other. Additionally, language is no longer a barrier when the death mage uses a speak with dead spell.

Shape Shadow (Su): You can manipulate and command shadow as if it was a physical, malleable material. You gain the benefit of persistent prestidigitation, unseen servant, and spectral hand spells as a result of your ability to shape and command shadows.

Shadow Adept (Su): Whenever you cast a shadow conjuration or shadow evocation spell from the death mage spell list (including lower and higher-level versions of those spells), you may use it to emulate any cleric, bard or sorcerer/wizard spell from the conjuration or evocation (as appropriate) schools. A typical death mage who casts those spells may only use them to emulate sorcerer/wizard spells, as outlined in the spell descriptions.

Summon Shadow (Su): At 8th level, you gain the ability to summon three shadows to serve you. This acts as a summon monster V spell, except it always summons three shadows, the shadows are of your alignment, and the effect has a duration of one minute per death mage level.
Deny Death (Ex): You gain an additional hit point at each character level. When your hit point total drops below 0, you automatically stabilize. You don’t die from hp loss until you reach a number of negative hp equal to or greater than Constitution score + ½ your class level.

Reap (Su): As a swift action you can empower a melee attack with the certainty of the grave. The attack gains a bonus to hit equal to equal to your Charisma modifier (to a maximum of your class level), and +1d6 damage (+2d6 if the target is an undead). You must declare if an attack is to be empowered prior to making your attack roll. Empowered attacks count as magic for purposes of bypassing DR. You may use this power a number of times per day equal to 3 + your Charisma modifier.

At 7th level the extra damage from your empowered attack increases to +2d6 (+4d6 if the target is an undead), and it bypasses any DR of an undead target.

Secrets of the Dead (Su)

At 5th level, the number of spirits talking to a death mage, and the secrets they constantly whisper to her, takes a major upswing. As a result, the death mage may add her class level to any Knowledge check regarding a dead or undead person or creature, necromancy, places where people are buried, or ceremonies regarding the dead.

Wisdom of the Grave (Sp)

At 10th level, as a standard action, the death mage may ask a single question of any creature that has been dead for no more than one round. This functions like a speak with dead spell, though the death mage is allowed only a single question.

Life Over Death (Ex)

At 7th level, the grim reaper becomes immune to energy drain and any negative energy effects, including channeled negative energy.

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric (death mage) level. (11 rounds) You can use this ability a number of times per day equal to 3 + your Wisdom (charisma) modifier. (total 14 times per day)

Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Superior Turning (Ex)

A grim reaper may add his grim reaper level to the DC of his attempts to turn or command undead (if he has this ability).

Spirit Walk (Su): As a standard action, you can become incorporeal and invisible. While in this form, you can move in any direction and through any object (except for those made of force). You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your oracle level, but you can end this effect prematurely with a standard action. You can use this ability once per day at 11th level, and twice per day at 15th level.

Potent Carrier (Ex)

At 3rd level, every melee attack that the grim reaper makes and successfully deals damage with can also inflict the vivification virus on a corporeal undead creature. The DC to avoid this disease becomes 12 + the grim reaper level.

Smite undead (Su) 5/day this acts as the palidin's smite evil except it works on undead as opposed to those of evil alingnment.

Feats (work in progress):

including bonus feets from antihero and human bonus feet

Infernal Sorcerer Howl

( Player's Handbook II, p. 91)


You channel the fury of your infernal ancestors into a thunderous roar that blasts your enemies with sonic power.
Infernal Sorcerer Heritage (PH2)
By expending one of your spell slots, you create a 30-foot cone of sonic energy. All opponents within the cone take 2d6 points of damage per level of the spell slot expended. Each target can attempt a Fortitude save (DC 10 + the level of the spell slot expended + your Cha modifier) for half damage. This is a supernatural ability.

signature weapon +3 to hit with my scythe

web of steel +8 to AC with scythe

( Unearthed Arcana, p. 92)


You have crude control over electricity effects near you.


Exposure to call lightning, lightning bolt, or chain lightning spell,


Whenever you take damage from an electricity effect, you may send a line of electricity arcing from your body at any single target within 30 feet. This bolt deals half the damage you just took; a Reflex save (DC 16 + your Cha modifier) halves this damage.

Charnel Miasma

( Complete Champion, p. 57)


Your close connection to death magic causes others to find your company unpleasant.
Access to the Death domain,
As long as you have a 2nd-level or higher Death domain spell available to cast, you exude an almost imperceptible scent of the grave wherever you go. As a standard action, you can force one foe within 30 feet to attempt a Will save or be shaken for 1 minute. If you use this ability on an already shaken creature and it fails its saving throw, it becomes panicked for 1 minute or until it spends 1 full round out of line of sight of you. Creatures that succeed on this save are not affected again by your charnel miasma for 24 hours. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting death spells.

Otherworldly Countenance
( Fiendish Codex I: Hordes of the Abyss, p. 87)

[Abyssal Heritor]

You are either stunningly beautiful or wretchedly hideous. Either way, your appearance can be terribly unsettling to others upon whom you focus your attentions.
CHA 15,
When you take this feat, you must decide whether you are unusually beautiful or unusually hideous. Once you make this choice, you cannot change it. You gain a bonus on Perform checks (if you chose beauty) or Intimidate checks (if you chose ugliness) equal to the number of Abyssal heritor feats you possess. As a full-round action, you can attempt to distract a target within 30 feet by focusing your attention upon it. The target must be able to see you and can resist your distracting appearance by making a Will save (DC 10 + 1/2 your character level + your Cha modifier). Failure indicates that the target is fascinated (if you are beautiful) or sickened (if you are ugly) for as long as you remain in its line of sight. You can affect a specific creature in this manner only once per day. This ability is usable a number of times per day equal to the number of Abyssal heritor feats you possess.
Your appearance is so striking that it's difficult to hide. You take a -2 penalty on Disguise checks.

not locked ratial abilities:

Inseparable Weapon (Su)

A reaper has a mystic and magical connection to its scythe. If separated from its scythe (if the reaper is disarmed, for example) and within 100 feet of it, it may summon it to its hands as a move action. If an opponent is holding the weapon when the reaper summons it, that opponent must succeed on a DC 32 Strength check or the weapon flies from its hands to the reaper. The check DC is Charisma-based.

as a ratial ability that I asked Lyn for, the scythe is also concidered a bonded item as the wizard bonded item thing

Reaper bonus feet: weapon focus (scythe)

Improved Initiative: Obitu gain the Improved Initiative feat at first level as a racial bonus feat.

Sleep Immunity: Rather than sleep, obitu enter a meditative state known as trance. They are fully aware of their surroundings while in this state. In addition, obitu are immune to magic sleep effects.

Smite (good) 1/day

pretty much everything at the top before HP and BAB

permanant/continous spell like abilities:
detect magic and detect undead.

curently locked Ratial abilities:

Death Touch (Su)

Creatures hit by either a lesser reaper’s touch attack or by a weapon wielded by a lesser reaper must succeed at a DC 28 Fortitude save or gain 1d4 negative levels. The save DC is Charisma-based. A humanoid slain by a reaper’s death touch is consumed in unholy fire and has its remains destroyed as the destruction spell. This is a death effect.

fear cone (30 ft., DC 28) *

incorpral special qualities

spell like abalities**

Sumon 1d4 minor reapers***

*this might later become fear aura 40ft radius
**I don't plan on getting most of these, I don't really need them, I am a caster
***I never plan to get this one