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Ch3 - Reaper
Ch3 - Reaper
A Pathfinder 2nd Edition Homebrew Class inspired and converted from Final Fantasy
XIV's Reaper Job. Originally adapted by u/yoshisman8, with help & further
development from u/HelpfulDrow. Front cover art © Square Enix
Strength or Dexterity 8 plus your Constitution modifier. This is an Uncommon class, that
requires a character to be bound to
At 1st level, your class gives you an You increase your maximum number
a Fiend or similar sinister force. Ask
ability boost to Strength or Dexterity of HP by this number at 1st level and
your GM before building!
every level thereafter.
Spell
Trained in Divine Spell Attack.
Trained in Divine Spell DC.
TABLE 1-1: REAPER ADVANCEMENT Shackled Fiend 1st
Level Class Features You have undergone a rite or ritual which has bound a
Ancestry & background, Dark Mageries, Initial Fiend to your very soul. As a Reaper you can use your
1 proficiencies, Shackled Fiend, Fiendish Damage
(2d6), Reaper feat, Soul Arts, Soul Reaping, Tools of Fiend's power to harvest souls, cast Dark Mageries,
the Trade and inflict extra damage on your enemies.
2 Skill feat, Reaper feat Your Fiend grants you several benefits and one
3 General Feat, Skill increase, Alertness downside permanently:
4 Skill feat, Reaper feat Fiendish Damage: Certain actions allow you to
Ability boost, Ancestry feat, Fiendish Damage (3d6), manifest your Fiend to do damage. Your Fiendish
5 Skill increase, Soul Mastery, Weapon Expertise
damage is equal to 2d6 damage of any damage type
6 Skill feat, Reaper feat
listed in their entry. For example, a Demon woudl
7 General Feat, Skill increase, Soul Arts, Weapon allow you inflict either Eletricity or Chaos damage
Specialization
everytime you use Blood Stalk. Your Fiendish
8 Skill feat, Reaper feat
damage increases by one damage dice at 5th, 9th,
Ancestry feat, Expert Mageries, General Feat,
9 Greater Fortitude, Fiendish Damage (4d6), Skill 13th and 17th levels. Fiendish damage never
increase doubles when achieving a Critical Hit.
10 Ability boosts, Skill feat, Reaper feat Cantrips: You can channel your Fiend to cast a
11 General Feat, Medium Armor Expertise, Resolve, handful of specific Cantrips iconic to them. These
Skill increase
Cantrips use your Divine Spell Attack and DCs.
12 Skill feat, Reaper feat
Ancestry feat, Fiendish Damage (5d6), Skill increase, Soul Art: You begin play with a specific Soul Art
13 Weapon Mastery granted by your Fiend's entry. Soul Arts are detailed
14 Skill feat, Reaper feat further down in this document.
15 Ability boosts, Evasion, General Feat, Greater Curse: Bound to a evil outsider, you suffer a Weakness
Weapon Specialization, Skill increase, Soul Arts
against two types of alignment damage as
16 Skill feat, Reaper feat
determined by your entry. Your Weakness is equal
Ancestry feat, Greater Resolve, Masterful Mageries,
17 Medium Armor Mastery, Fiendish Damage (6d6), to half your level (rounded up) and you cannot be
Skill increase immune to that damage type.
18 Skill feat, Reaper feat
19 Enshroud Mastery, General Feat, Skill increase
Daemon
Insideously evil and not bound by notions of law or
20 Ability boosts, Skill feat, Reaper feat
chaos, Daemons are apocalyptic creatures who feast
Class Features upon souls and scheme to bring about the destruction
of all life in the material plane.
Ancestry and Background 1st
In addition to the abilities provided by your class at Fiendish Damage Your Fiend can harm the living and
1st level, you have the benefits of your selected the dead. Depending on the Target of your Fiendish
ancestry and background. Damage, you inflict either Negative or Positive
damage; whichever is most beneficial.
Initial Proficiencies 1st Cantrips Chill Touch, Disrupt Undead, & Join Pasts
At 1st level, you gain a number of proficiencies that
represent your basic training. These proficiencies are Soul Art Baleful Gouge
noted at the start of this class. Curse You are Weak to Good Damage and take a -2
circumstance penalty to your DCs & Saving Throws
Tools of the Trade 1st against Monitors specifically.
As a reaper, you employ very specific tools for combat.
Whenever a class feature, feat or ability calls for
Reaper's Weapon, it refers to Melee weapons which
must possess the Trip trait.
Demon
Demons are living incarnations of sin—be they classic
sins like wrath or gluttony, or more “specialized”
depravities like an obsession with torture or the act of
treason or treachery.
Fiendish Damage Your Fiend fries your enemies with
sparks of abyssal lightning or raw chaos. You may
choose your Fiendish Damage to be either
Electricity or Chaos damage.
Devil
Masters of corruption and architects of conquest,
devils seek both to tempt mortal life to join in their
pursuit of all things profane and to spread tyranny
throughout all worlds. They adore making compacts
with mortals, bringing the souls of such deplorables
further to ruin.
