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| |author_name=Ganteka Future | | |author_name=Ganteka Future |
| |date_created=18 July 2008 | | |date_created=18 July 2008 |
− | |adopter=
| + | |status=17 September 2017: v8.1 |
− | |date_adopted=
| + | |editing=Grammar/Spelling/Formatting Errors |
− | |status=v7.0 | + | |balance=Very High |
− | |editing=Grammar/Spelling/Formatting | |
− | |balance=Rogue | |
− | |rating=0
| |
− | |img=Grim.jpg
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| }} | | }} |
− | {{#set:Summary=A supernatural warrior with a distaste for those who defy death. He transforms into a glowing otherworldly force of destruction, moving through solid walls and sending souls to the afterlife. | + | {{3.5e Class Data |
− | |Length=20 | + | |summary=A supernatural warrior that channels power from the Ethereal Plane to transform his spirit and body as a divine ally of Death. |
− | |Minimum Level=1 | + | |length=20 |
− | |Base Attack Bonus Progression=Moderate | + | |minlevel=1 |
− | |Fortitude Save Progression=Poor | + | |bab=Moderate |
− | |Reflex Save Progression=Poor | + | |fortitude=Poor |
− | |Will Save Progression=Good | + | |reflex=Poor |
− | |Class Ability=Divine Spellcasting | + | |will=Good |
− | |Class Ability=Spontaneous Spellcasting | + | |ability=Spontaneous Divine Spellcasting |
− | |Class Ability=Other
| + | |progression=Other |
− | |Class Ability Progression=Other | + | |align=lg, ng, cg, ln, n, cn, le, ne, ce |
| }} | | }} |
− | {{#set:Allowed Alignments=Lawful Good}}
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− | {{#set:Allowed Alignments=Lawful Neutral}}
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− | {{#set:Allowed Alignments=Lawful Evil}}
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− | {{#set:Allowed Alignments=Neutral Good}}
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− | {{#set:Allowed Alignments=Neutral}}
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− | {{#set:Allowed Alignments=Neutral Evil}}
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− | {{#set:Allowed Alignments=Chaotic Good}}
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− | {{#set:Allowed Alignments=Chaotic Neutral}}
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− | {{#set:Allowed Alignments=Chaotic Evil}}
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− |
| |
| == Grim == | | == Grim == |
| | | |
− | {{quote|He fell from the sky with a swoosh of his cloak waving in the sun. Light gleamed from his golden-feathered wings, illuminating his skeletal face. A haunting echoing voice came forth and those before him fled in terror, all but the staunch paladin, who charged forth upon his steed. The glowing figure dodged the lance and struck forth his maul, shattering the steed to dust. The glowing figure spoke as the paladin lay on the ground 'You hide behind your faith as a shield. No more shall you cower. Arise and fight me!'. With that, the two figures clashed into combat...
| + | ''You are forged by death and loss, for it tempers your body and spirit.'' |
− | |orig=Excerpt from "Tale of the Golden Day"
| |
− | |src=Chapter 9
| |
− | }}
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− | | |
− | Harnessing abstract power directly from the [[SRD:Ethereal Plane|Ethereal Plane]], the grim channels this energy, transforming his body. He learns spells and the ability to channel this energy as a powerful bane attack. Grims, however, are a diverse group, and their modes and methods of combat, function, and style vary greatly. Some grims despise undead, while others embrace them. Some slowly emulate fiends, while others gain a divine presence. With the mysterious blessings of the [[SRD:Ethereal Plane|Ethereal Plane]], grims are capable of fending off undead creatures and death attacks.
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− | To most, the grim appears as a warrior or shaman. He is a grim reminder of his mortality and the horrific torment brought upon those who fail to cross over to the afterlife. It is this trait that earns him the name of "grim".
| + | Harnessing and channeling abstracted extraplanar power (typically from the [[SRD:Ethereal Plane|Ethereal Plane]]), the grim transforms his core essence. He learns spells and focuses energy as a destructive scourge attack. He is a grim reminder of the fleeting lives of mortals and the horrific torment brought upon those who fail to cross over to the afterlife. It is this association that earns him the name of "grim". |
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− | In essence, a grim is much like a [[SRD:Barbarian|barbarian]]. He channels his power to transform, attaining greater power, though he is also able to cast a few low-level spells and channel raw energy to deal out bane attacks on his foes.
| + | Grims are at their peak when [[#Grim Transformation|transformed]], gaining access to spells, resistances, abilities and enhancements. Their [[#Grim Spellcasting|spells]] allow them to communicate, manipulate their surroundings, weaken opponents, bestow blessings, avoid detection and bear their wrath down upon their foes. |
| | | |
| === Making a Grim === | | === Making a Grim === |
| | | |
− | He who follows this path may be brought into the life of a grim by making a pact with powerful spirits or a deity of [[SRD:Death Domain|death]], or perhaps his path is directed by some inborn connection or longstanding powerful trauma that has bound him to the agents of death, the fates, or the [[SRD:Ethereal Plane|Ethereal Plane]].
| + | Some that follow this path have inborn supernatural connections. Others are bound to the agents of death, the fates or the [[SRD:Ethereal Plane|Ethereal Plane]] by longstanding and powerful traumas. A rare few even make pacts with powerful spirits or deities of [[SRD:Death Domain|death]]. |
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− | Grims are very versatile. It is important to focus on an aspect of their capabilities and build upon that as well as focus on what abilities and roles they need to have to function within their party. Some grims wear [[SRD:Light Armor|light armor]] or [[SRD:Medium Armor|medium armor]] and rely on maneuverability and tactics, casting spells to inhibit opponents and attack from afar out of danger. Other grims don [[SRD:Heavy Armor|heavy armor]] and take the brunt of the enemy attacks, focusing on abilities that grant them resistances and using their bane attacks to full effect. Other grims might cast spells to debilitate enemy forces and sow fear and confusion in their ranks, moving in silently and striking at problems at the source.
| + | '''[[SRD:Ability Scores|Abilities]]:''' A grim will favor some ability scores over others depending on his focus and which [[#Aptitude Path|Aptitude Path]] he chooses. A [[#Grim Focus|high key mental ability score]] increases the potency of grim [[#Grim Spellcasting|spells]] and grants additional [[#Grim Life Points|LP]]. [[SRD:Strength|Strength]] is valuable for grims who focus on for melee brawling and combat maneuver tricks. [[SRD:Dexterity|Dexterity]] is valuable for grims who focus on [[SRD:Armor Class|lighter armors]], initiative and the specialization in finesse weapons. |
| | | |
− | A grim is at his most powerful when he [[#Grim Transformation|transforms]], gaining access to spells, resistances, abilities and enhancements. Grim [[#Spells|spells]] allow them to manipulate situations, bypass [[SRD:Traps|traps]] and obstacles, weaken opponents and avoid detection.
| + | '''[[SRD:Races|Races]]:''' Any mortal race with enough culture to be aware of the afterlife is likely to have grims. Outsiders and elementals are less likely to become grims, as they already have a predisposed connection to a particular plane. |
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− | Grim appears to be a middle-ground class, lacking the martial prowess [[SRD:Barbarian|barbarians]] or the magical aptitude of the [[SRD:Wizard|wizard]]. However, while they lack in both these areas, they make up for in bare damage from their bane attacks and the flexibility of spells, a broad range of alterations, class-focused feats and class abilities. With that, grims may go frontline with the [[SRD:Fighter|fighters]] and [[SRD:Rogue|rogues]], or hang back with the archers and spellcasters.
| + | '''[[SRD:Alignment|Alignment]]:''' Grims have diverse reasons, personalities, motivations, passions and [[SRD:Alignment|alignments]]. A grim may be of any [[SRD:Alignment|alignment]] without restriction to his class abilities. |
| | | |
− | '''[[SRD:Ability Scores|Abilities]]:''' A high [[SRD:Wisdom|Wisdom]] increases the potency of grim [[#Spells|spells]], increases his [[#Grim Transformation|transformation's]] duration and eventually aids in making bane attacks strike truer. [[SRD:Strength|Strength]] is, of course, nearly essential for melee [[SRD:How_Combat_Works|combat]], [[SRD:Grapple|grappling]] and other burley stuff. [[SRD:Constitution|Constitution]] comes in handy and is vital for a long career as a combat-able adventurer. [[SRD:Dexterity|Dexterity]] is great for [[SRD:Armor Class|Armor Class]], initiative and the specialization in finesse weapons. Depending on how he wants to focus, a grim will favor some ability scores over others, but [[SRD:Wisdom|Wisdom]] should always be paramount.
| + | '''Starting Gold:''' 5d4 × 10 gp (125 gp). |
− | | |
− | '''[[SRD:Races|Races]]:''' Any race with enough culture to be aware of the afterlife is likely to have grims. [[SRD:Humans (Race)|Humans]], with their natural need to understand the world around them, take to becoming grims easily. [[SRD:Elves, High (Race)|Elves]] and [[SRD:Half-Elves (Race)|half-elves]] often have a fair number of grims among their numbers. [[SRD:Dwarves, Hill (Race)|Dwarves]] are rarely grims, as the role often plays against dwarven cultural ideals and norms. [[SRD:Halflings, Lightfoot (Race)|Halflings]] and [[SRD:Gnomes, Rock (Race)|gnomes]] occasionally take up the life of a grim, either as outcasts or eccentric but necessary public servants. Primitive cultures often have grims, who may additionally serve as spiritualists and preachers to their fellows. Outsiders are less likely to become grims, as they already have a predisposed connection to a particular plane.
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− | | |
− | '''[[SRD:Alignment|Alignment]]:''' Grims have diverse reasons for following their path. Their personalities, motivations and passions drive them and their quest to attain greater diversion from their past selves. Just as their backgrounds and reasons are diverse, so are their [[SRD:Alignment|alignments]], and a grim may be of any [[SRD:Alignment|alignment]] without restriction to his class abilities.
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− | | |
− | '''Starting Gold:''' 5d4 × 10 gp (125 gp). | |
| | | |
| '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate, as [[SRD:Fighter|fighter]]. | | '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate, as [[SRD:Fighter|fighter]]. |
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| |+ | | |+ |
| <div>{{Anchor|Table: The Grim}}</div> | | <div>{{Anchor|Table: The Grim}}</div> |
− | Hit Die: d8 | + | Hit Die: d10 |
| |- | | |- |
| ! rowspan="2" | Level | | ! rowspan="2" | Level |
− | ! rowspan="2" | [[BAB|Base<br/>Attack Bonus]] | + | ! rowspan="2" | [[BAB|Base<br />Attack Bonus]] |
| ! colspan="3" | [[SRD:Saving Throw|Saving Throws]] | | ! colspan="3" | [[SRD:Saving Throw|Saving Throws]] |
| ! rowspan="2" | Special | | ! rowspan="2" | Special |
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| |- | | |- |
| |1st|| class="left" | +0 || +0 || +0 || +2 | | |1st|| class="left" | +0 || +0 || +0 || +2 |
− | | class="left" | [[#Grim Transformation|Transformation]] 1/day, [[#Discount|Discount]], [[#Grim Favor|Grim Favor]], [[#Bane Attack|Bane Attack]] | + | | class="left" | [[#Alteration|Alteration]], [[#Past Deeds|Past Deeds]], [[#Scourge Attack|Scourge Attack]], [[#Grim Transformation|Transformation]] |
− | |1||—||—||— | + | |2||—||—||— |
| |- | | |- |
| |2nd|| class="left" | +1 || +0 || +0 || +3 | | |2nd|| class="left" | +1 || +0 || +0 || +3 |
− | | class="left" | [[#Alteration|Alteration]], [[#Dedication|Dedication]] | + | | class="left" | [[#Alteration|Alteration]] |
− | |2||—||—||— | + | |3||—||—||— |
| |- | | |- |
| |3rd|| class="left" | +2 || +1 || +1 || +3 | | |3rd|| class="left" | +2 || +1 || +1 || +3 |
− | | class="left" | [[#Quick Transformation|Quick Transformation]] | + | | class="left" | [[#Second Path|Second Path]] |
− | |2||—||—||— | + | |3||—||—||— |
| |- | | |- |
| |4th||class="left" | +3 || +1 || +1 || +4 | | |4th||class="left" | +3 || +1 || +1 || +4 |
− | | class="left" | [[#Grim Transformation|Transformation]] 2/day, [[#Alteration|Alteration]] | + | | class="left" | [[#Alteration|Alteration]], [[#Death's Communion|Death's Communion]] |
− | |2||1||—||— | + | |3||2||—||— |
| |- | | |- |
| |5th||class="left" | +3 || +1 || +1 || +4 | | |5th||class="left" | +3 || +1 || +1 || +4 |
| | class="left" | [[#Divine Suffusion|Divine Suffusion 1st Level]] | | | class="left" | [[#Divine Suffusion|Divine Suffusion 1st Level]] |
− | |2||1||—||— | + | |3||2||—||— |
| |- | | |- |
| |6th||class="left" | +4 || +2 || +2 || +5 | | |6th||class="left" | +4 || +2 || +2 || +5 |
− | | class="left" | [[#Alteration|Alteration]] | + | | class="left" | [[#Alteration|Alteration]], [[#Death's Accord|Death's Accord]] |
− | |2||2||—||— | + | |3||3||—||— |
| |- | | |- |
| |7th||class="left" | +5 || +2 || +2 || +5 | | |7th||class="left" | +5 || +2 || +2 || +5 |
− | | class="left" | [[#Readied Bane|Readied Bane]] | + | | class="left" | [[#Agile Scourge|Agile Scourge]], [[#Returning Memories|Returning Memories]] |
− | |2||2||—||— | + | |3||3||—||— |
| |- | | |- |
| |8th||class="left" | +6/+1 || +2 || +2 || +6 | | |8th||class="left" | +6/+1 || +2 || +2 || +6 |
− | | class="left" | [[#Grim Transformation|Transformation]] 3/day, [[#Alteration|Alteration]], [[#Returning Memories|Returning Memories]] | + | | class="left" | [[#Alteration|Alteration]], [[#Bonus Feat|Bonus Feat]], [[#Imbued Body|Imbued Body]] |
− | |3||2||—||— | + | |4||3||—||— |
| |- | | |- |
| |9th||class="left" | +6/+1 || +3 || +3 || +6 | | |9th||class="left" | +6/+1 || +3 || +3 || +6 |
− | | class="left" | [[#Imbued Body|Imbued Body]], [[#Divine Suffusion|Divine Suffusion 2nd Level]] | + | | class="left" | [[#Divine Suffusion|Divine Suffusion 2nd Level]], [[#Nixing Scourge|Nixing Scourge]] |
− | |3||2||—||— | + | |4||3||—||— |
| |- | | |- |
| |10th||class="left" | +7/+2 || +3 || +3 || +7 | | |10th||class="left" | +7/+2 || +3 || +3 || +7 |
− | | class="left" | [[#Death's Contract|Death's Contract]], [[#Alteration|Alteration]] | + | | class="left" | [[#Alteration|Alteration]], [[#Death's Contract|Death's Contract]] |
− | |3||2||1||— | + | |4||3||2||— |
| |- | | |- |
| |11th||class="left" | +8/+3 || +3 || +3 || +7 | | |11th||class="left" | +8/+3 || +3 || +3 || +7 |
− | | class="left" | [[#Eternal Life|Eternal Life]], [[#Perceptive Bane|Perceptive Bane]] | + | | class="left" | [[#Eternal Life|Eternal Life]], [[#Imbued Body|Imbued Body]] |
− | |4||2||1||— | + | |5||3||2||— |
| |- | | |- |
| |12th||class="left" | +9/+4 || +4 || +4 || +8 | | |12th||class="left" | +9/+4 || +4 || +4 || +8 |
− | | class="left" | [[#Grim Transformation|Transformation]] 4/day, [[#Alteration|Alteration]] | + | | class="left" | [[#Alteration|Alteration]] |
− | |4||2||1||— | + | |5||3||2||— |
| |- | | |- |
| |13th||class="left" | +9/+4 || +4 || +4 || +8 | | |13th||class="left" | +9/+4 || +4 || +4 || +8 |
− | | class="left" | [[#Imbued Body|Imbued Body]] | + | | class="left" | [[#Bonus Feat|Bonus Feat]] |
− | |4||2||2||— | + | |5||3||3||— |
| |- | | |- |
| |14th||class="left" | +10/+5 || +4 || +4 || +9 | | |14th||class="left" | +10/+5 || +4 || +4 || +9 |
− | | class="left" | [[#Alteration|Alteration]], [[#Divine Suffusion|Divine Suffusion 3rd Level]] | + | | class="left" | [[#Alteration|Alteration]], [[#Divine Suffusion|Divine Suffusion 3rd Level]], [[#Imbued Body|Imbued Body]] |
− | |4||2||2||— | + | |5||3||3||— |
| |- | | |- |
| |15th||class="left" | +11/+6/+1 || +5 || +5 || +9 | | |15th||class="left" | +11/+6/+1 || +5 || +5 || +9 |
− | | class="left" | [[#Nixing Bane|Nixing Bane]] | + | | class="left" | [[#Great Scourge|Great Scourge]] |
− | |4||2||2||1 | + | |5||3||3||2 |
| |- | | |- |
| |16th||class="left" | +12/+7/+2 || +5 || +5 || +10 | | |16th||class="left" | +12/+7/+2 || +5 || +5 || +10 |
− | | class="left" | [[#Grim Transformation|Transformation]] 5/day, [[#Alteration|Alteration]] | + | | class="left" | [[#Alteration|Alteration]] |
− | |4||3||2||1 | + | |5||4||3||2 |
| |- | | |- |
| |17th||class="left" | +12/+7/+2 || +5 || +5 || +10 | | |17th||class="left" | +12/+7/+2 || +5 || +5 || +10 |
| | class="left" | [[#Imbued Body|Imbued Body]] | | | class="left" | [[#Imbued Body|Imbued Body]] |
− | |4||3||2||1 | + | |5||4||3||2 |
| |- | | |- |
| |18th||class="left" | +13/+8/+3 || +6 || +6 || +11 | | |18th||class="left" | +13/+8/+3 || +6 || +6 || +11 |
− | | class="left" | [[#Immediate Transformation|Immediate Transformation]], [[#Alteration|Alteration]] | + | | class="left" | [[#Alteration|Alteration]], [[#Bonus Feat|Bonus Feat]] |
− | |4||3||3||1 | + | |5||4||4||2 |
| |- | | |- |
| |19th||class="left" | +14/+9/+4 || +6 || +6 || +11 | | |19th||class="left" | +14/+9/+4 || +6 || +6 || +11 |
| | class="left" | [[#Divine Suffusion|Divine Suffusion 4th Level]] | | | class="left" | [[#Divine Suffusion|Divine Suffusion 4th Level]] |
− | |4||3||3||1 | + | |5||4||4||2 |
| |- | | |- |
| |20th||class="left" | +15/+10/+5 || +6 || +6 || +12 | | |20th||class="left" | +15/+10/+5 || +6 || +6 || +12 |
− | | class="left" | [[#Grim Transformation|Transformation]] 6/day, [[#Alteration|Alteration]], [[#Erudite Bane|Erudite Bane]] | + | | class="left" | [[#Alteration|Alteration]], [[#Imbued Body|Imbued Body]], [[#Perfect Transformation|Perfect Transformation]] |
− | |4||3||3||2 | + | |5||4||4||3 |
| |- class="noalt" | | |- class="noalt" |
| | colspan="42" class="skill" | | | | colspan="42" class="skill" | |
− | '''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br/> | + | '''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br /> |
− | {{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]), | + | {{3.5e Skills|Balance, |
− | {{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
| + | Bluff, |
− | {{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),
| + | Climb, |
− | {{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),
| + | Concentration, |
− | {{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
| + | Craft, |
− | {{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (religion) ([[SRD:Intelligence|Int]]),
| + | Diplomacy, |
− | {{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
| + | Disguise, |
− | {{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
| + | Escape Artist, |
− | {{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
| + | Heal, |
− | {{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
| + | Hide, |
− | {{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
| + | Intimidate, |
− | {{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]).
