Difference between revisions of "User:Ganteka Future/DrawingBoard10"

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(version 8 rough draft)
 
(tinkering)
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|author_name=Ganteka Future
 
|author_name=Ganteka Future
 
|date_created=18 July 2008
 
|date_created=18 July 2008
|status=v8.0 Rough Draft
+
|status=? Month 2016: v8.0
 
|editing=Grammar/Spelling/Formatting Errors
 
|editing=Grammar/Spelling/Formatting Errors
 
|balance=High
 
|balance=High
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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 stead. The glowing figure dodged the lance and struck forth his maul, shattering the stead 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...
 
|orig=Excerpt from "Tale of the Golden Day"
 
|src=Chapter 9
 
}}
 
  
 
''You are forged by death and loss. You embrace death for it tempers your body and spirit.''
 
''You are forged by death and loss. You embrace death for it tempers your body and spirit.''
  
Harnessing and channeling abstracted power 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".
+
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".
  
To most, grims appear as warriors or shamans. Though, grims are a diverse group and their methods of combat, function and style vary greatly. Some grims despise undead, while others embrace them. Some learn to emulate fiends, while others gain a divine presence. With the blessing of the [[SRD:Ethereal Plane|Ethereal Plane]], grims are capable of fending off undead creatures and death attacks.
+
Grims are at their peak when they [[#Grim Transformation|transform]], gaining access to spells, resistances, abilities and enhancements. Their [[#Spells|spells]] allow them to communicate, manipulate their surroundings, weaken opponents, bestow blessings and avoid detection.  
  
 
=== Making a Grim ===
 
=== Making a Grim ===
  
Those who follow this path have varied origins. Some have inborn supernatural connections. Some are bound to the agents of death, the fates or the [[SRD:Ethereal Plane|Ethereal Plane]] by longstanding and powerful traumas. Some even make pacts with powerful spirits or deities of [[SRD:Death Domain|death]].
+
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]].
  
While grims are versatile, it is important for them 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 enemy attacks, focusing on abilities that grant them resistances and using their scourge 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 down problems at the source.
+
'''[[SRD:Ability Scores|Abilities]]:''' A grim will favor some ability scores over others depending on his focus. [[SRD:Wisdom|Wisdom]] should rank highly as it increases the potency of grim [[#Spells|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 a [[SRD:Armor Class|lighter armors]], initiative and the specialization in finesse weapons. [[SRD:Constitution|Constitution]] often takes a tertiary demand for a combat-able adventurer.
  
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 communicate, manipulate their surroundings, weaken opponents, bestow blessings and avoid detection.
+
'''[[SRD:Races|Races]]:''' Any mortal race with enough culture to be aware of the afterlife is likely to have grims. In some societies, they may play against ideals and norms, becoming either outcasts or eccentrics. They also serve as public servants, spiritualists and preachers to their fellows. Outsiders and elementals are less likely to become grims, as they already have a predisposed connection to a particular plane.
 
 
With their damaging scourge attacks, flexible spell selection, broad-ranging alterations, class-focused feats and other class abilities, a grim may be specialized for a variety of functions. They may go frontline as melee combatants or hang back with the archers and spellcasters.
 
 
 
'''[[SRD:Ability Scores|Abilities]]:''' A grim will favor some ability scores over others depending on his focus. [[SRD:Wisdom|Wisdom]] should rank highly as it increases the potency of grim [[#Spells|spells]] and grants additional [[#Grim Life Points|LP]]. [[SRD:Strength|Strength]] is valuable for grims who focus on for melee [[SRD:How Combat Works|combat]] and [[SRD:Grapple|grappling]]. [[SRD:Dexterity|Dexterity]] is valuable for grims who focus on a lightly-armored [[SRD:Armor Class|Armor Class]], initiative and the specialization in finesse weapons. [[SRD:Constitution|Constitution]] takes a tertiary demand for a combat-able adventurer.
 
 
 
'''[[SRD:Races|Races]]:''' Any mortal race with enough culture to be aware of the afterlife is likely to have grims. In some societies, they may play against ideals and norms, becoming either outcasts or eccentrics. They also serve as public servants, spiritualists and preachers to their fellows. Outsiders are less likely to become grims, as they already have a predisposed connection to a particular plane.
 
