The Reaper; OR How I Learned to Stop Worrying and Just Play Everything (PFRPG) PDF

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The earliest form of Necromancy refuses to die.

Discarded scraps of souls have been piling up in heaps since the dawn of time, and, long before magic was codified in the way we understand it today, some of the first true necromancers just so happened to notice that they were up to their knees in these catatonic bits and pieces of what used to be people like them. Calling themselves reapers, these necromancers found ways to coax scraps of soul back together, to give lost souls a new lease on life, and to grant these aggregate beings a means of interacting with the world once more. Necromancy, and the rest of magic, has since moved on from what is now considered a product of the formative, dark age of magic, but certain circles still remember its power, and with every advance the rest of the world makes, the reaper gains a new tool.

We've all been there. You play a rogue for a few sessions, then the rogue gets boring, and you want to try a new character, but the narrative demands that you remain what you are and now you've gone and made friction in the game group. For all those suffering altaholics out there, Interjection Games is proud to present the reaper, a blank slate base class with versatility at its core. By herself, a reaper is more-or-less a commoner, but she slowly nurtures a group of soulsown, each of which allows her to act like a totally different class when the two of them are bound together. Trying another character is just a binary swap away!

Note: The combination of tricks from a wide variety of base classes makes classes on the lower end of the power spectrum, such as rogue, monk (sans archetypes), and fighter more-or-less totally obsolete with a reaper in play. This does not make the reaper itself overpowered—the class is still strictly less powerful than any full caster on the books and fits somewhere around the power level of a well-built bard—but rather highlights some of the issues inherent in the original source material when it was penned a decade-and-a-half ago. Still, the reaper has an enormous footprint and the average power level of games using it will probably increase now that the various low-tier "trap" classes have been ousted.

Product Features

  • The reaper base class
  • Well over 10,000 words of talents in four subtypes: arcane, divine, martial, and primal
  • No feats and no archetypes—the reaper's very design has it vacuum up character concepts from all extant crunch canon; it really doesn't need them!

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An Endzeitgeist.com review

5/5

This base class clocks in at a massive 33 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 30 pages of content, so let's take a look!

It should be noted that this class was commissioned via the Interjection Games' patreon by Joshua Ikenberry - which is an amazing thing, if you ask me.

Anyway, this class is a bit different than a normal Interjection Games class - you see, usually, Interjection Games classes tend to be meticulously designed to work in both the grittiest and most high-fantasy of campaigns - this one comes with a disclaimer that the weaker classes tend to fall behind its potency...but let's look how this works in detail!

Chassis-wise, the reaper gets d6 HD, 1/2 BAB-progression and good Will-saves as well as 2 + Int skills per level. They also get light armor and shield proficiency, excluding tower shields. The reaper can suffer from arcane spell failure when wearing metal armor. At 1st level, the reaper gains an essence pool equal to 3 times the reaper's class level. At 9th level, one mental attribute is chosen and adds the chosen ability score modifier to the number, with 13th level adding two. The pool replenishes after 8 hours of rest. At 1st level, the character learns the signature ability called reaping.

The idea here is that all soulsown are created around a core, a so-called seed. These cores are known as seeds and the reaper begins play with two of them. The reaper gains an additional one at 6th level and every 6 levels thereafter. There are different seed subtypes, which sport a pool system and a wide reach, granting abilities. The seeds available are arcane, divine, martial and primal - primal and martial have two different pool systems. Arcane, divine and primal soulsown begin play knowing a single spell from the associated spell-list, learning an additional spell on a level up. The maximum spell level available increases at 4th level and every 3 levels thereafter, capping at 6th spell level, though the spell-save DC is instead 10 + 1/2 class level +spellcasting ability modifier of the soulsown. Casting is done by expending essence points equal to the spell's level. Spells learned have to adhere to a pyramid rule.

Binding a soulsown is referred to as threshing and requires 1 hour after an 8 hour-rest. At 3rd level, the process called germination allows a reaper to form a temporary secondary bond with a soulsown as a swift action that grants the benefits for 1 minute and while it lasts, it grants the seed's core ability and talents that work while germinating. Only one germination may be in effect at a given time. and it may be used 1/day, plus an additional time per day at 7th level and every 4 levels thereafter. Starting at 5th level, germination also yields 1d4 temporary essence points, which increases to 2d4 and 3d4 at 11th and 17th level, respectively. Threshing and germination are collectively known as "binding". 5th level provides speak with dead to all reapers of the arcane, divine and primal seeds, but it does not count towards the pyramid rule.