| + | Knowledge (local), |
| + | Knowledge (the planes), |
| + | Knowledge (religion), |
| + | Listen, |
| + | Move Silently, |
| + | Perform, |
| + | Profession, |
| + | Ride, |
| + | Search, |
| + | Sense Motive, |
| + | Spellcraft, |
| + | Spot, |
| + | Survival, |
| + | Swim}} |
| |} | | |} |
| | | |
| ==== Class Features ==== | | ==== Class Features ==== |
| | | |
− | Grims gain powers that augment their [[#Grim Transformation|transformation]], ease their passage from life and death and back, augment their bodies, senses and essences as well as destructive attacks and resistances to [[SRD:Undead Type|undead]].
| + | The following are class features of the grim. |
| | | |
− | All of the following are class features of the grim. | + | '''Weapon and Armor Proficiency:''' All grims are [[SRD:Armor Proficiency (Light)|proficient]] with [[SRD:Light Armor|light armor]], [[SRD:Medium Armor|medium armor]], light and heavy shields, [[SRD:Simple Weapon Proficiency|simple weapons]], [[SRD:Handaxe|handaxe]], [[SRD:Light Hammer|light hammer]], [[SRD:Light Pick|light pick]], [[SRD:Scythe|scythe]] and [[SRD:Throwing Axe|throwing axe]]. |
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− | '''Weapon and Armor Proficiency:''' A grim is [[SRD:Armor Proficiency (Light)|proficient]] with [[SRD:Light Armor|light armor]], [[SRD:Medium Armor|medium armor]], light and heavy shields and [[SRD:Simple Weapon Proficiency|simple weapons]]. | + | '''{{Anchor|Competent Combatant}}:''' A grim's class level may be used instead of his grim base attack bonus for the purposes of meeting prerequisites for feats and for the benefits of base attack bonus-tiered scaling feats. Additionally, when making a [[SRD:Bull Rush|bull rush]], [[SRD:Disarm|disarm]], [[SRD:Grapple|grapple]], [[SRD:Sunder|sunder]], or [[SRD:Trip|trip]] attempt, a grim may use his grim class level instead of his grim base attack bonus for the purpose of the check. |
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− | '''{{Anchor|Proficiency Path}}:''' You must choose which additional proficiencies you gain. | + | '''{{Anchor|Aptitude Path}}:''' A grim chooses one of these paths upon gaining his first level. |
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− | ''Offense Path:'' Gain [[SRD:Martial Weapon Proficiency|Martial Weapon Proficiency]] as well as [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] with one weapon of his choice. | + | :''Brawler Path:'' He gains a [[SRD:Monk|monk's Unarmed Strike]] and [[SRD:Monk#Flurry of Blows|Flurry of Blows]] abilities that scale with his grim level. Though, he must flurry with unarmed strikes or with special grim weapons (dagger, handaxe, light mace, light pick, quarterstaff, scythe, sickle and throwing axe). |
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− | ''Defense Path:'' Gain [[SRD:Armor Proficiency (Heavy)|Heavy Armor Proficiency]] as well as [[SRD:Tower Shield Proficiency|Tower Shield Proficiency]]. | + | :''Casting Path:'' He gains [[SRD:Combat Casting|combat casting]] as well as 2 additional [[#Grim Life Points|LP]]. |
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− | '''{{Anchor|Spells}}:''' A grim casts his [[SRD:Spells|spells]] at-will as [[SRD:Special Abilities Overview#Spell-like|spell-like]] abilities while [[#Grim Transformation|transformed]]. The grim cannot cast spells when not [[#Grim Transformation|transformed]] unless he has also gained the appropriate [[#Divine Suffusion|Divine Suffusion]] to cast a spell of that level. [[SRD:Wisdom|Wisdom]] determines the power of his spells. | + | :''Defense Path:'' He gains [[SRD:Armor Proficiency (Heavy)|Heavy Armor Proficiency]] as well as [[SRD:Tower Shield Proficiency|Tower Shield Proficiency]]. Increase his grim class level [[SRD:Saving Throw#Fortitude|Fortitude]] save progression to "Good". |
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− | A grim channels his spells through divine meditation in a one hour meditation ritual typically performed at dawn after awaking. The spells he learns are ingrained into his essence and he may use them at will while [[#Grim Transformation|transformed]]. However, if he wishes to change what spells he is able to cast, he must meditate uninterrupted for one hour. He may change any or all of his known spells. A grim may prepare and cast any spell on the grim spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his meditation.
| + | :''Exotic Path:'' He gains [[SRD:Martial Weapon Proficiency|proficiency]] with all [[SRD:Weapons|martial weapons]] and [[SRD:Exotic Weapon Proficiency|proficiency]] with one [[SRD:Weapons|exotic weapon]] of his choice. He adds 2 skill points per level for his grim class levels. |
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− | To learn or cast a spell, a grim must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The [[SRD:Using Skills#Difficulty Class|Difficulty Class]] for a saving throw against a grim’s spell is 10 + the spell level + the grim’s [[SRD:Wisdom|Wisdom]] modifier. Unlike most other spellcasters, a grim has a limitless supply of spells per day. In addition, he only gains access to lower level spells and is initially limited to casting spells only while [[#Grim Transformation|transformed]].
| + | :''Finesse Path:'' He gains [[SRD:Martial Weapon Proficiency|proficiency]] with all [[SRD:Weapons|martial weapons]] as well as [[SRD:Weapon Finesse|Weapon Finesse]]. Increase his grim class level [[SRD:Saving Throw#Reflex|Reflex]] save progression to "Good". |
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− | A grim’s variety of spells is extremely limited. A grim is able to learn one 1st-level spell of his choice at 1st level. As he gains more grim levels, he gains more new spells, as indicated on [[#Table: The Grim|Table: The Grim]]. (The number of spells a grim knows is not affected by his [[SRD:Wisdom|Wisdom]] score; the numbers on [[#Table: The Grim|Table: The Grim]] are fixed.) These spells are chosen from the list below.
| + | '''{{Anchor|Grim Focus}}:''' Grims use different mental ability scores as their key mental ability for spell-casting and grim abilities. A grim chooses one of the following. |
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− | Upon reaching 4th, 10th and 15th levels, the grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, the spell is still cast as though it were of its normal level).
| + | :''Intelligence-Based:'' Gain all [[SRD:Knowledge Skill|Knowledge]] skills as class skills. Gain 1 bonus skill point per grim level to invest in any [[SRD:Craft Skill|Craft]] skill. |
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− | Metamagic feats are a great boon to a grim's spellcasting, allowing him to cast a wider variety of spells that occupy his higher level spell-slots for greater effect. However, to use a metamagic feat, the spell must be prepared to occupy the higher slot to be used, like a [[SRD:Wizard|wizard]].
| + | :''Wisdom-Based:'' Gain [[SRD:Autohypnosis Skill|Autohypnosis]] as a class skill. Gain 1 bonus skill point per grim level to invest in any [[SRD:Profession Skill|Profession]] skill. |
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− | Like a [[SRD:Wizard|wizard]] or a [[SRD:Cleric|cleric]], a grim prepares his spell slots in advance. He can cast any spell he meditated for at-will while [[#Grim Transformation|transformed]]. To cast a spell while not [[#Grim Transformation|transformed]], a grim must have the corresponding [[#Divine Suffusion|Divine Suffusion]] to cast spells of that level.
| + | :''Charisma-Based:'' Gain [[SRD:Use Magic Device Skill|Use Magic Device]] as a class skill. Gain 1 bonus skill point per grim level to invest in any [[SRD:Perform Skill|Perform]] skill. |
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− | Grims choose their spells from the following list:
| + | '''{{Anchor|Grim Spellcasting}}:''' A grim casts his [[SRD:Spells|spells]] at-will while [[#Grim Transformation|transformed]] which does not expend the slots they occupy. He cannot cast spells when not [[#Grim Transformation|transformed]] unless he has also gained the corresponding [[#Divine Suffusion|Divine Suffusion]] to cast a spell of that level. His key mental ability score determines the power of his spells. |
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− | 1st— ''[[SRD:Cause Fear|cause fear]]'', ''[[SRD:Comprehend Languages|comprehend languages]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Detect Secret Doors|detect secret doors]]'', ''[[SRD:Detect Undead|detect undead]]'', ''[[SRD:Disrupt Undead|disrupt undead]]'', ''[[SRD:Expeditious Retreat|expeditious retreat]]'', ''[[SRD:Hide from Undead|hide from undead]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Message|message]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[SRD:Sleep|sleep]]'', ''[[SRD:Touch of Fatigue|touch of fatigue]]''
| + | A grim readies his spells through divine meditation in an hour-long meditation ritual typically performed at dawn after waking. Anytime he wishes to change all his readied spells, he must meditate uninterrupted for one hour. The spells he readies are ingrained into his essence and he may use them at-will while [[#Grim Transformation|transformed]]. For quickly readying different spells, he may swap out one spell for another of the same level by spending 1 LP per spell level as a [[SRD:Full-Round Actions|full-round action]]. A grim may ready and cast any spell on the grim spell list, provided that he can cast spells of that level, but he must choose which spells to ready during his meditation. |
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− | 2nd— ''[[SRD:Augury|augury]]'', ''[[SRD:Blur|blur]]'', ''[[SRD:Darkness|darkness]]'', ''[[SRD:Darkvision (Spell)|darkvision]]'', ''[[SRD:Death Knell|death knell]]'', ''[[SRD:False Life|false life]]'', ''[[SRD:Fog Cloud|fog cloud]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[SRD:Gust of Wind|gust of wind]]'', ''[[SRD:Invisibility (Spell)|invisibility]]'', ''[[SRD:Levitate|levitate]]'', ''[[SRD:Scare|scare]]'', ''[[SRD:Silence|silence]]'', ''[[SRD:Whispering Wind|whispering wind]]''
| + | To ready or cast a spell, a grim must have a key mental ability score equal to at least 10 + the spell's level. The [[SRD:Using Skills#Difficulty Class|Difficulty Class]] for a saving throw against a grim’s spell is 10 + the spell's level + the grim’s key mental ability modifier. Unlike most other spellcasters, a grim has a nearly limitless supply of spells per day. He gains access of up to 4th level spells and is initially limited to casting spells only while [[#Grim Transformation|transformed]]. |
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− | 3rd— ''[[SRD:Displacement|displacement]]'', ''[[SRD:Fear (Spell)|fear]]'', ''[[SRD:Fly (Spell)|fly]]'', ''[[SRD:Gaseous Form|gaseous form]]'', ''[[SRD:Halt Undead|halt undead]]'', ''[[SRD:Invisibility Sphere|invisibility sphere]]'', ''[[SRD:Speak with Dead|speak with dead]]'', ''[[SRD:Vampiric Touch|vampiric touch]]'', ''[[SRD:Wind Wall|wind wall]]''
| + | A grim’s list of spells is harshly limited. A grim is able to prepare two 1st-level spells of his choice at 1st level. As he gains more grim levels, he gains more new spells, as indicated on [[#Table: The Grim|Table: The Grim]]. The number of spells a grim readies is not affected by his key mental ability score; the numbers on [[#Table: The Grim|Table: The Grim]] are fixed. These spells are chosen from the list below. |
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− | 4th— ''[[SRD:Contact Other Plane|contact other plane]]'', ''[[SRD:Crushing Despair|crushing despair]]'', ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Dimensional Anchor|dimensional anchor]]'', ''[[SRD:Divination|divination]]'', ''[[SRD:Divine Power|divine power]]'', ''[[SRD:Enervation|enervation]]'', ''[[SRD:Greater Invisibility|greater invisibility]]'', ''[[SRD:Phantasmal Killer|phantasmal killer]]'', ''[[SRD:Sending|sending]]'', ''[[SRD:Solid Fog|solid fog]]'', ''[[SRD:Tongues|tongues]]'' | + | Upon reaching 4th, 10th and 15th levels, the grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, the spell is still cast as though it were of its normal level). Metamagic spells must be prepared in the higher slot to be used. |
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| + | Grims choose their spells from the following list: |
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− | '''{{Anchor|Discount}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, he is recognized as something other than a mere mortal by those who ferry the souls of the dead. He gains a discount on being raised from the dead as raising him is simply less trouble and less costly. The [[SRD:Components (Spell Descriptor)|material component]] cost requirement drops by 5% for each grim level he possesses. At 20 grim levels, the [[SRD:Components (Spell Descriptor)|material component]] cost to be raised from the dead no longer needs to be paid. | + | 1st— ''[[SRD:Cause Fear|cause fear]]'', ''[[SRD:Comprehend Languages|comprehend languages]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Detect Secret Doors|detect secret doors]]'', ''[[SRD:Expeditious Retreat|expeditious retreat]]'', ''[[SRD:Hide from Undead|hide from undead]]'', ''[[Lantern of the Moon (3.5e Spell)|lantern of the moon]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Message|message]]'', ''[[SRD:Sleep|sleep]]'', ''[[SRD:Touch of Fatigue|touch of fatigue]]'', ''[[Warstrider (3.5e Spell)|warstrider]]'' |
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− | '''{{Anchor|Grim Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to the essences of the [[SRD:Ethereal Plane|Ethereal Plane]] affords him protection against [[SRD:Undead Type|undead]] creatures. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Undead Type|undead]] creatures. This ability increases at a rate of 1 point of bonus per 4 additional grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on. | + | 2nd— ''[[SRD:Augury|augury]]'' (full-round action), ''[[SRD:Blur|blur]]'', ''[[SRD:Darkness|darkness]]'', ''[[SRD:Darkvision (Spell)|darkvision]]'', ''[[SRD:False Life|false life]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[SRD:Gust of Wind|gust of wind]]'', ''[[SRD:Levitate|levitate]]'', ''[[SRD:Scare|scare]]'', ''[[SRD:Whispering Wind|whispering wind]]'' |
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− | '''{{Anchor|Grim Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A flow of strange ethereal waves flow into his body and weapons. At 1st level, he learns to directly harness the otherworldly power of the [[SRD:Ethereal Plane|Ethereal Plane]] to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from grim to grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" below for ideas). | + | 3rd— ''[[SRD:Displacement|displacement]]'', ''[[SRD:Fear (Spell)|fear]]'', ''[[SRD:Fly (Spell)|fly]]'', ''[[SRD:Gaseous Form|gaseous form]]'', ''[[SRD:Halt Undead|halt undead]]'', ''[[SRD:Vampiric Touch|vampiric touch]]'', ''[[SRD:Wind Wall|wind wall]]'' |
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− | The outpouring of otherworldly energy temporarily transforms him into an [[SRD:Outsider Type|Outsider]] (unless he already has either the [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types). He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
| + | 4th— ''[[SRD:Crushing Despair|crushing despair]]'', ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Dimensional Anchor|dimensional anchor]]'', ''[[SRD:Divination|divination]]'', ''[[SRD:Enervation|enervation]]'', ''[[SRD:Sending|sending]]'', ''[[SRD:Tongues|tongues]]'' |
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− | He can touch any [[SRD:Incorporeal Subtype|incorporeal]] creature as though it were solid, dealing damage normally and ignoring an [[SRD:Incorporeal Subtype|incorporeal]] creature's 50% miss chance.
