death count resets after re-loading scene

deahtAds script:

public int death;

	private static readonly Dictionary <String, String> REVMOB_APP_IDS = new Dictionary <String, String>() {
		}
	};
	private RevMob revmob;
	private RevMobFullscreen fullscreen;
	// Use this for initialization
	void Awake () {
		DontDestroyOnLoad (this);
		revmob = RevMob.Start(REVMOB_APP_IDS, "Ads");

	}
	void Start(){

		#if UNITY_ANDROID
		RevMobBanner banner = revmob.CreateBanner(RevMob.Position.BOTTOM, 0, 0, Screen.width, 100);
		banner.Show ();
		#elif UNITY_IPHONE
		banner = revmob.CreateBanner(0, 0, 350, 50, null, null);
		banner.Show();
		#endif

	}
	// Update is called once per frame
	void Update () {
		Debug.Log (death);
		if (death > 2) {
			death = 0;
			revmob.ShowFullscreen();
		}
	}

}

and in my main character script, when the player dies it supposed to add + 1 to public int death, and when gets to 3 show an ad and reset itself.
this is how i add:

deathscript.death +=  1;

in awake function im getting the script deathAds.
even tho im using dontdestroyonload, it still does destroy it, and begins the count all over again.

public static int death;