Seeds start with a granted talent and gain an additional talent at 2nd level, +another talent at 4th level and every even level thereafter. Martial seeds yield a bonus feat OR summon weapon at 1st level, plus an additional benefit at 3rd level and every 4 levels thereafter. The more often summon weapon is taken, the more powerful is the called weaponry, which may be btw. summoned at a 2 essence cost, lasting for 1 minute. Martial soulsown also yields proficiency with martial weapons, +4 Con for the purpose of calculating hit points. Though this is modified, depending on the soulsown bound - you see, the class can actually have a 1/2, 3/4 or full BAB-progression, depending on the types of soulsown bound.

Soulsown talents govern their save DC as mentioned before; if the reaper has no spellcasting seed, the governing save-DC attribute defaults to Charisma. Basically, the soulsown learns the talents, which the reaper then proceeds to basically channel while bound to the soulsown. This also extends to the wide variety of soulsown pets the reaper can gain access to -they manifest as a conglomerate with the soulsown bound and thus, they only manifest when the respective soulsown is bound - the pet has an effective level of reaper level -3, minimum 1 for the purpose of determining power. Favored class option-wise, we cover the core races, aasimar, drow, hobgoblin, kitsune, kobold, orc, puddling, tiefling, vanara and vishkanya and they are pretty cool

The respective soulsown talents are grouped by seed and level where they may be chosen no prerequisite and after that, every 2 levels unlock new ones and some require other prerequisites. All of these are only unlocked when the reaper has the respective soulsown bound. The talents are extremely diverse and half of the pdf is devoted to listing these. In short, these can be envisioned as a massive array of "choose your own class features" array - and the extent of material available is MASSIVE. I mean it. Cantrips? Check. Bonded objects? Check. Domains. Beyond these gloriana (composition magic), lay on hands or touch of corruption, bloodline powers, rod of wonder effects, potion creation, counterspelling, scent, bag of tricks, phantom alchemy (cannot be sold), a lacing option with its own pool to add effects to the reaper's spellcasting, skills, bonuses - from the active to the passive, there is a true cornucopia of options available here - the more powerful of which, obviously, use the previously mentioned pools granted by the soulsown as resources...and yes, proper combat maneuver use and capstones can be found here - from vastly increased essence pools to a variety of different options, there is A LOT here.

I should also mention totems, which can be pictured as deployable things that can be used to channel effects, allowing for the setting up of AoE-buff stations, an artillery totem, sentries, etc. - and there are means to specialize in this really cool subset of talents with a unique pool. Really cool!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches and the rules-language is as impressively precise as we've come to expect from Bradley Crouch. Layout adheres to Interjection games' 2-column b/w-standard with thematically-fitting stock art. The pdf comes with basic bookmarks to the big sections, but not to the respective sub-abilities.

Sooo...the reaper is an impressively strong class, designed to make altaholic players (you know, players who constantly want to play new characters) stick with one character for once...and guess what? It actually works! More importantly, it clocks imho in at tier 3 (as intended by the design) and actually is better balanced than a TON of options I get to see on a regular basis. Considering the wide open nature and huge foot-print of the class, this is doubly impressive. The class is pretty complex and something for advanced players, obviously - and due to its complexity, the respective pools and the like may take a bit of close reading to properly understand, but the sidebars help there...but the class actually has a use beyond the obvious: Know how an issue with 1-on-1-modules tend to be that you need the right class/character to make the module fun? Well, the reaper is pretty much PERFECT for whole 1-on-1-campaigns. Seriously, the flexibility of choices allow for the creation of extremely diverse challenges, making the class a godsend for such games. Personally, I'll gladly allow this class in my games - while potent, it should not break the game and its massive flexibility is paid for with a relative fragility.

It should also be noted that the class, beyond being a master-scavenger with a ton of modes, also features quite a lot of utterly unique options that manage to codify what would otherwise be options that are too strong in a concise and compelling manner. In short: The reaper is an AMAZING class; it's fun, versatile and something for every player who easily gets bored with a given class. This is well worth 5 stars + seal of approval.

Endzeitgeist out.


the medium class must feel pretty silly right now

5/5

THE BASICS

the Reaper is a mult-role class which seems to be a rebuttal to the overwhelmingly "meh" Medium in the occult adventures book by pazio, a Reaper is in essence, a soul dumpster-diver, stitching together all those bits and pieces of soul that are laying around from use animate dead,destruction magic and godly hissy-fits from since the dawn of time(which is a flavor homerun)

MECHANICAL OVERVIEW

at 1st glance of the reaper's class feature table it looks kinda odd
"1/2 bab, only good save is will and no spellcasting? BWHAAAAT? what is this malarky!?"