Psychopomp Vanth
Evasion 15th
You've learned to move quickly to avoid explosions, a
dragon's breath, and worse. Your proficiency rank for
Reflex saves increases to master. When you roll a
success on a Reflex save, you get a critical success
instead.
FIEND'S DOMINION FEAT 1 You gain the Asclepius Dark magery. Increase your
REAPER Focus Pool by 1.
Your connection to the aspects of the void grant you HIT THE MARK FEAT 2
greater power. Choose one of the following domains:
REAPER
Darkness, Death, Duty, Might, Soul, or Void. You learn
that Domain's Initial domain spell. Increase your Focus Your profane mark is a promise of certain death. You
Pool by 1. This spells counts as a Dark Magery. gain a +2 Status bonus to Melee Damage using
Reaper's Weapons while in possession of at least one
Special You can select this feat multiple times,
Soul Shard.
selecting a different domain each time and gaining
its domain spell. FIENDISH DESIRES FEAT 2
HARPE FEAT 1 REAPER
REAPER
You bargain, control, or wrest more power from your
Fiend. Gain a new Soul Art of your choice.
You learn the Harpe Dark Magery. Increase your Focus
Pool by 1. You may take this feat multiple times.
You learn the Hell's Ingress Dark Magery. Increase Frequency Once per day
your Focus Pool by 1. Trigger You gained a Soul Shard
You draw more from that source of soulforce to feed
DEATH IN SIMPLICITY FEAT 1 your Fiend. You instantly recover 1 Focus Point.
REAPER
You unleash a particularly powerful attack that Trigger A creature within your reach uses a
clobbers your foe but leaves you a bit unsteady. Make manipulate action or a move action, makes a ranged
a melee Strike. This counts as two attacks when attack, or leaves a square during a move action it’s
calculating your multiple attack penalty. If this Strike using.
hits, you deal an extra die of weapon damage. If you’re You lash out at a foe that leaves an opening. Make a
at least 10th level, increase this to two extra dice, and melee Strike against the triggering creature. If your
if you’re at least 18th level, increase it to three extra attack is a critical hit and the trigger was a manipulate
dice. action, you disrupt that action. This Strike doesn’t
count toward your multiple attack penalty, and your
MORNING HARVEST FEAT 4
multiple attack penalty doesn’t apply to this Strike.
REAPER
Whether through your intention or not, your Fiend CLEAR THE WAY FEAT 6
feeds on your soul each and every day. During you REAPER
daily preperations, generate Soul Shards equal to half Prerequisites You’re wielding a melee weapon in two
your Wisdom modifier (rounded down) automatically. hands.
NIGHTMARE SLICE FEAT 4 You put your body behind your massive weapon and
swing, shoving enemies to clear a wide path. You
ATTACK PRESS REAPER
attempt to Shove up to five creatures adjacent to you,
Requirements you are holding a Reaper's Weapon. rolling a separate Athletics check for each target. Then
You and your Fiend work together to take down a foe. Stride up to half your Speed. This movement doesn’t
Make a Melee Strike against a foe in reach. Regardless trigger reactions from any of the creatures you
if you succeed or not, that foe takes additional successfully Shoved.
Fiendish Damage.
GLUTTONY FEAT 6
HARVESTING STANCE FEAT 4
REAPER
REAPER STANCE
You learn the Gluttony Dark Magery. Increase your
Requirements You are wielding a Reaper's Weapon. Focus Pool by 1.
You take a stance condusive to of wide reaping
motions. So long as you continue to meet the stance's SHROUDED IN SHADOWS FEAT 6
requirements, your Reaper's Weapon gains the Reach REAPER
10ft trait. If your weapon already has the Reach trait, Requirements the Enshroud Dark Magery.
increase it by 5ft. Your Fiend enevolps you in a sinister wreath to protect
you from baleful harm. So long as you are under the
effects of Enshroud, gain Resistance of half your level
(rounded up) to every damage type listed in your
Fiend's Fiendish Damage entry.
Special If you have the Baleful Gouge Soul Art, equally
gain Resistance to Evil damage as well.
SPINNING SLICE FEAT 6 IMPROVED KNOCKDOWN FEAT 8
FLOURISH REAPER REAPER
You spin about with your Reaper's Weapon to harm Prerequisites Knockdown
multiple foes. Make a single Strike using your Reaper's You can dash your foe to the ground with a single
Weapon and compare the result against two creatures blow. When you use Knockdown, instead of making a
within your reach. Roll damage only once and apply it Strike followed by a Trip, you can attempt a single
to each creature you hit. 'Spinning Slice' counts as two Strike. If you do and your Strike hits, you also apply
attacks for your Multiple Attack Penalty. If you’re the critical success effect of a Trip. If you used a two-
using a weapon with the sweep trait, its modifier handed melee weapon for the Strike, you can use the
applies to all your 'Spinning Slice' attacks. weapon’s damage die size instead of the regular die
If you perform Blood Stalk right after using this size for the damage from a critical Trip.