  
 
'''[[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.
 
'''[[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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|+
 
|+
 
<div>{{Anchor|Table: The Grim}}</div>
 
<div>{{Anchor|Table: The Grim}}</div>
Hit Die: d8
+
Hit Die: d10
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
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| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::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 />
{{3.5e Skills|Concentration,
+
{{3.5e Skills|Balance,
Craft,
+
Bluff,
Disguise,
+
Climb,
Hide,
+
Concentration,  
 +
Craft,
 +
Diplomacy,  
 +
Disguise,
 +
Escape Artist,
 +
Heal,  
 +
Hide,  
 
Intimidate,
 
Intimidate,
 +
Knowledge (local),
 +
Knowledge (the planes),
 
Knowledge (religion),
 
Knowledge (religion),
Listen,
+
Listen,  
Move Silently,
+
Move Silently,
Profession,
+
Perform,  
Sense Motive,
+
Profession,
Spellcraft,
+
Ride,
Spot}}
+
Search,  
 +
Sense Motive,  
 +
Spellcraft,  
 +
Spot,
 +
Survival,
 +
Swim}}
 
|}
 
|}
  
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'''{{Anchor|Proficiency Path}}:''' A grim gains one of these additional proficiency paths.
 
'''{{Anchor|Proficiency Path}}:''' A grim gains one of these additional proficiency paths.
  
''Defense Path:'' He gains [[SRD:Armor Proficiency (Heavy)|Heavy Armor Proficiency]] as well as [[SRD:Tower Shield Proficiency|Tower Shield Proficiency]].
+
''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".
  
''Exotic Path:'' He gains [[SRD:Martial Weapon Proficiency|Martial Weapon Proficiency]] as well as [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] for one weapon of his choice.
+
''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.
  
''Finesse Path:'' He gains [[SRD:Martial Weapon Proficiency|Martial Weapon Proficiency]] as well as [[SRD:Weapon Finesse|Weapon Finesse]].
+
''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".
  
 
'''{{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]]. He 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.
 
'''{{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]]. He 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.
  
A grim channels his spells through divine meditation in an hour-long meditation ritual typically performed at dawn after waking. 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 then 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.
+
A grim channels his spells through divine meditation in an hour-long meditation ritual typically performed at dawn after waking. The spells he prepares are ingrained into his essence and he may use them at will while [[#Grim Transformation|transformed]]. If he wishes to change what spells he is able to cast, he must meditate uninterrupted for one hour. He then may change any or all of his prepared 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.
  
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. He gains access of up to 4th level spells and is initially limited to casting spells while [[#Grim Transformation|transformed]].
+
To learn or cast a spell, a grim must have a [[SRD:Wisdom|Wisdom]] 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 [[SRD:Wisdom|Wisdom]] modifier. Unlike most other spellcasters, a grim has a limitless supply of spells per day. He gains access of up to 4th level spells and is initially limited to casting spells while [[#Grim Transformation|transformed]].
  
A grim’s list of spells is 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.  
+
A grim’s list of spells is harshly limited. A grim is able to prepare 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.  
  
 
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).
 
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).
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Metamagic feats allow 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]].
 
Metamagic feats allow 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]].
  
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.
+
Like a [[SRD:Wizard|wizard]], 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.
  
 
Grims choose their spells from the following list:
 
Grims choose their spells from the following list:
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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]]''
 
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]]''
 
----
 
The Grim Cost
 
Non-grims that cast grim spells are subject to special rules (taking 1 hp of lethal damage per spell level per HD of the caster as a sacrifice). For example, a 20 HD character casting a 4th level grim spell takes 80 hp of lethal damage. If the sacrifice is unable to be made without killing the caster, the spell fails.
 
----
 
  
 
'''{{Anchor|Grim Life Points}} {{Ex}}:''' A grim gains a pool of life points (LP) equal to his grim level + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1). LP refresh at a rate of 1 per 10 minutes counting since their last usage.  
 
'''{{Anchor|Grim Life Points}} {{Ex}}:''' A grim gains a pool of life points (LP) equal to his grim level + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1). LP refresh at a rate of 1 per 10 minutes counting since their last usage.  
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An increase in [[SRD:Wisdom|Wisdom]] grants the capacity for more LP, which are filled at the normal refresh rate.
 