| + | '''{{Anchor|Grim Life Points}} {{Ex}}:''' A grim gains a pool of life points (LP) equal to his grim level + his key mental ability modifier (minimum of 1). LP refresh at a rate of 1 per 10 minutes counting since their last usage. |
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− | He glides roughly 4 inches over solid ground without touching it. He can pass over [[SRD:Movement, Position, and Distance#Difficult Terrain|difficult terrain]] without suffering penalties to movement. He leaves no tracks behind.
| + | These points are used to fuel his [[#Grim Transformation|transformation]], [[#Scourge Attack|scourge attack]] and other abilities, representing his connection and enhancement from his source of power. |
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− | He may [[#Grim Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). A grim may prematurely end his transformation. As a grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Grim Transformation|transforms]].
| + | An increase in his key mental ability grants the capacity for more LP, which are filled at the normal refresh rate. |
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− | At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a grim can do it only during his action, not in response to someone else’s action.
| + | '''{{Anchor|Alteration}} {{Su}}:''' Starting at 1st level and each time he gains an even-numbered grim level, he gains an alteration of his choice. He may choose any alteration he meets the prerequisites for. An alteration only functions while he is [[#Grim Transformation|transformed]]. The [[#Alterations|full alteration list]] can be found below. |
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− | '''{{Anchor|Bane Attack}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level, he learns to channel energy directly from the [[SRD:Ethereal Plane|Ethereal Plane]] as part of a [[SRD:Full-Round Actions#Full Attack|full attack action]] against his opponents. He channels this energy through an attack, natural or manufactured. Despite the number of attacks he may make in a round, only one attack may be a bane attack. He may choose which of his attacks to apply this ability to. Bane attack deals 1 damage per grim level as raw magical energy tears through and inundates the target. While [[#Grim Transformation|transformed]], he deals damage equal to 2 damage per grim level. | + | '''{{Anchor|Grim Transformation}} {{Su}}:''' Ethereal essences imbue his body and weapons. At 1st level, he learns to directly harness the otherworldly power of the [[SRD:Ethereal Plane|Ethereal Plane]] to transform himself. His transformation's appearance evolves as he gains levels, though the details vary from grim to grim. |
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− | Bane Attack affects a single target, allowing no saving throw. A bane attack deals 1 damage at 1st level and increases in power as the grim rises in level. For the purposes of [[SRD:Spell Resistance|spell resistance]] and other effects calculated by spell level, bane attack is the equivalent of a spell whose level is equal to one-half the grim’s class level (rounded down), with a minimum spell level of 1st and a maximum of 9th when a grim reaches 18th level or higher. A bane attack is subject to [[SRD:Spell Resistance|spell resistance]], however, the [[SRD:Spell Penetration|Spell Penetration]] feat and other effects that improve caster level checks to overcome [[SRD:Spell Resistance|spell resistance]] also apply to bane attack. The feat [[SRD:Ability Focus|Ability Focus]] (Bane Attack) increases the [[SRD:Using Skills#Difficulty Class|DC]] for all saving throws (if any) associated with a grim’s Bane Attack by 2.
| + | A 1st-level grim may transform into his grim form as a [[SRD:Swift Actions|swift action]] on his turn by spending 1 LP (with 1 LP each additional round to maintain the transformation as a non-action). A grim may end his transformation as a [[SRD:Free Actions|free action]], even when it is not his turn. If a grim runs out of LP, he may overextend and continue to maintain his transformation by paying the "grim cost" (1 HP of lethal damage per HD each round transformed, bypassing resistances and any temporary HP). Entering into this overextension, the grim may not transform again after he de-transforms until all his LP are refreshed. |
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− | A bane attack deals half damage to objects until he gains [[#Nixing Bane|Nixing Bane]].
| + | The influx of power grants him a reroll on a d20 roll he makes once per round. Additionally, he may spend 1 [[#Grim Life Points|LP]] while transformed to reroll any single d20 roll once per round. |
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− | {| class="zebra d20" style="text-align:left;"
| + | As a grim gains levels, he will have his choice of [[#Alteration|alterations]] to modify the abilities he gains when he transforms. A grim who is knocked [[SRD:Unconscious|unconscious]] or dies while transformed, remains transformed until the start of his next turn. |
− | |+ {{Anchor|Table: Bane Attack/Nixing Bane}} Damage
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− | |-
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− | ! Target || Standard Damage || Transformed Damage
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− | |-
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− | | Creature || 1 damage per grim level || 2 damage per grim level
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− | |-
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− | | Object<sup>1</sup> || 1 damage per two grim levels || 1 damage per grim level
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− | |-
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− | | Object<sup>2</sup> || 1 cubic foot per 2 grim levels || 1 cubic foot per grim level
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− | |- class="noalt"
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− | | colspan="42" class="skill" |
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− | # Damage dealt without [[#Nixing Bane|Nixing Bane]].<br/>
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− | # Must have [[#Nixing Bane|Nixing Bane]] to disintegrate objects. <br/>
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− | [[SRD:Fortitude Save|Fortitude]] Save [[SRD:Using Skills#Difficulty Class|DC]] = 10 + [[SRD:Wisdom|Wisdom]] modifier + {{1/2}} grim level.
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− | |}
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− | '''{{Anchor|Alteration}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 2nd level, each time he gains an even-numbered level, he gains another Alteration ability. He may choose these abilities in any order, so long as he meets any prerequisites. Alterations only function while he is [[#Grim Transformation|transformed]]. | + | '''{{Anchor|Past Deeds}}:''' A grim isn't always delving in tombs and crypts. At 1st level, he gains an [[Archetype (3.5e Feat Type)|archetype feat]] he meets the prerequisites for. |
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− | ''Alteration Types:'' Alterations come in four basic types: Passive, Burst, Aura and Special. Alterations may have more than one type. | + | '''{{Anchor|Scourge Attack}} {{Su}}:''' At 1st level, he learns to channel damaging power as part of an attack made as a [[SRD:Standard Actions|standard action]] at the cost of 1 LP. He channels this energy through an attack, natural or manufactured. Only one attack per round may be a scourge attack and is declared before the attack is rolled, affecting a single target. A scourge attack's unleashed power rends through and inundates the target, dealing 1d6 damage at 1st grim level and an additional 1d6 at every odd-numbered grim level. While [[#Grim Transformation|transformed]], he deals damage equal to 1d6+2 damage instead. |
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− | Passive alterations grant their function to the grim at all times simply by having them.
| + | '''{{Anchor|Second Path}}:''' A grim must choose to specialize or diversify. At 3rd level, he may choose either a second [[#Aptitude Path|Aptitude Path]] or a High balance or lower feat he meets the prerequisites for. |
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− | Burst alterations have an area of effect and require an action to use.
| + | '''{{Anchor|Death's Communion}} {{Ex}}:''' At 4th level, he is recognized as notable by those who ferry the souls of the dead. A grim can be raised from the dead without the need for expensive [[SRD:Components (Spell Descriptor)|material components]] or experience point loss. |
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− | Aura alterations have a radius and effect either the grim and his allies, all targets within the radius, or some other target as described.
| + | Additionally, a grim may choose up to two allies, bestowing upon them this benefit in a binding pact (taking 1 minute of concentration by the grim). Alternatively, he may choose up to four allies, cutting the material component requirements to raise them and experience loss by 50% instead. The pact can be completed or withdrawn from an ally at a range of up to 30 feet. The pact cannot be applied to an unwilling target. |
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− | Special alterations are those that don't fit into either of the above types.
| + | '''{{Anchor|Divine Suffusion}} {{Su}}:''' The divine energies that power the grim's spells suffuses itself into the grim's soul, allowing him to cast spells of the given level when not [[#Grim Transformation|transformed]]. At 5th level, the grim may cast his 1st level spells when not [[#Grim Transformation|transformed]]. At 9th level, the grim may cast his 2nd level spells when not [[#Grim Transformation|transformed]]. At 14th level, the grim may cast his 3rd level spells when not [[#Grim Transformation|transformed]]. At 19th level, the grim may cast his 4th level spells when not [[#Grim Transformation|transformed]]. |
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− | =====Alterations=====
| + | '''{{Anchor|Death's Accord}} {{Ex}}:''' At 6th level, the grim is empowered with a resistance to effects from abilities with the [[SRD:Death Effect|death]] descriptor, [[SRD:Death Effect|death]] effects and [[SRD:Energy Drained|energy drain]], re-rolling any failed save, taking the better of the two results. Additionally, he takes {{1/2}} effectiveness from [[SRD:Energy Drained|energy drain]] (minimum of 1), and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]'') regardless if he was allowed a save or if the save was successful. |
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− | {| class="sortable d20" style="text-align:left;" | + | '''{{Anchor|Agile Scourge}} {{Su}}:''' At 7th level, the grim gains the option of making a [[#Scourge Attack|scourge attack]] when making any attack, such as when part of a [[SRD:Full-Round Actions#Full Attack|full attack action]], [[SRD:Standard Actions|standard action]], [[SRD:Action Types|readied action]] or from an [[SRD:Attacks of Opportunity|attack of opportunity]]. He is still limited to 1 [[#Scourge Attack|scourge attack]] per round. |
− | |- | |
− | ! Name !! Type !! Prerequisite !! Description
| |
− | {{#ask: [[Category:3.5e]] [[Category:User]] [[Category:Grim Alteration]]
| |
− | |?Type
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− | |?Prerequisite
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− | |?Summary
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− | |format=template
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− | |template=Table Row
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− | |link=none
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− | |limit=9999
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− | }}
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− | |}
| |
− | <small>[[3.5e Grim Alterations]]: A complete list of alterations as well as additional comments on their design.</small>
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− | '''{{Anchor|Dedication}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, because of dedication in pursuing the path of the grim, the grim class becomes a [[SRD:Race Descriptions#Favored Class|favored class]]. | + | '''{{Anchor|Returning Memories}} {{Ex}}:''' A day after returning from the dead, an epiphany of memories strikes the grim, and he regains his lost power. At 7th level, if the grim dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers [[SRD:Energy Drain, Negative Levels, and Level Loss|temporary level drain]] as if he had been [[SRD:Energy Drained|energy drained]]. The [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] is automatically restored after 24 hours and never becomes permanent level loss. If ''[[SRD:Reincarnate|reincarnated]]'', he may instead choose to have his body restored to its original form (though as a young adult). |
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− | '''{{Anchor|Quick Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, the grim may transform on his turn as a [[SRD:Free Actions|free action]]. | + | '''{{Anchor|Bonus Feat}}:''' At 8th level, the grim gains a bonus grim feat for which he meets the prerequisites. |
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− | '''{{Anchor|Divine Suffusion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The divine energies that power the grim's spells suffuses itself into the grim's soul, allowing him to cast spells of the given level when not [[#Grim Transformation|transformed]]. At 5th level, the grim may cast his 1st level spells when not [[#Grim Transformation|transformed]]. At 9th level, the grim may cast his 2nd level spells when not [[#Grim Transformation|transformed]]. At 14th level, the grim may cast his 3rd level spells when not [[#Grim Transformation|transformed]]. At 19th level, the grim may cast his 4th level spells when not [[#Grim Transformation|transformed]].
| + | He gains an additional grim bonus feat at 13th and 18th levels. |
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− | '''{{Anchor|Readied Bane}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th Level, he may use a [[#Bane Attack|bane attack]] as part of a [[SRD:Action Types|readied action]]. | + | '''{{Anchor|Imbued Body}} {{Ex}}:''' At 8th level, the grim may choose an [[#Alteration|Alteration]] he has learned to become a permanent aspect of his body and soul. The [[#Alteration|Alteration]] continues to function even when he is not [[#Grim Transformation|transformed]]. |
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− | '''{{Anchor|Returning Memories}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A day after returning from the dead, an epiphany of memories strikes the grim, and he regains his lost power. At 8th level, if the grim dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers [[SRD:Energy Drain, Negative Levels, and Level Loss|temporary level drain]] as if he had been [[SRD:Energy Drained|energy drained]]. The [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] is automatically restored after 24 hours and never becomes permanent level loss.