but much like the medium the reaper has the ability to get the meat&potatoes of other classes

the reaper starts off with 2 "soulsworn" the Build-A-Bear'esc amalgam of soul-bits that grant it things that preeeetty much throw the Reaper's class table out the window (only one soulsworn is selectable at the start of the day but as the reaper levels up he can temporarily tap into other soulsworn)

soulsworn are based around 4 subtypes of soulsworn that are selectable when you acquire one, when selected a subtype is permanent

Martial-when the Reaper selects grants the Reaper full BaB, +4 Con for the purpose of calculating Max HP (which is a FANTASTIC idea), bonus feats and/or the ability to summon a weapon instead of taking a bonus feat and for every time you take this instead of a bonus feat the summonable weapon gains a +1 enhancement bonus( again, fantastic idea to help with the itemization) and if the reaper is bonding with both a martial and a non-martial soulsworn the bonuses to BaB and Con are reduced to 3/4th bab and +2 to con for the purpose of max HP

Arcane- its difficult to explain but the basics is the Reaper gains 6th level (kinda) spellcasting from the wizard spell list with a SELECTABLE casting stat of either intelligence or charisma

Divine- similar to Arcane but divine casting,using the cleric spell list, Wisdom or Charisma as options for spellcasting

Primal- similar to arcane and divine but with the druid spell list,wisdom or intelligence to pick from and surprisingly has its own unique mechanic in the form of totems (if your thinking path of exile or word of warcraft your on the right track)

and all of these are powered by a pool of "essence points" to cast spells,summon a weapon and activate talents

while these may seem a bit too close to each other, these subtypes can be specialized further through the use gaining "Talents" some specific to some soulsworn subtypes, some generic, and these are EXTENSIVE, from passively creating CLW potions at the start of the day, to the gaining of a animal companion, customization options are mind-boggling.

THINGS I LIKE

  • 1.all the means of of minimizing and combating multiple attribute dependency
  • 2. the ability to have nothing but one type of soulsworn at the ready for say, in combat blasting,OOC knowledge seeking and many others combos
  • 3. just how silly it makes the medium seem, which always elicits a giggle out of me
  • 4. answering the most likely-to-be-asked questions regarding prerequisites for things already included in the PDF is very appreciated

    THINGS I DONT LIKE

  • 1. the difficulty of figuring out what to spend your GP and your naturally accrued feats could be a issue but its intrinsic to this kinda concept,and while the Reaper did its best to combat it, its not totally solved but its a minor bump in the road.

    FINAL THOUGHTS
    a fantastically flavorful class that makes the concept of being able to do everything actually work well, its alot, and i mean A-LOT to read up on to get everything but i feel the extensive homework to play this class is well worth it, 5/5 stars i highly recommend it.


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    while i dont think i have the ability to properly review this thing, it is looking VERY snazzy, makes the misfire of the medium look very silly (also the flavor is top-notch!)


    Of course you have the ability. You don't need to write a three-page dissertation on it - just tell us what you honestly think about it. ^^ Good or bad, your honest thoughts are valuable to publishers.


    smileynazgul wrote:
    while i dont think i have the ability to properly review this thing, it is looking VERY snazzy, makes the misfire of the medium look very silly (also the flavor is top-notch!)

    This, yes, please! A paragraph of stream of consciousness opinions about a book makes the publisher $100 or more just by being there. PLEASE REVIEW IT <3


    Interjection Games wrote:
    smileynazgul wrote:
    while i dont think i have the ability to properly review this thing, it is looking VERY snazzy, makes the misfire of the medium look very silly (also the flavor is top-notch!)
    This, yes, please! A paragraph of stream of consciousness opinions about a book makes the publisher $100 or more just by being there. PLEASE REVIEW IT <3

    well ok, i'll give er a go! mr.interjection games

    (and if it goes well i'll write something for the other 8 classes, ultimate composition and the tinker expansions i bought =P)


    Interjection Games wrote:
    smileynazgul wrote:
    while i dont think i have the ability to properly review this thing, it is looking VERY snazzy, makes the misfire of the medium look very silly (also the flavor is top-notch!)
    This, yes, please! A paragraph of stream of consciousness opinions about a book makes the publisher $100 or more just by being there. PLEASE REVIEW IT <3

    there we is! reviewed with my crap writing and glowing positivity, hope you like it


    Woo-hoo! ^^ It's always nice to see more reviews for products.


    Rednal wrote:
    Woo-hoo! ^^ It's always nice to see more reviews for products.

    now what should i review next?

    got some significant play-time with the brewmaster,tinker,plaguewright and herbalist. any personal thoughts on the matter?


    On general principles? Start with anything that hasn't been reviewed at all yet, and otherwise, go in whatever order you want.


    Yes, can't tell you how many times I've checked out a book here and wished there was a review.

    Some of the publishers here do much better jobs on a sales pitch than others.


    Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

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