An increase in [[SRD:Wisdom|Wisdom]] grants the capacity for more LP, which are filled at the normal refresh rate.
  
'''{{Anchor|Discount}} {{Ex}}:''' At 1st level, he is recognized as notable 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.
+
'''{{Anchor|Discount}} {{Ex}}:''' At 1st level, he is recognized as notable 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]] and experience cost requirements drops by 10% for each grim level he possesses. At 10th grim level, the [[SRD:Components (Spell Descriptor)|material component]] and experience costs to be raised from the dead no longer needs to be paid.
  
 
'''{{Anchor|Grim Favor}} {{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]] abilities of [[SRD:Undead Type|undead]] creatures. This ability increases to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th.
 
'''{{Anchor|Grim Favor}} {{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]] abilities of [[SRD:Undead Type|undead]] creatures. This ability increases to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th.
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The influx of otherworldly power 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 features of this type than those listed below.
 
The influx of otherworldly power 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 features of this type than those listed below.
  
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). A grim may end his transformation as a [[SRD:Free Actions|free action]]. A grim may continue to maintain his transformation after expending all available LP by paying the "grim cost" (1 HP of damage per HD each round transformed). Entering into this overextension, the grim may not transform again after he de-transforms until all of his LP are refreshed.
+
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). A grim may end his transformation as a [[SRD:Free Actions|free action]], even when it is not his turn. A grim may overextend and continue to maintain his transformation after expending all available LP 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.
  
 
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.
 
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|Scourge Attack}} {{Su}}:''' At 1st level, he learns to channel damaging power as part of a [[SRD:Full-Round Actions#Full Attack|full attack action]] at the cost of 1 LP. He channels this energy through an attack, natural or manufactured. Despite the number of attacks he may make in a round, only one attack of his choice may be a scourge attack and is declared before the attack is rolled. Scourge attack deals 1d4 damage per grim level as unleashed power rends through and inundates the target. While [[#Grim Transformation|transformed]], he deals damage equal to 2d4 damage per grim level.
+
'''{{Anchor|Scourge Attack}} {{Su}}:''' At 1st level, he learns to channel damaging power as part of a [[SRD:Full-Round Actions#Full Attack|full attack action]] at the cost of 1 LP. He channels this energy through an attack, natural or manufactured. Despite the number of attacks he may make in a round, only one attack of his choice may be a scourge attack and is declared before the attack is rolled, affecting a single target. Scourge attack deals 1d6 damage per grim level as unleashed power rends through and inundates the target. While [[#Grim Transformation|transformed]], he deals damage equal to 1d6+2 damage per grim level.  
 
 
A scourge attack affects a single target, allowing no saving throw to resist the damage. A non-transformed scourge attack deals 1d4 damage at 1st level and increases in power as the grim rises in level.
 
 
 
{| class="zebra d20" style="text-align:left;"
 
|+ {{Anchor|Table: Scourge Attack Damage}}
 
|-
 
!  Target || Standard Damage || Transformed Damage
 
|-
 
| Creature or Object || 1d4 damage per grim level || 2d4 damage per grim level
 
|-
 
| Force Effects<sup>1</sup> || — || Caster Level Check to disintegrate<sup>2</sup>
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
# Must have [[#Nixing Scourge|Nixing Scourge]] to disintegrate [[SRD:Force Effect|force effects]].
 
# Caster check (d20 + spell slot's level + [[SRD:Wisdom|Wisdom]] modifier) against the [[SRD:Saving_Throw_(Spell_Descriptor)#Saving Throw Difficulty Class|save DC]] of the [[SRD:Force Effect|force effect]] <br />
 
[[SRD:Fortitude Save|Fortitude]] Save [[SRD:Using Skills#Difficulty Class|DC]] = 10 + [[SRD:Wisdom|Wisdom]] modifier + {{1/2}} grim level.
 
|}
 
  
 
'''{{Anchor|Alteration}} {{Su}}:''' Starting at 2nd level, 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]].
 