| + | He gains another imbued body from another [[#Alteration|alteration]] at 11th, 14th, 17th and 20th levels. |
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− | '''{{Anchor|Imbued Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, the grim may choose an [[#Alteration|Alteration]] he has learned to become a permanent aspect of his body and soul. The [[#Alteration|Alteration]] continues to function even when he is not [[#Grim Transformation|transformed]].
| + | An [[#Alteration|alteration]] can only be taken as an imbued body if all prerequisite [[#Alteration|alterations]] have been gained as imbued bodies. |
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− | He gains another Imbued Body from another [[#Alteration|Alteration]] at 13th level and at 17th level.
| + | '''{{Anchor|Nixing Scourge}} {{Su}}:''' At 9th level, the power of his [[#Scourge Attack|Scourge Attack]] grows, becoming capable of disintegrating creatures, objects and [[SRD:Force Effect|force effects]], such as a ''[[SRD:Wall of Force|wall of force]]''. By spending an additional [[#Grim Life Point|LP]], any creature killed or object reduced to 0 or fewer [[SRD:Hit Points|hit points]] by this attack is disintegrated, leaving behind trace dust and any equipment it carried. A [[SRD:Fortitude Save|Fortitude]] save (DC 10 + his key mental ability modifier + {{1/2}} his HD) prevents disintegration but leaves the body a mangled wreak. |
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− | An [[#Alteration|Alteration]] can only be taken as an Imbued Body if all prerequisite [[#Alteration|Alterations]] have been gained as Imbued Bodies.
| + | Nixing scourge allows scourge attacks to bypass an amount of DR or hardness equal to his grim level. |
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− | '''{{Anchor|Death's Contract}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the grim is granted immunity to all effects from spells with the [[SRD:Death Effect|death]] descriptor, magical [[SRD:Death Effect|death]] effects, [[SRD:Energy Drained|energy drain]], and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]'') but not planar effects such as that generated by the [[SRD:Negative Energy Plane|Negative Energy Plane]]. This ability does not remove previously gained [[SRD:Energy Drain, Negative Levels, and Level Loss|negative levels]] or effect the saving throw necessary 24 hours after gaining a [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]]. This ability doesn't protect against other sorts of attacks, such as hit point loss, [[SRD:Poisons|poison]], or [[SRD:Petrified|petrification]], even if those attacks might be lethal. This ability does not negate the temporary [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] gained when using the [[#Returning Memories|Returning Memories]] ability.
| + | Against [[SRD:Force Effect|force effects]], he must make a caster check (d20 + spell slot's level + key mental ability modifier) against the [[SRD:Saving_Throw_(Spell_Descriptor)#Saving Throw Difficulty Class|save DC]] of the [[SRD:Force Effect|force effect]]. If he succeeds, the [[SRD:Force Effect|force effect]] (up to a 10' square) is destroyed. |
| | | |
− | At this point, the grim may never become [[SRD:Undead Type|undead]] through any means. If he is already [[SRD:Undead Type|undead]], he instead becomes a variant [[#Deathborne Grim|Deathborne Grim]]. | + | '''{{Anchor|Death's Contract}} {{Ex}}:''' At 10th level, the grim is empowered with immunity to effects from abilities with the [[SRD:Death Effect|death]] descriptor, [[SRD:Death Effect|death]] effects, [[SRD:Energy Drained|energy drain]], and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]'') but not planar effects such as that generated by the [[SRD:Negative Energy Plane|Negative Energy Plane]] (though he retains his {{1/2}} effectiveness against negative energy from [[#Death's Accord|Death's Accord]]). This ability does not remove previously gained [[SRD:Energy Drain, Negative Levels, and Level Loss|negative levels]] or affect the saving throw necessary 24 hours after gaining a [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]]. This ability doesn't protect against other sorts of attacks, such as hit point loss, [[SRD:Poisons|poison]], or [[SRD:Petrified|petrification]], even if those attacks might be lethal. This ability does not negate the temporary [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] gained when using the [[#Returning Memories|Returning Memories]] ability. |
| | | |
− | '''{{Anchor|Eternal Life}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, he no longer ages normally. He may continue to age, gaining bonuses and penalties as normal, but he no longer has a maximum age.
| + | An [[SRD:Undead Type|undead]] grim instead applies these benefits to positive energy effects instead. |
| | | |
− | '''{{Anchor|Perceptive Bane}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, he adds half his [[SRD:Wisdom|Wisdom]] bonus (rounding down), if any, as an insight bonus to his [[SRD:Attack Roll|attack roll]] when making a [[#Bane Attack|Bane Attack]] while [[#Grim Transformation|transformed]]. | + | '''{{Anchor|Eternal Life}} {{Su}}:''' At 11th level, he no longer ages normally. He may continue to age if he chooses, gaining bonuses and penalties as normal, but he no longer has a maximum age and cannot die of old age. |
| | | |
− | '''{{Anchor|Nixing Bane}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 15th level, the power of his [[#Bane Attack|Bane Attack]] grows to affect objects and [[SRD:Force Effect|force effects]], such as a ''[[SRD:Wall of Force|wall of force]]''. Any creature reduced to 0 or fewer [[SRD:Hit Points|hit points]] by this attack is entirely disintegrated, leaving behind trace dust and any equipment it carried. A [[SRD:Fortitude Save|Fortitude]] save prevents disintegration but leaves the body a mangled wreak. Against an object, the touch disintegrates 1 cubic ft/2 grim levels. Against [[SRD:Force Effect|force effects]], he must make a caster check (d20 + spell slot's level + [[SRD:Wisdom|Wisdom]] modifier) against the [[SRD:Using Skills#Difficulty Class|DC]] of the [[SRD:Force Effect|force effect]]. If he succeeds, the [[SRD:Force Effect|force effect]] is destroyed. | + | '''{{Anchor|Great Scourge}} {{Su}}:''' At 15th level, the grim may make a single [[#Scourge Attack|Scourge Attack]] in place of a [[SRD:Full-Round Actions#Full Attack|full attack action]] as he channels all his fury. For each iterative attack he gives up, he adds a multiple of his scourge attack damage dealt with the attack. |
| | | |
− | '''{{Anchor|Immediate Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 18th level, the grim may transform as an [[SRD:Immediate Actions|immediate action]] (allowing him to transform when its not his turn). On his turn, he may still transform as a [[SRD:Free Actions|free action]]. | + | '''{{Anchor|Perfect Transformation}} {{Su}}:''' At 20th level, the grim need not spend LP to maintain his grim transformation in any round in which he doesn't attack or cast spells, though his LP do not refresh while in this state. |
| | | |
− | '''{{Anchor|Erudite Bane}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, he adds his [[SRD:Wisdom|Wisdom]] bonus, if any, as an insight bonus to his [[SRD:Attack Roll|attack roll]] when making a [[#Bane Attack|Bane Attack]].
| + | ===Alterations=== |
| | | |
− | === Ex-Grims ===
| + | ''Alteration Types:'' Alterations come in four basic types: Passive, Burst, Aura and Special. Alterations may have more than one type. |
| | | |
− | {{quote|I've seen much death. It haunts me still these years later, but shall I don my mantle again and fight when the time is willing? May the gods give mercy to my enemies when I do.
| + | :''Passive:'' These alterations function simply by having them. |
− | |orig=Stigmael, celestial grim
| |
− | |src=
| |
− | }}
| |
| | | |
− | A grim may voluntarily give up his grim powers, disconnecting himself from the powers that bind him to the [[SRD:Ethereal Plane|Ethereal Plane]]. Doing so requires an hour of uninterrupted meditation. After which, he no longer gains the benefit of any of his grim class abilities (except his base proficiencies, but not his proficiency path).
| + | :''Burst:'' These alterations have an area of effect and require an action to use. |
| | | |
− | A grim who voluntarily gives up his powers cannot level in the grim class. He can regain his class abilities (and allow him to take grim levels) once again by meditating for eight hours uninterrupted in an atonement ritual.
| + | :''Aura:'' These alterations have a radius and affect targets as described. |
| | | |
− | ==== Rebuilding Grims ====
| + | :''Special:'' These alterations don't fit into the above types. |
| | | |
− | Why would a grim give up his grim powers? Well, he may want to simply retire, or perhaps pass through an area without air of suspicion or detection, though, additionally, he may do it to clear his head and come back later, rebuilt.
| + | =====Alterations===== |
| | | |
− | A grim who disconnects himself from his grim powers may later atone and re-choose his [[#Proficiency Path|proficiency path]], [[#Spells|grim spells]], [[#Alteration|Alterations]] and [[#Imbued Body|Imbued Body]] abilities. Though purely descriptive flavor, his [[#Grim Transformation|transformation's]] appearance may change as well. These sorts of rebuilding are rare, however, revolving around great personal change, such as a great loss, great victory, epiphany, or alignment shift.
| + | {| class="sortable d20" style="text-align:left;" |
− | | + | |- |
− | === Epic Grims ===
| + | ! Name !! Type !! Prerequisite !! Description |
− | [[Image:GrimTransformed.jpg|thumb|right]]
| + | {{#ask: [[Category:3.5e]] [[Category:User]] [[Category:Grim Alteration]] |
− | {{quote|To have faced so many hardships, battles won and lost, friends gone and buried, paths walked and power attained. When I came to believe I neared the end, new worlds opened up before me, and in my wisdom did I seek the answers those worlds held. I strode forth, and in my footsteps, death.
| + | |?Type |
− | |orig=Alem Eigrod the Gray Saint | + | |?Prerequisite |
− | |src= | + | |?Summary |
| + | |format=template |
| + | |template=Table Row |
| + | |link=none |
| + | |limit=999 |
| }} | | }} |
− |
| |
− | {| class="zebra d20"
| |
− | |+
| |
− | <div>{{Anchor|Table: The Epic Grim}}</div>
| |
− | Hit Die: d8
| |
− | |-
| |
− | ! Level !! Special
| |
− | |-
| |
− | | 21st || class="left" | [[#Imbued Body|Imbued Body]]
| |
− | |-
| |
− | | 22nd || class="left" | [[#Alteration|Alteration]]
| |
− | |-
| |
− | | 23rd || class="left" | [[#Bonus Feat|Bonus Feat]]
| |
− | |-
| |
− | | 24th || class="left" | [[#Alteration|Alteration]], [[#Grim Transformation|Transformation]] 7/day
| |
− | |-
| |
− | | 25th || class="left" | [[#Bonus Feat|Bonus Feat]]
| |
− | |-
| |
− | | 26th || class="left" | [[#Alteration|Alteration]], [[#Imbued Body|Imbued Body]]
| |
− | |-
| |
− | | 27th || class="left" | [[#Bonus Feat|Bonus Feat]]
| |
− | |-
| |
− | | 28th || class="left" | [[#Alteration|Alteration]], [[#Grim Transformation|Transformation]] 8/day
| |
− | |-
| |
− | | 29th || class="left" | [[#Bonus Feat|Bonus Feat]]
| |
− | |-
| |
− | | 30th || class="left" | [[#Alteration|Alteration]]
| |
− | |- class="noalt"
| |
− | | colspan="42" class="skill" |
| |
− | '''4 + [[SRD:Intelligence|Int]] modifier skill points per level.'''
| |
| |} | | |} |
− | | + | <small>[[3.5e Grim Alterations]]: A complete list of alterations as well as additional comments on their design.</small> |
− | '''[[#Spells|Spells]]:''' The grim’s caster level is equal to his grim class level. The grim’s number of spells per day does not increase after 20th level.
| |
− | | |
− | '''[[#Grim Transformation|Grim Transformation]]:''' The epic grim gains an additional Transformation per day every four levels after 20th.
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− | | |
− | '''[[#Imbued Body|Imbued Body]]:''' Every 5 levels, starting at 21st level, an epic grim is able to further transmute himself with permanent [[#Alteration|Alterations]].
| |
− | | |
− | '''[[#Alteration|Alteration]]:''' Every even numbered epic level, an epic grim gains access to even more abilities during his [[#Grim Transformation|transformation]], building upon abilities he has already learned, focusing his power to an even greater degree.
| |
− | | |
− | '''[[#Bane Attack|Bane Attack]]:''' The damage and mass effected by his Bane Attack continues to grow with each level he gains.
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− | | |
− | '''{{Anchor|Bonus Feat}}:''' The epic grim gains a bonus feat (selected from the list of epic grim bonus feats) that he meets the prerequisites for on any epic level in which he doesn't otherwise gain an epic class ability. These feats are in addition to the feats regularly attained every 3 levels by a character.
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− | | |
− | ''Epic Grim Bonus Feat List<sup>1</sup>:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Will|Epic Will]], [[SRD:Extended Life Span|Extended Life Span]], [[SRD:Fast Healing|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Darkvision|Improved Darkvision]], [[SRD:Improved Low-Light Vision|Improved Low-Light Vision]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Spectral Strike|Spectral Strike]]<sup>''2''</sup>, [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Superior Initiative|Superior Initiative]].
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− | | |
− | :<small>1. A grim may also select any [[3.5e Grim Feats|grim feat]] that he meets the prerequisites for as an epic grim bonus feat.</small>
| |
− | :<small>2. Epic grims can gain this feat regardless of not being able to [[SRD:Turn or Rebuke Undead|turn or rebuke]] [[SRD:Undead Type|undead]].</small> | |
| | | |
| === [[3.5e Grim Feats|Grim Feats]] === | | === [[3.5e Grim Feats|Grim Feats]] === |
Line 395: |
Line 311: |
| |template=Table Row | | |template=Table Row |
| |link=none | | |link=none |
− | |limit=9999 | + | |limit=99 |
| }} | | }} |
| |} | | |} |
− |
| |
− | === [[SRD:Humans (Race)|Human]] Grim Starting Package ===
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− |
| |
− | '''Weapons:''' [[SRD:Scimitar|Scimitar]], [[SRD:Sickle|Sickle]], [[SRD:Light Crossbow|Light Crossbow]] with 20 [[SRD:Crossbow Bolts|Bolts]], [[SRD:Spiked Gauntlet|Spiked Gauntlet]].
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− |
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− | '''Skill Selection:''' Pick a number of [[SRD:Skills|skills]] equal to 4 + [[SRD:Intelligence|Int]] modifier.
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− |
| |
− | {| class="zebra d20"
| |
− | |-
| |
− | ! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
| |
− | |-
| |
− | | class="left" | [[SRD:Concentration Skill|Concentration]] || 4 || [[SRD:Concentration|Con]] || —
| |
− | |-
| |
− | | class="left" | [[SRD:Craft Skill|Craft]] || 4 || [[SRD:Intelligence|Int]] || —
| |
− | |-
| |
− | | class="left" | [[SRD:Disguise Skill|Disguise]] || 4 || [[SRD:Charisma|Cha]] || —
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− | |-
| |
− | | class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[SRD:Dexterity|Dex]] || —
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− | |-
| |
− | | class="left" | [[SRD:Intimidate Skill|Intimidate]] || 4 || [[SRD:Charisma|Cha]] || —
| |
− | |-
| |
− | | class="left" | [[SRD:Knowledge Skill|Knowledge]] (religion) || 4 || [[SRD:Intelligence|Int]] || —
| |
− | |-
| |
− | | class="left" | [[SRD:Listen Skill|Listen]] || 4 || [[SRD:Wisdom|Wis]] || —
| |
− | |-
| |
− | | class="left" | [[SRD:Move Silently Skill|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || —
| |
− | |-
| |
− | | class="left" | [[SRD:Profession Skill|Profession]] || 4 || [[SRD:Wisdom|Wis]] || —
| |
− | |-
| |
− | | class="left" | [[SRD:Sense Motive Skill|Sense Motive]] || 4 || [[SRD:Wisdom|Wis]] || —
| |
− | |-
| |
− | | class="left" | [[SRD:Spellcraft Skill|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || —
| |
− | |-
| |
− | | class="left" | [[SRD:Spot Skill|Spot]] || 4 || [[SRD:Wisdom|Wis]] || —
| |
− | |}
| |
− |
| |
− | '''Feat:''' [[SRD:Improved Initiative|Improved Initiative]].
| |
− |
| |
− | '''Bonus Feat(s):''' [[Extra Transformation (3.5e Feat)|Extra Transformation]].