action, inflict Fiendish Damage to all successfully hit
targets. SHOVING SWEEP FEAT 8
REAPER
FURIOUS FOCUS FEAT 6
Prerequisites expert in Athletics
REAPER
Trigger A creature within your reach leaves a square
You’ve learned to maintain your balance even when during a move action it’s using.
swinging furiously. When you make a Power Attack Requirements You are wielding a melee weapon in two
with a melee weapon you’re wielding in two hands, it hands.
counts as one attack toward your multiple attack You swing your weapon at your foe, rebuffing them
penalty instead of two. back. You attempt to Shove the triggering creature,
FIENDISH NEGATION FEAT 6 ignoring the requirement that you have a hand free.
The creature continues its movement after the Shove
REAPER
unless you achieve a Critical Hit.
Triggers When a creature who is the same as your
Fiend resolves a Spell Effect. SOUL'S VIGOR FEAT 8
Cost 1 Focus Point REAPER
You draw upon your Fiend's innate resilience to magic Frequency Once per Hour
to negate a supernatural effect. Spend a Focus Point Whenever you defeat a Creature with an action that
and attempt a Counteract check using Religion. If you features either 'Soul' or 'Harvest' traits, you can drain
succeed the creature's spell is negated outright. For them of their remaining lifeforce to mend your
purposes of Spell Degrees, treat 'Fiendish Negation' as wounds. Resolve the effects of a two action Heal
if it had a degree of half your level (rounded up). If you on yourself whose degree is equal to half your target's
use 'Fiendish Negation' more than once in a minute, it level (rounded up). Depending on the creature, and on
generates Corruption. your GM, this action may generate Corruption.
8th Level
GALLOWS FEAT 8
REAPER NECROMANCY
Your Fiend appears and serrates your Reaper's Trigger You would fall unconscious due to your Hit
Weapon to draw blood from your foe. If your next Points reaching 0 or die.
action is to resolve a Strike that is then followed by Your Fiend keeps you on the edge of life. You heal 1 Hit
Blood Stalk, change its Fiendish Damage into Point, stand from Prone without provoking any
Persistent Bleed Damage. reactions, and increase your Wounded condition by 1.
This generates Corruption. If you use this ability again
ADVANCED DOMINION FEAT 8
in the same day, it generates 2 stacks of Corruption
REAPER
instead.
Prerequisites Fiend's Dominion
Your ties to your Fiend grant you expanded breadth of 12th level
power. You gain an advanced domain spell from one of PLENTIFUL HARVEST FEAT 12
your domains. Increase the number of Focus Points in
REAPER HARVEST EXPLORATION
your focus pool by 1.
Prerequisites Morning Harvest
Special You can select this feat multiple times. Each
You carefully allow your Fiend to feast on your soul
time, you must select a different advanced domain
when you attempt to bargain or tighten your control
spell from a domain for which you have an initial
upon them. When you refocus, gain 1 Soul Shard. If
domain spell.
your Wisdom is 20 or higher, gain 2 Soul Shards
10th Level instead.
You thrist for power matches that of your Fiend. Requirements You can cast Enshroud.
Gain a Greater Soul Art of your choice. You can summon your Fiend to aid your Ally. Gain the
You may take this feat multiple times. Enshroud Ally Dark Magery.
DOMINANCE FEAT 14
REAPER
The moment you pick up a weapon, it seems to gain Whenever you roll for initiative, you can cast
Fiendish aspects and becomes supernaturally lighter. Enshroud as a Free Action without spending a Focus
Treat all weapons as Reaper's Weapons. Weapons that Point.
previously qualify as Reaper's Weapons are now
FRAGMENTS OF THE SOUL FEAT 20
treated as having the Agile trait, even if they did not
previously. REAPER
hand that strike unerringly at your target, dealing Cast Somatic, Verbal
Fiendish Damage. Any form of protection which would Range 120 feet; Targets 1 Creature
protect the target against the Magic Missile spell (Such Saving Throw basic Fortitude
as the Shield spell, the Brooch of shielding or similar Your Fiend creates a pillar of powerful energy around
effects) also protects the target against Harpe. the target that deals 8d6 damage whose type matches
If Harpe lands the finishing blow on a creature, gain of the options for your Fiendish Damage. This spell
a Soul Shard. gains the appropriate traits to match that energy type.
You can also choose to expand the width of your
pillar, equally forcing a basic Fortitude Save against all
creatures adjacent to your original Target.
If a creature fails their Saving Throw, you gain 1 Soul
Shard. If they Critically Fail, gain 2 Soul Shards
instead. You can only gain a maximum of 3 Soul
Shards in this way.
Heightening (+1) The damage increases by 2d6.
ENSHROUD ALLY FOCUS 6 UNHOLY CIRCLE FOCUS 7
UNCOMMON CONJURATION REAPER UNCOMMON REAPER DIVINE