'''{{Anchor|Alteration}} {{Su}}:''' Starting at 2nd level, 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]].
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<small>[[3.5e Grim Alterations]]: A complete list of alterations as well as additional comments on their design.</small>
 
<small>[[3.5e Grim Alterations]]: A complete list of alterations as well as additional comments on their design.</small>
  
'''{{Anchor|Quick Transformation}} {{Su}}:''' At 3rd level, the grim may transform on his turn as a [[SRD:Free Actions|free action]].  
+
'''{{Anchor|Quick Transformation}} {{Su}}:''' At 3rd level, the grim may transform on his turn as a [[SRD:Free Actions|free action]] or off his turn as an [[SRD:Immediate Actions|immediate action]].
  
 
'''{{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]].
 
'''{{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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'''{{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: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.
 
'''{{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: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.
  
'''{{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 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.  
+
'''{{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 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. If ''[[SRD:Reincarnate|reincarnated]]'', his body is instead restored to its original form (though as a young adult).
  
 
'''{{Anchor|Imbued Body}} {{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]].  
 
'''{{Anchor|Imbued Body}} {{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]].  
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Nixing scourge allows scourge attacks to bypass an amount of DR or hardness equal to his grim level.  
 
Nixing scourge allows scourge attacks to bypass an amount of DR or hardness equal to his grim level.  
  
Against [[SRD:Force Effect|force effects]], he must make a caster check (d20 + spell slot's level + [[SRD:Wisdom|Wisdom]] 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]] is destroyed.
+
Against [[SRD:Force Effect|force effects]], he must make a caster check (d20 + spell slot's level + [[SRD:Wisdom|Wisdom]] 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.
  
'''{{Anchor|Immediate Transformation}} {{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]].
+
MOVE TO 9th
  
 
'''{{Anchor|Final Scourge}} {{Su}}:''' At 20th 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|Final Scourge}} {{Su}}:''' At 20th 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.
  
=== Ex-Grims ===
+
ADD NEW CAPSTONE
 +
 
 +
=== Disconnecting & Rebuilding ===
  
 
{{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.
 
{{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.
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}}
 
}}
  
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).
+
A grim may voluntarily give up his grim powers, disconnecting himself from the ties 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).
  
 
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 a reconnection ritual.
 
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 a reconnection ritual.
 
==== Rebuilding Grims ====
 
  
 
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.  
 
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.  
  
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. Rebuilding is rare however, revolving around great personal change, such as a great loss, great victory, epiphany or alignment shift.
+
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. Rebuilding is generally rare however, revolving around great personal change, such as a great loss, great victory, epiphany or alignment shift.
  
 
=== Epic Grims ===
 
=== Epic Grims ===
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}}
 
}}
 
|}
 
|}
 
=== [[SRD:Humans (Race)|Human]] Grim Starting Package ===
 
 
'''Weapons:''' [[SRD:Scimitar|Scimitar]], [[SRD:Sickle|Sickle]], [[SRD:Light Crossbow|Light Crossbow]] with 20 [[SRD:Crossbow Bolts|Bolts]], [[SRD:Spiked Gauntlet|Spiked Gauntlet]].
 
 
'''Skill Selection:''' Pick a number of [[SRD:Skills|skills]] equal to 4 + [[SRD:Intelligence|Int]] modifier.
 
 
{| 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]] || —
 
|-
 
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[SRD:Dexterity|Dex]] || —
 
|-
 
| 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):''' [[Dimensional Pocket (3.5e Feat)|Dimensional Pocket]].
 
 
'''Gear:''' [[SRD:Studded Leather Armor|Studded Leather]], [[SRD:Adventuring Gear|Backpack]], [[SRD:Adventuring Gear|Flint & Steel]], 2× [[SRD:Sunrod|Sunrod]].
 
 
'''Gold:''' 45 gp.
 
  
 
=== Campaign Information ===
 
=== Campaign Information ===
 
[[Image:GrimEnergy.jpg|thumb|right|A grim charging up an [[Elemental Projectile (3.5e Grim Alteration)|elemental projectile]].]]
 