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− |
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− | '''Gear:''' [[SRD:Studded Leather Armor|Studded Leather]], [[SRD:Adventuring Gear|Backpack]], [[SRD:Adventuring Gear|Flint & Steel]], 2× [[SRD:Sunrod|Sunrod]].
| |
− |
| |
− | '''Gold:''' 45 gp.
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| | | |
| === Campaign Information === | | === Campaign Information === |
− | [[Image:GrimEnergy.jpg|thumb|right|A grim charging up an [[Elemental Projectile (3.5e Grim Alteration)|elemental projectile]].]]
| |
− | ==== Playing a Grim ====
| |
| | | |
− | {{quote|Danger will follow me, now, everywhere I walk.<br/>
| + | ''Dealing with the afterlife varies from campaign settings, so, be sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities. The afterlife may vary for certain creatures, or even vary among followers of a faith or alignment.'' |
− | Angels will call on me, now, and take me home.
| |
− | |orig=Lissie's Grim Mantra
| |
− | |src=Common Translation
| |
− | }}
| |
| | | |
− | Playing a grim is pretty easy; with its mutable flavor, the character's style is greatly up to the player. However, this section should provide some insight and ideas on how to play a grim.
| + | In some societies, grims may play against ideals and norms, becoming either outcasts or eccentrics. They may also serve as public servants, spiritualists and preachers to their fellows. |
| | | |
− | It is advised to read through all class features, as well as alterations and feats before character creation.
| + | ==== Grim Lore ==== |
− | | |
− | '''Religion:''' While grims may not be a very religious bunch, they are known to pray to deities with the [[SRD:Death Domain|Death domain]], racial deities or other deities that include the passage of souls into the afterlife in their portfolios. With their wisdom and understanding of the passing of souls, religion doesn't serve the purpose of comfort, but rather allegiance. Though, belonging to a religion does not have a bearing on how much a grim may worship, revere or pay homage to a deity.
| |
− | | |
− | '''Other Classes:''' Grims work well with most classes, even if they do have personal differences off the battlefield. Their wisdom grants them the insight to know who to trust and who to watch. Mages increase a grim's power with buffing spells, while the grim communicates and avoids any dangerous spells that get tossed into the fray. Ranged martial companions, such as [[SRD:Ranger|Rangers]], support grims from afar with arrow fire. In melee, the grim is a welcome ally for flanking opponents with him, aiding [[SRD:Rogue|rogues]], who also benefit from a casting or two from a grim's spells. Melee martial companions, such as [[SRD:Barbarian|Barbarians]] and [[SRD:Fighter|fighters]], fight alongside grims without getting in each other's way, most of the time. Divine casters, like [[SRD:Cleric|Clerics]], heal and turn undead if a grim finds himself overwhelmed. [[SRD:Paladin|Paladins]] and grims are often at odds with each other. A [[SRD:Paladin|paladin's]] constant need to prove himself clashes with the grim's need to get the job done. Some classes, such as [[SRD:Paladin|Paladins]] and [[SRD:Monk|monks]], don't trust a grim's power and where it comes from.
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− | | |
− | When away from combat, support classes, such as [[SRD:Bard|bard]] and [[SRD:Rogue|rogue]], enjoy the company of grims, who often need to avoid conspicuity. Mages typically let grims do their own thing and just give them the space they need to do what they do. Grims gladly reciprocate the feeling. [[SRD:Wizard#School Specialization|Necromancers]] and grims often come to blows and rarely ever get along. A typical grim sees the art of animating the dead as monstrous, regardless of intention or alignment.
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− | | |
− | '''Combat:''' A grim's function in combat varies depending on how he has progressed. A grim may take point, holding off opponents as long as he can, reducing his enemy's capacity to attack, and providing protection for his teammates. He might choose to stay farther back, pelting enemies with ranged attacks. With several communication spells, he can coordinate attacks across the battlefield easily, using his hampering spells from afar, buffing up with ''[[SRD:Invisibility|invisibility]]'' or ''[[SRD:Blur|blur]]'' to throw off his opponent and then going in, [[#Grim Transformation|transformed]], weapon drawn for a damaging [[#Bane Attack|Bane Attack]].
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− | | |
− | '''Advancement:''' Grims typically stick with their class, but some occasionally venture into full attack progression martial classes, such as [[SRD:Fighter|fighter]], [[SRD:Ranger|ranger]], or [[SRD:Barbarian|barbarian]]. Occasionally, a grim will multiclass into [[SRD:Rogue|rogue]] to gain skills and even sneak attack, making them effective against a wide variety of opponents and situations. For the most part, multiclassing is done with other classes that aid their combat ability, rather than spellcasting.
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− | | |
− | The grim class doesn't have prestige classes. With its mutable, albeit fairly specific flavor and continual progression of abilities, the grim is built more like a twenty-level prestige class available from level one. Of course, a grim may go into any prestige class that he meets the requirements for.
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− | | |
− | '''Bookkeeping:''' The grim class may appear complicated, but organized bookkeeping is key to prevent confusion or slow down the game during play. Keeping a list of the abilities and powers he gains while [[#Grim Transformation|transformed]] is essential, listing his [[#Alteration|Alterations]] and what they do separately from feats or other abilities allows for quick reference. It is vital to track his remaining uses of [[#Grim Transformation|Grim Transformation]], the bonuses he gains from his class abilities through leveling (such as [[#Discount|Discount]] and [[#Gate Protection|Gate Protection]]), and the damage and [[SRD:Using Skills#Difficulty Class|DC]] of his [[#Bane Attack|Bane Attack]] and his chosen spells. Be sure to check the example NPC below.
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− | | |
− | ====Choosing a Transformed Form====
| |
− | | |
− | Detailed here are some ideas to help players choose what a grim looks like when he [[#Grim Transformation|transforms]]. A [[#Grim Transformation|transformed]] grim is no longer limited in appearance by his race, but rather the limitations of his basic form, the [[#Alteration|Alterations]] the grim has gained and the imagination of the player.
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− | | |
− | * '''The Anti-grim:''' Throwing conventions aside, the grim takes on the appearance of something far unlike what his abilities and personality are like.
| |
− | * '''The Avatar:''' The grim's appearance becomes closer to that of a deity of the player's choice.
| |
− | * '''The Beast:''' The grim's appearance becomes more animalistic or feral. In this way, the grim becomes somewhat like lycanthropes. He may consider choosing the [[#Bestial Grim|Bestial Grim]] variant.
| |
− | * '''The Elemental:''' The grim's appearance reflects that of an elemental or several elemental forces. He may consider choosing the [[#Elemental Grim|Elemental Grim]] variant.
| |
− | * '''The Gentle Face:''' The grim's appearance becomes smoothed out, calm and serene as if his face were a mask.
| |
− | * '''The Grip:''' The Grip results from a stressful event and causes the grim to act in a way contrary to his dominant personality. The Grip is also a representation of a release of inhibition, allowing long repressed emotions and desires to surface. The grim's appearance changes to reflect becoming much of his opposite personality.
| |
− | * '''The Grimdark:''' The Grimdark is a tortured mess of a character. He broods with angst. He speaks of horrors and atrocities. He is often warped and twisted to reflect his own monstrousness. He may curse and act in extremes. Despite the light he gives, he lives in darkness and torment.
| |
− | * '''The Horrid Visage:''' The grim's face distorts into a horrific visage. Perhaps his skull shows through or his face takes on the qualities of a fiend.
| |
− | * '''The Outsider:''' The grim's whole appearance changes to resemble that of an [[SRD:Outsider Type|outsider]] of the player's choice. Depending on his alignment, the grim may appear fiendish or celestial, or something else altogether. He may consider choosing the [[#Planar Grim|Planar Grim]] variant.
| |
− | * '''The Idealized Persona:''' The grim becomes more attractive, tougher, taller, prouder, better built or all around more grandiose.
| |
− | * '''The Lord of the Dead:''' The grim's flesh appears to melt away leaving a glowing ghostly monster pulsing with waves of energy and ethereal power.
| |
− | * '''The Machine:''' The grim's appearance becomes more rigid, as if made from metal, stone, crystal or other minerals.
| |
− | * '''The Monster:''' The grim's appearance changes so much, that he is no longer recognizable as the same person, changing into something that looks like its from the Outer Planes.
| |
− | * '''The Split Personality:''' The grim's appearance takes on that of someone else. He may even act differently. A [[#Grim Transformation|transformed]] grim isn't limited in changes to form. His personality, mannerisms, outlook and identifying characteristics may change as well.
| |
− | | |
− | ==== Grims in the World ====
| |
| | | |
| {{quote|When you look back on your life do you ask yourself 'Have I made the right choices? Do I have regrets? Were my failures my bane?' or do you say 'It matters not what I feel, for the historians for ages to come shall know my name and my tale'. When you look back on your life, do you see Death following? | | {{quote|When you look back on your life do you ask yourself 'Have I made the right choices? Do I have regrets? Were my failures my bane?' or do you say 'It matters not what I feel, for the historians for ages to come shall know my name and my tale'. When you look back on your life, do you see Death following? |
| |orig=Alem Eigrod the Gray Saint | | |orig=Alem Eigrod the Gray Saint |
− | |src=
| |
| }} | | }} |
− |
| |
− | Grims are a component of the natural order of mortal life, and to a lesser extent, outsider agents in control of judging who is fit to live and die. Since grims are such a varied group, they may even take to thinning out their own numbers to ensure that the flock of living souls is not culled without cause. Mainly, grims serve as guides for wayward souls trapped on the material plane. Grims send these unfortunate souls onward to their final resting place, or back into the karmic cycle to be reborn again.
| |
− |
| |
− | '''Daily Life:''' Grims travel about, going from town to town, searching for lost souls in graveyards, old temple crypts and cellars. In the wilds, they explore long forgotten ruins and tombs. Its their job to search out souls, and wayward souls are typically those who never received a proper burial, dying horrible deaths, or just have unfinished business and refuse to leave until it is set straight. Since grims get paid for doing this service, it makes the prospect of visiting these places filled with danger a little easier to justify.
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− | '''Notables:''' Grims are uncommon, yes, but there are grims within works of fiction outside of DnD. However, these characters rarely, if ever, go by the name "grim". The most common grim would of course be a grim reaper, though, this concept is fairly skewed compared to the grim itself, which focuses less on harvesting lives or souls for whatever purpose drives it, as such a concept plays poorly to the party driven world of DnD. However, there are those ghost-busting, soul-reaping shadow knights that easily fit the mold of the grim. The grim class is easily given to define a character, and by being fairly archetypal, it is suited to being a base class rather than a prestige class, allowing grims to flourish at any level of the game. The PCs might meet a grim at any time, and with their diversity as a group, designing an NPC grim might be a tricky prospect. Given here are a couple examples of NPC style grims that might pop up in any given world of D&D.
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− | ''Brody:'' A wise-ass [[Candothist (3.5e Race)|candothist]], Brody travels from town to town offering to exorcize ghosts and troublesome undead from local graveyards and spooky haunts, for a price of course. Though his methods appear unprofessional and his personal hygiene is lax, he always manages to get the job done, with a smile. Regardless of how useless an un-haunted cemetery is for anyone, at least the spirits are happy. As he transforms, his appearance becomes simplistic. His colors fade to a pale greenish-ivory and he moves as if drifting in the waves of unseen water.
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− | ''Omnijaku Broktoon:'' A wild brute of a grim, Omnijaku dresses in loose furs and smelling of herbs. He has been known to hang around dangerous areas of fame, waiting for traveling adventurers to come wandering by. If the adventurers prove worthy, he will offer to aid them in their quest, acting as a guide and watchman (if the adventurers care to trust him). If things get harsh, he's not without recourse of withdrawing to fight another day, and if his temporary companions fail to heed his warnings, serve as grave digger. It is said that he has an extensive collection of diamonds, which he has been known to sell to travelers seeking to bribe the gatekeepers of the dead to allow souls to return to their bodies and live again. However, he often keeps these treasures in hidden places, safe from robbing and treachery. Omnijaku is careful to watch his back, and when in danger, he transforms into a great horned brute, pummeling his opponents back when he can, but most often taking to hiding and striking out from the shadows.
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− | ''Magnizar, Ghost Knight:'' A tower of armor, Magnizar is an errant knight for his king. Traveling upon horseback, with a small group of soldiers and wisemen, he quests to rid his king's land of vile undead. With a curled lip and a stout laugh, he besets the challenges before him with noble intent and is never more at home than wading through a haunted crypt, smiting ghouls. Though, in his downtime, he prefers the company of ale and song. Many taverns know him as a generous tipper and a teller of great tales, though, his hearty spirit lends best to the ear of a beautiful woman. In battle, as he transforms, a pair of gray feathered wings sprout from his back. His armor turns a pale gold and he charges forward as if he were an angel of death.
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− | '''Organizations:''' Most grims go about their careers, never knowing or happening upon other grims. Though, occasionally they will somehow stumble upon others of their kind, as if guided by fate, and form temporary groups to take on greater menaces that they could not handle without the aid of other grims. Grims with reputation may receive summons from [[SRD:Cleric|clerics]] of death deities (especially if a grim worships the same diety). Churches of death deities are often in need of grims to perform special tasks for them.
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− | '''NPC Reactions:''' The general life of a commoner is best suited to be guarded against strangers. Without the slick tongue of the trickster, the scholarly appearance of the mage, or the noble presence of the knight, the grim is often regarded as a suspicious character and commoners would to best to stay wary of him. NPCs who are used to dealing with odd adventurers are more likely to be just as cautious around a grim as they would anyone else. Some folk however, will welcome grims, for they serve the duty of removing [[SRD:Undead Type|undead]], a valuable service for common folk who have enough to worry about in such a dangerous world.
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− | ==== Grim Lore ====
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| Characters with ranks in [[SRD:Knowledge|Knowledge]] (religion) can research grims to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower [[SRD:Using Skills#Difficulty Class|DC]]s. | | Characters with ranks in [[SRD:Knowledge|Knowledge]] (religion) can research grims to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower [[SRD:Using Skills#Difficulty Class|DC]]s. |
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| ! [[SRD:Using Skills#Difficulty Class|DC]] || class="left" | Result | | ! [[SRD:Using Skills#Difficulty Class|DC]] || class="left" | Result |
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− | | 5 || class="left" | Grims can transform, becoming stronger for a short period of time. Their powers are granted through a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. | + | | 10 || class="left" | Grims can transform, becoming stronger for a short period of time. Their powers are granted through a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. |
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− | | 10 || class="left" | Grims are wise and often pose as shamans or exorcists. They gain power to destroy undead creatures and deal powerful blows with weapons as well as cast a few spells. | + | | 15 || class="left" | Grims often pose as shamans or exorcists. They gain power to destroy undead creatures and deal powerful blows with weapons as well as cast a few spells. |
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− | | 15 || class="left" | A grim's connection to the [[SRD:Ethereal Plane|Ethereal Plane]] affords him a cheaper passage from the afterlife back to the world of the living as well as protection to means that would surely kill most others. | + | | 20 || class="left" | A grim's connection to the [[SRD:Ethereal Plane|Ethereal Plane]] affords him a cheaper passage from the afterlife back to the world of the living as well as protection to means that would surely kill most others. |
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− | | 20 || class="left" | A grim becomes able to destroy objects, creatures and solid force with a touch. Able to transform at a moment's notice and strike out with supernatural power against his foes, the grim often walks about in invisible silence. | + | | 25 || class="left" | A powerful grim may destroy objects, creatures and solid force with a touch. Able to transform at a moment's notice and strike out with supernatural power against his foes, the grim often walks about in unseen quietude. |
| |} | | |} |
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− | ==== Grims in the Game ====
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− | ''Dealing with the afterlife varies from campaign settings, so, be sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities. The afterlife may vary for certain creatures, or even vary among followers of a faith or alignment. The default afterlife for the core rules is alignment-based, being Hell, the Abyss, Celestia and Mechanus.''