[[Image:GrimEnergy.jpg|thumb|right|A grim charging up an [[Elemental Projectile (3.5e Grim Alteration)|elemental projectile]].]]
 +
''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.''
 +
 
==== Playing a Grim ====
 
==== Playing a Grim ====
  
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}}
 
}}
  
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.
+
'''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 [[#Scourge Attack|Scourge Attack]].
 
 
It is advised to read through all class features, as well as alterations and feats before character creation.
 
 
 
'''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|paladins]] constant need to prove himself clashes with the grims 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.
 
 
 
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.
 
 
 
'''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 range 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 [[#Scourge Attack|Scourge Attack]].
 
  
 
'''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.
 
'''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.
  
 
With its mutable flavor and continual progression of abilities, the grim is built as a twenty-level class with enough options to create diverse characters without the divergence of taking prestige classes. Of course, a grim may go into any prestige class that he meets the requirements for.
 
With its mutable flavor and continual progression of abilities, the grim is built as a twenty-level class with enough options to create diverse characters without the divergence of taking prestige classes. Of course, a grim may go into any prestige class that he meets the requirements for.
 
'''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 rounds of [[#Grim Transformation|Grim Transformation]], the bonuses he gains from his class abilities through leveling (such as [[#Discount|Discount]]) and the damage and [[SRD:Using Skills#Difficulty Class|DC]] of his [[#Scourge Attack|Scourge Attack]] and his chosen spells. Be sure to check the example NPC below.
 
  
 
====Choosing a Transformed Form====
 
====Choosing a Transformed Form====
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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 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 Avatar:''' The grim's appearance becomes closer to that of a deity or divine force.
* '''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 Beast:''' The grim's appearance becomes more animalistic or feral. In this way, the grim becomes somewhat like lycanthropes.
* '''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 Elemental:''' The grim's appearance reflects that of an elemental or a confluence of elemental properties.
 
* '''The Gentle Face:''' The grim's appearance becomes smoothed out, calm and serene as if his face were a mask.
 
* '''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 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 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 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 Outsider:''' The grim's whole appearance changes to resemble that of a chosen [[SRD:Outsider Type|outsider]]. Depending on his alignment, the grim may appear fiendish or celestial, or something else altogether.
 
* '''The Idealized Persona:''' The grim becomes more attractive, tougher, taller, prouder, better built or all around more grandiose.
 
* '''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 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. He may consider choosing the [[#Mechanus Grim|Mechanus Grim]] variant.
+
* '''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 Far Planes. He may consider choosing the [[#Far Planar Grim|Far Planar Grim]] variant.
+
* '''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 Far 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.
 
* '''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 ====
+
==== Grim Lore ====
  
 
{{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
 
}}
 
}}
 
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. Many grims deem it their duty 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 set straight. Since grims may get paid by locals for doing this service, it makes the prospect of visiting these places filled with danger a little easier to justify.
 
 
'''Notables:''' The framework of the grim class is flexible enough to create a broad spectrum of diverse members. As such, designing a grim might be a tricky prospect. Given here is a short list of examples of grims that might pop up in any given world of D&D.
 
 
''Brody:'' A wise-ass [[Candothist (3.5e Race)|candothist]], Brody travels from town to town offering to exorcize ghosts and other 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 consistantly 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.
 
 
''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 wizened aldmen, he quests to rid his king's land of vile corruptions. 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.
 
 
''Omnijaku Broktoon:'' A wild brute of a grim, Omnijaku dresses in loose furs and smells of herbal potpourri. He has been known to hang around dangerous areas of fame, waiting for traveling adventurers to come wandering by. If any 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 and sayer of final rites. 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.
 
 
'''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 deity). Churches of death deities are often in need of grims to perform special tasks for them.
 
 
'''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.
 
 
==== Grim Lore ====
 
  
 
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
 
|-  
 
|-  
| 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]].
 
|-  
 
|-  
| 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 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" | 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.  
 
|-  
 
|-  
| 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.
 
|}
 
|}
 
==== Grims in the Game ====
 
 
''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 destinations for the core rules are alignment-based, being Hell, the Abyss, Celestia and Mechanus.''
 