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− | Grims often stick to the back of the party, keeping quiet during traveling and while doing business among townsfolk, but in the dark hours of night, gathered around a campfire, a grim tells stories and keeps a vigilant lookout for predators who stalk his party in the darkness beyond the fire light's reach. When in dungeons, grims might lead (though someone close at hand may simply be telling them to go certain ways) keeping a keen eye out for undead and hidden secrets. A grim may spare a use of his [[#Grim Transformation|transformation]] to help bypass or overcome deadly traps. When in combat, he leads the way, keeping undead and other dangerous monsters away from his companions who are lesser suited to deal with such beasts at close range.
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− | While taking breaks between adventures, bartering with traders and stocking up on supplies, reclusive grims tend to keep conversation with NPCs short, lest they have their unusual powers revealed. Grim powers are strange and fearsome to commoners who don't understand how a grim controls such mysterious abilities (as is the case with most mages in general). Grims are rarely the face of the party, often to the point that NPCs may forget about them altogether.
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− | Grims are wise with conversation, though most lack the social graces or book learning to excel at it, often using their sense to speak only when needed.
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− | Grims who wish to keep their powers kept secret may take on the archetypal appearance of scoundrels, shamans, thugs or adventurers in order to gain acceptance.
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− | Grims who are open about their abilities may travel from town to town advertising their powers as Exorcists. This role makes them much less feared by NPCs, except some people will still show doubt of their skill until it is proven, and often, a grim is loathe to waste precious [[#Grim Transformation|transformation]] time on demonstrations.
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− | '''Adaptation:''' Grims, rather than being a bunch of unorganized individuals, recruited haphazardly throughout the land by forces unknown and unseen, may be part of a strong organization of [[SRD:Cleric|clerics]] who worship a God of [[SRD:Death Domain|death]] as well as high level grims who operate in secret to ensure the extermination of undead and unnatural immortals who go against the cycle of life and death. A church of a God of [[SRD: Death Domain|Death]] would be just as likely to have squads of grims patrolling the lands as it would clerics, or even groups of the two out on crusade.
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− | Alternately, grims may work with or support undead, having powerful undead as masters. Such grims would almost definitely be evil, scouring the lands, killing those who oppose them while their undead masters raise an army of undead to kill the world.
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− | === Variations on a Theme ===
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− | Not all games are themed around undead. For this, it is easy to adapt the flavor of the grim to take advantage of several other creature types, modifying the source of his power. Since class features such as Alterations and feats already allow for a wide variety of flavor options, creating grims with reworked flavor is easy.
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− | :[[#Bestial Grim|Bestial Grim]]
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− | :[[#Deathborne Grim|Deathborne Grim]]
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− | :[[#Dragon Grim|Dragon Grim]]
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− | :[[#Elemental Grim|Elemental Grim]]
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− | :[[#Fey Grim|Fey Grim]]
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− | :[[#Planar Grim|Planar Grim]]
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− | ==== Bestial Grim ====
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− | Unlike most of the other grim variants, a bestial grim has a racial limitation. Only [[SRD:Humanoid Type|humanoids]], [[SRD:Monstrous Humanoid Type|monstrous humanoids]], [[SRD:Giant Type|giants]] and [[SRD:Fey Type|fey]] creatures may be bestial grims. The bestial grim's power may originate from several sources. He may have tainted blood, a curse upon his soul, a deep-rooted connection to nature and beasts or a wild untamed spirit instead of a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. Grim class features that relate to [[SRD:Undead Type|undead]] creatures now relate to [[SRD:Magical Beast Type|magical beasts]] and [[SRD:Shapechanger Subtype|shapechangers]]. Replace the [[#Grim Transformation|Grim Transformation]] and [[#Grim Favor|Grim Favor]] abilities with the following two abilities.
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− | '''{{Anchor|Bestial Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Primal magic flows into his body and weapons. At 1st level, he learns to directly harness primal powers to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from bestial grim to bestial grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" for ideas).
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− | The outpouring of primal spirit energy temporarily transforms him into a [[SRD:Magical Beast Type|magical beast]]. He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
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− | His attacks, natural or manufactured, are treated as [[SRD:Alchemical Silver|alchemical silver]] for the purposes of overcoming [[SRD:Damage Reduction|damage reduction]].
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− | His senses become keen and attuned. He gains [[SRD:Darkvision|darkvision]] out to 60 feet. If he already has [[SRD:Darkvision|darkvision]] from another source, it increases by an additional 60 feet. Additionally, he gains a +2 bonus on [[SRD:Spot Skill|Spot]] and [[SRD:Listen Skill|Listen]] checks.
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− | He may [[#Bestial Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). A bestial grim may prematurely end his transformation. As a bestial grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Bestial Transformation|transforms]].
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− | At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a bestial grim can do it only during his action, not in response to someone else’s action.
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− | '''{{Anchor|Wild Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to primal powers affords him protection against [[SRD:Magical Beast Type|magical beasts]] and [[SRD:Shapechanger Subtype|shapechangers]]. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Magical Beast Type|magical beasts]] and [[SRD:Shapechanger Subtype|shapechangers]]. This ability increases at a rate of 1 point of bonus per 4 additional bestial grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
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− | ==== Deathborne Grim ====
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− | A grim who becomes [[SRD:Undead Type|undead]]. Deathborne grims are seen as perversions of what it means to be a grim. That, however, doesn't stop them from existing or thriving. A deathborne grim still gains his power from the ethereal plane, it just functions differently for him than for a living grim. Deathborne grims are a blight on the living world, turning the order of life and death topsy turvy. Replace [[#Death's Contract|Death's Contract]] and [[#Eternal Life|Eternal Life]] with the following class features. If the deathborne grim ever returns to life, he loses this variant.
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− | '''{{Anchor|UnDeath's Contract}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the deathborne grim is granted immunity to all effects from spells with the [[:Category:Healing Subschool|Healing Subschool]], and positive energy effects but not planar effects, such as that generated by the [[SRD:Positive Energy Plane|Positive Energy Plane]].
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− | '''{{Anchor|Eternal UnLife}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, if he has a corporeal form, he no longer decays. His body repairs itself to its appearance while he was alive. He may continue to gain aging bonuses and penalties as normal, despite not actually aging. Being undead, he has no maximum age. If he is [[SRD:Incorporeal|incorporeal]], but has a body elsewhere (such as in a tomb or grave in the case of a [[SRD:Ghost|ghost]]), that body's appearance is restored and under a permanent ''[[SRD:Gentle Repose|gentle repose]]'' effect.
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− | ==== Dragon Grim ====
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− | The dragon grim's power originates from a connection to ancient dragon magic instead of a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. Grim class features that relate to [[SRD:Undead Type|undead]] creatures now relate to [[SRD:Dragon Type|dragons]] and dragonblooded creatures. Replace the [[#Grim Transformation|Grim Transformation]] and [[#Grim Favor|Grim Favor]] abilities with the following two abilities.
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− | '''{{Anchor|Dragon Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Ancient draconic magic flows into his body and weapons. At 1st level, he learns to directly harness the spirit energy of [[SRD:Dragon Type|dragons]] to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from dragon grim to dragon grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" for ideas).
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− | The outpouring of dragon spirit energy temporarily transforms him into a [[SRD:Dragon Type|dragon]] (unless he already has either the [[SRD:Outsider Type|Outsider]], [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types). He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
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− | He gains +1 natural armor as he becomes tough, like dragons. This natural armor stacks with other existing natural armor bonuses.
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− | He becomes steady and sure-footed. He can pass over [[SRD:Movement, Position, and Distance#Terrain and Obstacles|difficult terrain]] without suffering penalties to movement. He gains a +4 bonus on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rushed]] or [[SRD:Trip|tripped]] when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). This bonus does not stack with other sources of stability, such as [[SRD:Dwarves, Hill (Race)|dwarven]] stability or being quadrupedal.
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− | He may [[#Dragon Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). A dragon grim may prematurely end his transformation. As a dragon grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Dragon Transformation|transforms]].
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− | At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a dragon grim can do it only during his action, not in response to someone else’s action.
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− | '''{{Anchor|Draconic Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to the essences of ancient dragon spirits affords him protection against [[SRD:Dragon Type|dragons]]. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Dragon Type|dragons]]. This ability increases at a rate of 1 point of bonus per 4 additional dragon grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
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− | ==== Elemental Grim ====
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− | The elemental grim's power originates from a connection to an elemental plane instead of a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. Grim class features that relate to [[SRD:Undead Type|undead]] creatures now relate to [[SRD:Elemental Type|elemental]] creatures. Replace the [[#Grim Transformation|Grim Transformation]] and [[#Grim Favor|Grim Favor]] abilities with the following two abilities.
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− | '''{{Anchor|Elemental Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Prime elemental energy flows into his body and weapons. At 1st level, he learns to directly harness the power of various elemental planes, or one specific plane, to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from elemental grim to elemental grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" for ideas).
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− | The outpouring of elemental energy temporarily transforms him into a [[SRD:Elemental Type|elemental]] (unless he already has either the [[SRD:Outsider Type|Outsider]], [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types). He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
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− | He may [[#Elemental Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). An elemental grim may prematurely end his transformation. As an elemental grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Elemental Transformation|transforms]].
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− | At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a fey grim can do it only during his action, not in response to someone else’s action.
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− | He gains one of the following subtypes, with its associated power, of his choice. This choice is always the same each time he transforms. Regardless of his elemental subtype, he gains a +2 on checks to resist being turned or rebuked while in elemental form.
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− | ''[[SRD:Air Subtype|Air]]:'' [[SRD:Fly|Fly speed]] of 10 feet, perfect maneuverability.
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− | ''[[SRD:Water Subtype|Water]]:'' [[SRD:Movement, Position, and Distance#Swim|Swim speed]] equal to base land speed. He gains a +8 racial bonus on any [[SRD:Swim Skill|Swim]] check to perform some special action or avoid a hazard. The elemental water grim can always can choose to take 10 on a [[SRD:Swim Skill|Swim]] check, even if distracted or endangered. The elemental water grim can use the [[SRD:Full-Round Actions#Run|run]] action while swimming, provided he swims in a straight line. He also gains the ability to breathe water.
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− | ''[[SRD:Earth Subtype|Earth]]:'' Elemental earth grims have a burrow speed of 10 feet. A burrowing elemental earth grim usually does not make a usable tunnel, but can construct a tunnel; he burrows at half speed when he does so.
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− | ''[[SRD:Fire Subtype|Fire]]:'' An elemental fire grim gains immunity to [[SRD:Fire Effect|fire]] damage. However, he has vulnerability to [[SRD:Cold Effect|cold]] damage, which means he takes half again as much (+50%) damage as normal from cold, regardless of whether a [[SRD:Saving Throw|saving throw]] is allowed, or if the save is a success or failure.
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− | '''{{Anchor|Elemental Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to the essences of elemental energy affords him protection against [[SRD:Elemental Type|elemental]] creatures. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Elemental Type|elemental]] creatures. This ability increases at a rate of 1 point of bonus per 4 additional elemental grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
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− | ==== Fey Grim ====
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− | The fey grim's power originates from a connection to the natural world's spirit instead of a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. Grim class features that relate to [[SRD:Undead Type|undead]] creatures now relate to [[SRD:Fey Type|fey]] creatures. Replace the [[#Grim Transformation|Grim Transformation]] and [[#Grim Favor|Grim Favor]] abilities with the following two abilities.
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− | '''{{Anchor|Fey Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Fey magics flow into his body and weapons. At 1st level, he learns to directly harness the spirit energy of the natural world to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from fey grim to fey grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" for ideas).
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− | The outpouring of natural spirit energy temporarily transforms him into a [[SRD:Fey Type|fey]] (unless he already has either the [[SRD:Outsider Type|Outsider]], [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types). He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
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− | His attacks, natural or manufactured, are treated as [[SRD:Cold Iron|cold iron]] for the purposes of overcoming [[SRD:Damage Reduction|damage reduction]].
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− | He becomes elusive and tricky. He gains a +4 bonus on [[SRD:Hide Skill|Hide]] and [[SRD:Bluff Skill|Bluff]] checks.
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− | He may [[#Fey Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). A fey grim may prematurely end his transformation. As a fey grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Fey Transformation|transforms]].
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− | At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a fey grim can do it only during his action, not in response to someone else’s action.
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− | '''{{Anchor|Forest Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to the essences of fey magic affords him protection against [[SRD:Fey Type|fey]] creatures. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Fey Type|fey]] creatures. This ability increases at a rate of 1 point of bonus per 4 additional fey grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
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− | ==== Planar Grim ====
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− | The planar grim's power originates from other planes or possibly deities instead of a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. Grim class features that relate to [[SRD:Undead Type|undead]] creatures now relate to [[SRD:Outsider Type|outsiders]]. Replace the [[#Grim Transformation|Grim Transformation]] and [[#Grim Favor|Grim Favor]] abilities with the following two abilities.
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− | '''{{Anchor|Planar Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Planar magic flows into his body and weapons. At 1st level, he learns to directly harness energy directly from a plane or deity to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from planar grim to planar grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" for ideas).
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− | The outpouring of planar energy temporarily transforms him into a [[SRD:Outsider Type|Outsider]] (unless he already has either the [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types). He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
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− | His attacks, natural or manufactured, are treated as aligned to his alignment for the purposes of overcoming [[SRD:Damage Reduction|damage reduction]]. For example, a [[SRD:Chaotic Good|chaotic good]] planar grim's weapons would be treated as both [[SRD:Anarchic|anarchic]] and [[SRD:Holy|holy]]. A [[SRD:Lawful Neutral|lawful neutral]] planar grim's weapons would only be [[SRD:Axiomatic|axiomatic]].
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− |
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− | He gains [[SRD:Darkvision|darkvision]] out to 60 feet.
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− | He may [[#Planar Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). A planar grim may prematurely end his transformation. As a planar grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Planar Transformation|transforms]].
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− | At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a planar grim can do it only during his action, not in response to someone else’s action.
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− | '''{{Anchor|Outsider's Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to planar essences or deities affords him protection against [[SRD:Outsider Type|outsiders]]. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Outsider Type|outsiders]]. This ability increases at a rate of 1 point of bonus per 4 additional planar grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
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− |
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− | === Sample Encounter ===
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− | The following encounter is for DMs to get an idea of how to use a grim NPC in the game. The example NPC is helpful for players to see a worked out character.
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− | ===== The Hook =====
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− | There is a tomb. It contains some item the PCs need (a McGuffin or other plot device of the DM's choice), or perhaps is just renowned for having valuable loot. Whatever the DM comes up with to get the PCs to check into it more and take the bait, that's what's in the tomb. Conveniently, the tomb may be placed less than a day's travel from town, or, if the DM wishes, he may incorporate this encounter into a broader scale adventure and increase that distance.
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− | ===== The Scene =====
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− | Ian Jackdaw, a rough and uncouth wandering supernatural mercenary, has begun questing to seek out a recently discovered tomb, which he has no intentions of letting others despoil, making his purpose publicly known. Any would-be grave robbing adventurers would do well to steer clear of him, lest they find themselves on the receiving end of his punishment. The location of the tomb is a secret, if only to those who don't have the gold to spare to pay those with the knowledge of its location (an old man, local priest or other figure with access to such information). However, upon first meeting Ian Jackdaw in town (conveniently have him show up where ever the PCs happen to be), overhearing their attempt to [[SRD:Gather Information Skill|gather information]], or even warned by locals, the PCs can learn that Ian Jackdaw wants no part in others attempting to plunder the tomb, defiling graves and looting the place of its ancient treasures. Ian intends to check the tomb for wayward spirits and undead and then seal it once again. The more Ian acts like a jerk to the PCs, the more willing the PCs will be to fight him, regardless of alignment or intentions.
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− | Outside of the tomb, deep in a dense forest (or other difficult to access area), away from civilization, Ian goes about his business. If the PCs happen upon him, they must convince him that they have no intention of defiling the place (a highly unlikely prospect, as they traveled all the way to the tomb) or be met with hostile reactions. If they do not heed his warnings about the dangers, he will let them enter the tomb (typically by retreating to visibly superior forces and circumstances so long as he is not acted upon with hostility), though once inside, he will enter in behind and attack in the narrow corridors. He casts spells upon himself first before going in, and may use other spells to confuse and frighten the PCs. Once in melee, he transforms, increasing in power and danger. If he gets wounded right away, he may back off (with ''[[SRD:Expeditious Retreat|expeditious retreat]]''), blocking the PCs from following in order to recover.
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− | ===== The Tomb =====
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− | [[Image:Grim-Dungeon.gif|thumb|right|A simple tomb.]]
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− | The tomb is hidden in a rocky hillside. Its doorway is a pair of two-ton granite slabs leaning into a stone frame and set in a groove at the bottom. Each stone slab, five feet wide by ten feet tall, is decorated with worn runes and the figures of two people. A noble man covers the right slab while a noble woman is carved on the left slab. Additionally, each slab covered with dangling roots and moss as well as four steel anchors. Typically these anchors are used with pulleys and ropes or chains to pull the stone slabs sideways, opening the tomb as the slab slides in its groove. However, the rope is rotted away on the ground around the stone slabs (DC 15 [[SRD:Spot Skill|Spot]] check to notice the rotted ropes in the leaves and dirt). Opening the tomb will require either breaking the stone slabs or using a great strength to pull them away. The rope and pulley system, if used, will reduce any check to do so by 10 (starting DC to move each slab is 30 for a [[SRD:Strength|Strength]] check).
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− |
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− | Entering the tomb, there is a section of stairs leading down a ten-foot wide passage into a twenty-foot wide crypt. Two crude stone statues stand in each corner near the entrance stairs. The opposite end of the room is illuminated by a pair of continual flames near the ceiling. The walls are marked with sealed crypts and carved with names. The air is musty and dry. The main entry chamber leads to two sets of stairs that head down into the main crypt, while also leading north to the main ceremonial room. A great statue of a noble robed figure looms darkly in a northern alcove while two more continual flames illuminate the large stone alter in the center. The alter is roughly three feet tall and solid stone, decorated with wavy carvings (DC 20 [[SRD:Knowledge Skill|Knowledge]] History will mark the style as reminiscent of a common style from 200 years previous). The walls are decorated with rough bas relief carvings of standing figures.
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− | The stairs down into the main crypt are narrower. The main crypt itself loops around, however, in the center, a passage leads to the north that contains the main crypt and a mighty sarcophagus. A DC 20 [[SRD:Search Skill|Search]] check will locate the name Jackdaw on one of the smaller crypts in the main crypt area. The mighty sarcophagus contains the remains of an old noble and his wife. Much like the door, the sarcophagus has a split lid, with each side carved to resemble a figure (the noble man on the right and his wife on the left).
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− |
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− | Ian takes any intrusion into the tomb as an act of aggression against him. Turns out, he has ancestors buried there.
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− |
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− | ===== Treasure =====
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− |
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− | If Ian Jackdaw is killed, note what gear he has. In addition, the tomb itself holds various mundane goods and a few minor magical trinkets.
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− |
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− | So long as the PCs actually defile the tomb, if he is unsuccessful in his sneak attack and fear and confusion, he will retreat and try again at another opportunity, hounding the PCs until he kills them or they kill him.
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− |
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− | ===== Ian Jackdaw =====
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− |
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− | The DM is free to describe Ian however he wishes, but here is a default appearance.
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− |
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− | '''Appearance:''' Ian Jackdaw appears to be a rather scruffy and unkempt traveling shaman, but with a big sword. His ragged clothes are adorned with small skulls and worthless trinkets, covering most of his chain shirt. His hair dangles loosely about.
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− |
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− | '''Transformed Appearance:''' As he transforms, his face becomes like a skull, except for his fierce eyes. His hair drifts and waves in the air, turning pale.
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− |
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− | '''Behavior:''' He prefers to wait to fight until the situation is in his favor. Rather than being cowardly, is simply isn't foolhardy, taking his time with situations and gaging them as they come. He however does have a temper and isn't shy with insults when given disrespect.
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− |
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− | '''Special:''' If slain within the tomb, he rises as a ghost in 1d4+1 minutes later.
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− |
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− | ''EL 8:'' {{:Ian Jackdaw (3.5e NPC)}}
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− |
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− | ===== Ian Jackdaw's Ghost =====
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− |
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− | Much like in life, Ian will not rest so long as the tomb is open, in danger of being looted. He will hound anyone who removes anything from the tomb.
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− |
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− | ''EL 10:'' {{:Ian Jackdaw's Ghost (3.5e NPC)}}
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Line 351: |
| [[Category:Class]] | | [[Category:Class]] |
| [[Category:Base Class]] | | [[Category:Base Class]] |
− |
| |
− | [[Category:Divine Spellcasting]]
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− |
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− | {{Navboxes}}
| |
A supernatural warrior that channels power from the Ethereal Plane to transform his spirit and body as a divine ally of Death.
20
1
Moderate
Good
Spontaneous Divine Spellcasting
Other
You are forged by death and loss, for it tempers your body and spirit.
Harnessing and channeling abstracted extraplanar power (typically from the Ethereal Plane), the grim transforms his core essence. He learns spells and focuses energy as a destructive scourge attack. He is a grim reminder of the fleeting lives of mortals and the horrific torment brought upon those who fail to cross over to the afterlife. It is this association that earns him the name of "grim".
Grims are at their peak when transformed, gaining access to spells, resistances, abilities and enhancements. Their spells allow them to communicate, manipulate their surroundings, weaken opponents, bestow blessings, avoid detection and bear their wrath down upon their foes.
Making a Grim[edit]
Some that follow this path have inborn supernatural connections. Others are bound to the agents of death, the fates or the Ethereal Plane by longstanding and powerful traumas. A rare few even make pacts with powerful spirits or deities of death.
Abilities: A grim will favor some ability scores over others depending on his focus and which Aptitude Path he chooses. A high key mental ability score increases the potency of grim spells and grants additional LP. Strength is valuable for grims who focus on for melee brawling and combat maneuver tricks. Dexterity is valuable for grims who focus on lighter armors, initiative and the specialization in finesse weapons.
Races: Any mortal race with enough culture to be aware of the afterlife is likely to have grims. Outsiders and elementals are less likely to become grims, as they already have a predisposed connection to a particular plane.
Alignment: Grims have diverse reasons, personalities, motivations, passions and alignments. A grim may be of any alignment without restriction to his class abilities.
Starting Gold: 5d4 × 10 gp (125 gp).
Starting Age: Moderate, as fighter.
Table: The Grim
Hit Die: d10
Level
|
Base Attack Bonus
|
Saving Throws
|
Special
|
Spells Known
|
Fort |
Ref |
Will
|
1st |
2nd |
3rd |
4th
|
1st |
+0 |
+0 |
+0 |
+2
|
Alteration, Past Deeds, Scourge Attack, Transformation
|
2 |
— |
— |
—
|
2nd |
+1 |
+0 |
+0 |
+3
|
Alteration
|
3 |
— |
— |
—
|
3rd |
+2 |
+1 |
+1 |
+3
|
Second Path
|
3 |
— |
— |
—
|
4th |
+3 |
+1 |
+1 |
+4
|
Alteration, Death's Communion
|
3 |
2 |
— |
—
|
5th |
+3 |
+1 |
+1 |
+4
|
Divine Suffusion 1st Level
|
3 |
2 |
— |
—
|
6th |
+4 |
+2 |
+2 |
+5
|
Alteration, Death's Accord
|
3 |
3 |
— |
—
|
7th |
+5 |
+2 |
+2 |
+5
|
Agile Scourge, Returning Memories
|
3 |
3 |
— |
—
|
8th |
+6/+1 |
+2 |
+2 |
+6
|
Alteration, Bonus Feat, Imbued Body
|
4 |
3 |
— |
—
|
9th |
+6/+1 |
+3 |
+3 |
+6
|
Divine Suffusion 2nd Level, Nixing Scourge
|
4 |
3 |
— |
—
|
10th |
+7/+2 |
+3 |
+3 |
+7
|
Alteration, Death's Contract
|
4 |
3 |
2 |
—
|
11th |
+8/+3 |
+3 |
+3 |
+7
|
Eternal Life, Imbued Body
|
5 |
3 |
2 |
—
|
12th |
+9/+4 |
+4 |
+4 |
+8
|
Alteration
|
5 |
3 |
2 |
—
|
13th |
+9/+4 |
+4 |
+4 |
+8
|
Bonus Feat
|
5 |
3 |
3 |
—
|
14th |
+10/+5 |
+4 |
+4 |
+9
|
Alteration, Divine Suffusion 3rd Level, Imbued Body
|
5 |
3 |
3 |
—
|
15th |
+11/+6/+1 |
+5 |
+5 |
+9
|
Great Scourge
|
5 |
3 |
3 |
2
|
16th |
+12/+7/+2 |
+5 |
+5 |
+10
|
Alteration
|
5 |
4 |
3 |
2
|
17th |
+12/+7/+2 |
+5 |
+5 |
+10
|
Imbued Body
|
5 |
4 |
3 |
2
|
18th |
+13/+8/+3 |
+6 |
+6 |
+11
|
Alteration, Bonus Feat
|
5 |
4 |
4 |
2
|
19th |
+14/+9/+4 |
+6 |
+6 |
+11
|
Divine Suffusion 4th Level
|
5 |
4 |
4 |
2
|
20th |
+15/+10/+5 |
+6 |
+6 |
+12
|
Alteration, Imbued Body, Perfect Transformation
|
5 |
4 |
4 |
3
|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).
|
Class Features[edit]
The following are class features of the grim.
Weapon and Armor Proficiency: All grims are proficient with light armor, medium armor, light and heavy shields, simple weapons, handaxe, light hammer, light pick, scythe and throwing axe.
Competent Combatant: A grim's class level may be used instead of his grim base attack bonus for the purposes of meeting prerequisites for feats and for the benefits of base attack bonus-tiered scaling feats. Additionally, when making a bull rush, disarm, grapple, sunder, or trip attempt, a grim may use his grim class level instead of his grim base attack bonus for the purpose of the check.
Aptitude Path: A grim chooses one of these paths upon gaining his first level.
- Brawler Path: He gains a monk's Unarmed Strike and Flurry of Blows abilities that scale with his grim level. Though, he must flurry with unarmed strikes or with special grim weapons (dagger, handaxe, light mace, light pick, quarterstaff, scythe, sickle and throwing axe).
- Casting Path: He gains combat casting as well as 2 additional LP.
- Defense Path: He gains Heavy Armor Proficiency as well as Tower Shield Proficiency. Increase his grim class level Fortitude save progression to "Good".
- Exotic Path: He gains proficiency with all martial weapons and proficiency with one exotic weapon of his choice. He adds 2 skill points per level for his grim class levels.
- Finesse Path: He gains proficiency with all martial weapons as well as Weapon Finesse. Increase his grim class level Reflex save progression to "Good".
Grim Focus: Grims use different mental ability scores as their key mental ability for spell-casting and grim abilities. A grim chooses one of the following.
- Intelligence-Based: Gain all Knowledge skills as class skills. Gain 1 bonus skill point per grim level to invest in any Craft skill.
- Wisdom-Based: Gain Autohypnosis as a class skill. Gain 1 bonus skill point per grim level to invest in any Profession skill.
- Charisma-Based: Gain Use Magic Device as a class skill. Gain 1 bonus skill point per grim level to invest in any Perform skill.
Grim Spellcasting: A grim casts his spells at-will while transformed which does not expend the slots they occupy. He cannot cast spells when not transformed unless he has also gained the corresponding Divine Suffusion to cast a spell of that level. His key mental ability score determines the power of his spells.
A grim readies his spells through divine meditation in an hour-long meditation ritual typically performed at dawn after waking. Anytime he wishes to change all his readied spells, he must meditate uninterrupted for one hour. The spells he readies are ingrained into his essence and he may use them at-will while transformed. For quickly readying different spells, he may swap out one spell for another of the same level by spending 1 LP per spell level as a full-round action. A grim may ready and cast any spell on the grim spell list, provided that he can cast spells of that level, but he must choose which spells to ready during his meditation.
To ready or cast a spell, a grim must have a key mental ability score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a grim’s spell is 10 + the spell's level + the grim’s key mental ability modifier. Unlike most other spellcasters, a grim has a nearly limitless supply of spells per day. He gains access of up to 4th level spells and is initially limited to casting spells only while transformed.
A grim’s list of spells is harshly limited. A grim is able to prepare two 1st-level spells of his choice at 1st level. As he gains more grim levels, he gains more new spells, as indicated on Table: The Grim. The number of spells a grim readies is not affected by his key mental ability score; the numbers on Table: The Grim are fixed. These spells are chosen from the list below.
Upon reaching 4th, 10th and 15th levels, the grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, the spell is still cast as though it were of its normal level). Metamagic spells must be prepared in the higher slot to be used.
Grims choose their spells from the following list:
1st— cause fear, comprehend languages, deathwatch, detect secret doors, expeditious retreat, hide from undead, lantern of the moon, mage hand, message, sleep, touch of fatigue, warstrider
2nd— augury (full-round action), blur, darkness, darkvision, false life, ghoul touch, gust of wind, levitate, scare, whispering wind
3rd— displacement, fear, fly, gaseous form, halt undead, vampiric touch, wind wall
4th— crushing despair, death ward, dimensional anchor, divination, enervation, sending, tongues
Grim Life Points (Ex): A grim gains a pool of life points (LP) equal to his grim level + his key mental ability modifier (minimum of 1). LP refresh at a rate of 1 per 10 minutes counting since their last usage.
These points are used to fuel his transformation, scourge attack and other abilities, representing his connection and enhancement from his source of power.
An increase in his key mental ability grants the capacity for more LP, which are filled at the normal refresh rate.
Alteration (Su): Starting at 1st level and each time he gains an even-numbered grim level, he gains an alteration of his choice. He may choose any alteration he meets the prerequisites for. An alteration only functions while he is transformed. The full alteration list can be found below.
Grim Transformation (Su): Ethereal essences imbue his body and weapons. At 1st level, he learns to directly harness the otherworldly power of the Ethereal Plane to transform himself. His transformation's appearance evolves as he gains levels, though the details vary from grim to grim.
A 1st-level grim may transform into his grim form as a swift action on his turn by spending 1 LP (with 1 LP each additional round to maintain the transformation as a non-action). A grim may end his transformation as a free action, even when it is not his turn. If a grim runs out of LP, he may overextend and continue to maintain his transformation by paying the "grim cost" (1 HP of lethal damage per HD each round transformed, bypassing resistances and any temporary HP). Entering into this overextension, the grim may not transform again after he de-transforms until all his LP are refreshed.
The influx of power grants him a reroll on a d20 roll he makes once per round. Additionally, he may spend 1 LP while transformed to reroll any single d20 roll once per round.
As a grim gains levels, he will have his choice of alterations to modify the abilities he gains when he transforms. A grim who is knocked unconscious or dies while transformed, remains transformed until the start of his next turn.
Past Deeds: A grim isn't always delving in tombs and crypts. At 1st level, he gains an archetype feat he meets the prerequisites for.
Scourge Attack (Su): At 1st level, he learns to channel damaging power as part of an attack made as a standard action at the cost of 1 LP. He channels this energy through an attack, natural or manufactured. Only one attack per round may be a scourge attack and is declared before the attack is rolled, affecting a single target. A scourge attack's unleashed power rends through and inundates the target, dealing 1d6 damage at 1st grim level and an additional 1d6 at every odd-numbered grim level. While transformed, he deals damage equal to 1d6+2 damage instead.
Second Path: A grim must choose to specialize or diversify. At 3rd level, he may choose either a second Aptitude Path or a High balance or lower feat he meets the prerequisites for.
Death's Communion (Ex): At 4th level, he is recognized as notable by those who ferry the souls of the dead. A grim can be raised from the dead without the need for expensive material components or experience point loss.
Additionally, a grim may choose up to two allies, bestowing upon them this benefit in a binding pact (taking 1 minute of concentration by the grim). Alternatively, he may choose up to four allies, cutting the material component requirements to raise them and experience loss by 50% instead. The pact can be completed or withdrawn from an ally at a range of up to 30 feet. The pact cannot be applied to an unwilling target.
Divine Suffusion (Su): The divine energies that power the grim's spells suffuses itself into the grim's soul, allowing him to cast spells of the given level when not transformed. At 5th level, the grim may cast his 1st level spells when not transformed. At 9th level, the grim may cast his 2nd level spells when not transformed. At 14th level, the grim may cast his 3rd level spells when not transformed. At 19th level, the grim may cast his 4th level spells when not transformed.
Death's Accord (Ex): At 6th level, the grim is empowered with a resistance to effects from abilities with the death descriptor, death effects and energy drain, re-rolling any failed save, taking the better of the two results. Additionally, he takes 0.5 ½ effectiveness from energy drain (minimum of 1), and negative energy effects (such as those from inflict spells or chill touch) regardless if he was allowed a save or if the save was successful.
Agile Scourge (Su): At 7th level, the grim gains the option of making a scourge attack when making any attack, such as when part of a full attack action, standard action, readied action or from an attack of opportunity. He is still limited to 1 scourge attack per round.
Returning Memories (Ex): A day after returning from the dead, an epiphany of memories strikes the grim, and he regains his lost power. At 7th level, if the grim dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers temporary level drain as if he had been energy drained. The negative level is automatically restored after 24 hours and never becomes permanent level loss. If reincarnated, he may instead choose to have his body restored to its original form (though as a young adult).
Bonus Feat: At 8th level, the grim gains a bonus grim feat for which he meets the prerequisites.
He gains an additional grim bonus feat at 13th and 18th levels.
Imbued Body (Ex): At 8th level, the grim may choose an Alteration he has learned to become a permanent aspect of his body and soul. The Alteration continues to function even when he is not transformed.
He gains another imbued body from another alteration at 11th, 14th, 17th and 20th levels.
An alteration can only be taken as an imbued body if all prerequisite alterations have been gained as imbued bodies.
Nixing Scourge (Su): At 9th level, the power of his Scourge Attack grows, becoming capable of disintegrating creatures, objects and force effects, such as a wall of force. By spending an additional LP, any creature killed or object reduced to 0 or fewer hit points by this attack is disintegrated, leaving behind trace dust and any equipment it carried. A Fortitude save (DC 10 + his key mental ability modifier + 0.5 ½ his HD) prevents disintegration but leaves the body a mangled wreak.
Nixing scourge allows scourge attacks to bypass an amount of DR or hardness equal to his grim level.
Against force effects, he must make a caster check (d20 + spell slot's level + key mental ability modifier) against the save DC of the force effect. If he succeeds, the force effect (up to a 10' square) is destroyed.
Death's Contract (Ex): At 10th level, the grim is empowered with immunity to effects from abilities with the death descriptor, death effects, energy drain, and negative energy effects (such as those from inflict spells or chill touch) but not planar effects such as that generated by the Negative Energy Plane (though he retains his 0.5 ½ effectiveness against negative energy from Death's Accord). This ability does not remove previously gained negative levels or affect the saving throw necessary 24 hours after gaining a negative level. This ability doesn't protect against other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be lethal. This ability does not negate the temporary negative level gained when using the Returning Memories ability.
An undead grim instead applies these benefits to positive energy effects instead.
Eternal Life (Su): At 11th level, he no longer ages normally. He may continue to age if he chooses, gaining bonuses and penalties as normal, but he no longer has a maximum age and cannot die of old age.
Great Scourge (Su): At 15th level, the grim may make a single Scourge Attack in place of a full attack action as he channels all his fury. For each iterative attack he gives up, he adds a multiple of his scourge attack damage dealt with the attack.
Perfect Transformation (Su): At 20th level, the grim need not spend LP to maintain his grim transformation in any round in which he doesn't attack or cast spells, though his LP do not refresh while in this state.
Alterations[edit]
Alteration Types: Alterations come in four basic types: Passive, Burst, Aura and Special. Alterations may have more than one type.
- Passive: These alterations function simply by having them.
- Burst: These alterations have an area of effect and require an action to use.
- Aura: These alterations have a radius and affect targets as described.
- Special: These alterations don't fit into the above types.
Alterations[edit]
Name |
Type |
Prerequisite |
Description
|
Armor Fusion |
Passive |
None |
Your armor's restrictions and encumbrance is lessened.
|
Aura of Dread |
Aura |
Intimidate 6 ranks |
A 30 foot burst of fear used to demoralize opponents with intimidation.
|
Bestial Aspect |
Passive |
Feral Body |
Whenever you transform you gain animalistic features, as per beast form I.
|
Bestial Aspect, Greater |
Passive |
Improved Bestial Aspect |
Whenever you transform you gain animalistic features, as per beast form III.
|
Bestial Aspect, Improved |
Passive |
Bestial Aspect |
Whenever you transform you gain animalistic features, as per beast form II.
|
Boon of Charisma |
Passive |
None |
+2 bonus to Charisma.
|
Boon of Constitution |
Passive |
None |
+2 bonus to Constitution.
|
Boon of Dexterity |
Passive |
None |
+2 bonus to Dexterity.
|
Boon of Fortitude |
Passive |
None |
+2 bonus on Fortitude saves.
|
Boon of Reflex |
Passive |
None |
+2 bonus on Reflex saves.
|
Boon of Strength |
Passive |
None |
+2 bonus to Strength.
|
Boon of Will |
Passive |
None |
+2 bonus on Will saves.
|
Dark Matter |
Burst |
Tenebrous Body, Tenebrous Deviation, Tenebrous Wave |
You create an ever expanding wave of darkness which devour your opponent and leave nothing behind.
|
Devourer of Light |
Aura, Burst |
Tenebrous Wave, Tenebrous Body |
A burst that consumes magical lights.
|
Elemental Affinity |
Special |
Ability to speak either: Auran, Aquan, Ignan or Terran; Minor Elemental Affinity |
Gain Minor Bends from one of the Bender of Elements classes.
|
Elemental Affinity, Final |
Special |
Ability to speak either: Auran, Aquan, Ignan or Terran; Minor Elemental Affinity, Elemental Affinity, Improved Elemental Affinity |
Gain elemental subtypes; Elemental abilities.
|
Elemental Affinity, Improved |
Special |
Ability to speak either: Auran, Aquan, Ignan or Terran; Minor Elemental Affinity, Elemental Affinity |
Gain Major Bends; Elemental features.
|
Elemental Affinity, Minor |
Special |
Ability to speak either: Auran, Aquan, Ignan or Terran |
Gain Basic Bends of one element, minor elemental ability.
|
Elemental Attack |
Passive |
Bestial Body |
A natural attack gains added elemental energy damage.
|
Elemental Body |
Passive |
Bestial Body, Elemental Resistance |
You are surrounded by an aura of elemental energy.
|
Elemental Breath |
Special |
Elemental Resistance |
You gain a breath weapon.
|
Elemental Burst |
Aura, Burst |
Bestial Body, Elemental Resistance, Elemental Body |
You release a wave of energy from your body in a 30 foot radius.
|
Elemental Projectile |
Special |
Elemental Resistance |
You can throw projectiles made of solid energy.
|
Elemental Resistance |
Passive |
None |
Resistance to Energy from either fire, cold, acid, electricity or sonic damage.
|
Feral Body |
Passive |
None |
You gain a feral strike weapon of your choice.
|
Flash Before the Eyes |
Burst, Special |
None |
Targets within a 60 foot cone become fascinated.
|
Fleet Movement |
Passive |
None |
You gain a monk's fast movement and may 10' step.
|
Forcefield |
Passive |
Lucent Body or Tenebrous Body |
You have a forcefield around you, which bolster your AC and provide temporary hit points.
|
Great Form |
Passive |
Boon of Constitution, either Boon of Dexterity or Boon of Strength |
You grow a size category larger.
|
Greater Dread |
Passive |
Intimidate 6 ranks, Aura of Dread |
When you make targets shaken, they become intensely shaken.
|
Greater Stalwart Body |
Passive |
Stalwart Body |
Damage Reduction 4/−.
|
Improved Uncanny Dodge |
Passive |
Uncanny Dodge |
You can no longer be flanked.
|
Leaps and Bounds |
Passive |
None |
Double roll Balance, Jump and Tumble skill checks and avoid provoking for some movement.
|
Lucent Body |
Aura, Passive |
None |
A luminous aura of light, Bright-light Vision and a +2 deflection bonus to AC.
|
Lucent Deviation |
Special |
Lucent Body, any other Lucent alteration |
You become mostly light, able to move through solid objects at half speed.
|
Lucent Flare |
Aura, Burst |
None |
Aura causes targets to become dazzled.
|
Lucent Fortification |
Passive |
Lucent Body |
Scoring precision damage against you is more difficult.
|
Lucent Moderate Fortification |
Passive |
Lucent Flare, Lucent Body, Lucent Fortification |
You gain moderate fortification.
|
Master of Portals |
Special |
None |
You can open a pair of portals which lead to each other.
|
Memories of the Dead |
Special |
None |
You enter the mind of a foe you kill or identify a corpse.
|
Reaper's Sickle |
Special |
Lucent Body or Tenebrous Body |
You summon a large amount of ghostly sickle to strike down your foes.
|
Sight of Revelation |
Passive |
Spot 10 ranks |
You gain the ability to see invisible creatures near you.
|
Spectral Weapon |
Special |
None |
You create a spectral weapon when making a scourge attack.
|
Stalwart Body |
Passive |
None |
Damage Reduction 2/−.
|
Surge of Emotion |
Aura, Burst |
None |
You create a 30 foot bursting aura that either boosts morale for allies or lowers morale for opponents.
|
Tenebrous Body |
Aura, Passive |
None |
A shadowy aura that reduces illumination, Darkvision and a +2 deflection bonus to AC.
|
Tenebrous Deviation |
Special |
Tenebrous Body, any other Tenebrous alteration |
Your body temporarily becomes like shadow-stuff, allowing you to dimension door.
|
Tenebrous Force |
Special |
Grim level 6th, Tenebrous Body |
You possess an unseen forces which allow you to move objects or even creatures telekinetically.
|
Tenebrous Wave |
Aura, Burst |
None |
Aura causes targets to have blurry vision.
|
Theriomorphic Aspect |
Passive |
Greater (3.5e Grim Alteration), Greater Bestial Aspect]] |
Whenever you transform you gain animalistic features, as per beast form III.
|
Tongue of Power |
Passive |
Boon of Charisma |
You can speak and understand all languages and unleash a damaging power word.
|
Uncanny Dodge |
Passive |
None |
Retain your Dexterity bonus to AC (if any) even when caught flat-footed or struck by an invisible attacker.
|
Vigorous Burst |
Special |
Vigorous Healing |
Fast Healing 2.
|
Vigorous Healing |
Passive |
Boon of Constitution |
Fast Healing that scales with your grim level.
|
Wings |
Passive |
Boon of Dexterity, either Fleet Movement or Leaps and Bounds |
You grow a pair of wings, enabling you to fly.
|
Wispform |
Special |
Lucent Body |
Assume the form of a small swarm of will-o wisps.
|
3.5e Grim Alterations: A complete list of alterations as well as additional comments on their design.
Name |
Prerequisite |
Description
|
Ascended Transformation |
Grim Transformation, Character Level 9th |
When you transform, you can gain two additional alterations at a higher cost to maintain your transformation.
|
Bind Possession |
Grim Transformation |
You gain the ability to establish a connection to an item, allowing you to store it in a pocket dimension. It gains benefits.
|
Brutal Transformation |
Grim Transformation |
When you transform you gain a +2 bonus on Strength and Powerful Build.
|
Conductive Spell Essence |
Grim Transformation |
You gain healing and harming-themed spells to your grim spell list plus a bonus to Heal.
|
Death's Arbiter |
Grim Transformation, Knowledge (religion) 6 ranks |
You may absorb damage taken by an ally instantly if it would otherwise kill him.
|
Elemental Scourge Attack |
Scourge Attack |
Transforms your Bane Attack damage into elemental energy on command.
|
Final Rites |
Grim Transformation, Knowledge (religion) 18 ranks |
You put a curse-like supernatural effect on creatures you kill, preventing them from being raised or returning to the Material Plane.
|
Grim Desperation |
Grim Transformation |
When your LP pool is empty, you can choose to pay the "grim cost" in HP instead.
|
Grim Rider |
1 passive Alteration |
Grant a companion creature your passive alterations while transformed
|
Lasting Transformation |
Grim Transformation class feature. |
You can achieve a long lasting semi-transformed state.
|
Life Point Reserve |
Grim Transformation |
Gain additional grim Life Points with your level.
|
Manifest Scourge Attack |
Divine Suffusion |
You harness the full power of your Scourge Attack when not transformed.
|
Scourge Attack Focus |
Scourge Attack |
Your Scourge Attack deals additional damage per grim level.
|
Scourge Cleave |
Cleave, Power Attack, Scourge Attack, Strength 13 |
When you cleave an opponent with a Scourge Attack, your cleave attack may also be a Scourge Attack.
|
Soul Warden |
Grim Transformation, Knowledge (religion) 10 ranks |
You guide souls to the afterlife and destroy incorporeal undead.
|
Tenebrous Spell Essence |
Grim Transformation |
You gain several darkness-themed spells to your grim spell list plus improved vision.
|
Tome Grim |
Grim 1st level |
You gain more LPs and refreshes them faster.
|
Zephyrean Spell Essence |
Grim Transformation |
You gain several flight-themed spells to your grim spell list plus a bonus to Jump.
|
Campaign Information[edit]
Dealing with the afterlife varies from campaign settings, so, be sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities. The afterlife may vary for certain creatures, or even vary among followers of a faith or alignment.
In some societies, grims may play against ideals and norms, becoming either outcasts or eccentrics. They may also serve as public servants, spiritualists and preachers to their fellows.
Grim Lore[edit]
“
|
When you look back on your life do you ask yourself 'Have I made the right choices? Do I have regrets? Were my failures my bane?' or do you say 'It matters not what I feel, for the historians for ages to come shall know my name and my tale'. When you look back on your life, do you see Death following?
|
”
|
—Alem Eigrod the Gray Saint
|
Characters with ranks in Knowledge (religion) can research grims to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
The DC to learn about a specific class feature of the grim is 10 + the level the ability is gained.
Knowledge (religion)
DC |
Result
|
10 |
Grims can transform, becoming stronger for a short period of time. Their powers are granted through a connection to the Ethereal Plane.
|
15 |
Grims often pose as shamans or exorcists. They gain power to destroy undead creatures and deal powerful blows with weapons as well as cast a few spells.
|
20 |
A grim's connection to the Ethereal Plane affords him a cheaper passage from the afterlife back to the world of the living as well as protection to means that would surely kill most others.
|
25 |
A powerful grim may destroy objects, creatures and solid force with a touch. Able to transform at a moment's notice and strike out with supernatural power against his foes, the grim often walks about in unseen quietude.
|
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