 
Grims may stick to the back of the party, remaining quiet during traveling and business among townsfolk, but in the dark hours of night, gathered around a campfire, a grim tells stories and keeps a vigilant lookout for the predators who stalk his party in the darkness beyond the reach of fire light. When in dungeons, grims might take a point position, keeping a keen eye out for danger and secrets. A grim may employ use of his [[#Grim Transformation|transformation]] to subvert or overcome deadly traps. When in combat, he supports his companions with his magic and delivers damaging scourge attacks.
 
 
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.
 
 
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.
 
 
Grims who wish to keep their powers kept secret may take on the archetypal appearance of scoundrels, shamans, thugs or travelers in order to gain acceptance.
 
 
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.
 
 
'''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.
 
 
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.
 
 
=== Variations on a Theme ===
 
 
Not all games are themed around undead. For this, it is easy to adapt the flavor of the grim to take advantage of other sources of 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.
 
 
:[[Grim (3.5e Class)/Variants|Grim Variants]]
 
::[[Grim (3.5e Class)/Variants#Arcane Grim|Arcane Grim]]
 
::[[Grim (3.5e Class)/Variants#Bestial Grim|Bestial Grim]]
 
::[[Grim (3.5e Class)/Variants#Cosmic Grim|Cosmic Grim]]
 
::[[Grim (3.5e Class)/Variants#Deathfont Grim|Deathfont Grim]]
 
::[[Grim (3.5e Class)/Variants#Dragon Grim|Dragon Grim]]
 
::[[Grim (3.5e Class)/Variants#Elemental Grim|Elemental Grim]]
 
::[[Grim (3.5e Class)/Variants#Fey Grim|Fey Grim]]
 
::[[Grim (3.5e Class)/Variants#Mechanus Grim|Mechanus Grim]]
 
::[[Grim (3.5e Class)/Variants#Planar Grim|Planar Grim]]
 
:::[[Grim (3.5e Class)/Variants#Far Planar Grim|Far Planar Grim]]
 
 
=== Sample Encounter ===
 
 
:[[Grim (3.5e Class)/Sample Encounter|Sample Encounter]]
 
  
  

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Good Spontaneous Divine Spellcasting Other

Grim

You are forged by death and loss. You embrace death 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 they transform, gaining access to spells, resistances, abilities and enhancements. Their spells allow them to communicate, manipulate their surroundings, weaken opponents, bestow blessings and avoid detection.

Making a Grim

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. Wisdom should rank highly as it 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 a lighter armors, initiative and the specialization in finesse weapons. Constitution often takes a tertiary demand for a combat-able adventurer.

Races: Any mortal race with enough culture to be aware of the afterlife is likely to have grims. In some societies, they may play against ideals and norms, becoming either outcasts or eccentrics. They also serve as public servants, spiritualists and preachers to their fellows. 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 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 alignments, and 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 Scourge Attack, Discount, Grim Favor, Transformation 1
2nd +1 +0 +0 +3 Alteration 2
3rd +2 +1 +1 +3 Quick Transformation 2
4th +3 +1 +1 +4 Alteration 2 1
5th +3 +1 +1 +4 Divine Suffusion 1st Level 2 1
6th +4 +2 +2 +5 Alteration, Death's Accord 2 2
7th +5 +2 +2 +5 Agile Scourge 2 2
8th +6/+1 +2 +2 +6 Alteration, Returning Memories 3 2
9th +6/+1 +3 +3 +6 Divine Suffusion 2nd Level, Imbued Body 3 2
10th +7/+2 +3 +3 +7 Alteration, Death's Contract 3 2 1
11th +8/+3 +3 +3 +7 Eternal Life 4 2 1
12th +9/+4 +4 +4 +8 Alteration 4 2 1
13th +9/+4 +4 +4 +8 Imbued Body 4 2 2
14th +10/+5 +4 +4 +9 Alteration, Divine Suffusion 3rd Level 4 2 2
15th +11/+6/+1 +5 +5 +9 Nixing Scourge 4 2 2 1
16th +12/+7/+2 +5 +5 +10 Alteration 4 3 2 1
17th +12/+7/+2 +5 +5 +10 Imbued Body 4 3 2 1
18th +13/+8/+3 +6 +6 +11 Alteration, Immediate Transformation 4 3 3 1
19th +14/+9/+4 +6 +6 +11 Divine Suffusion 4th Level 4 3 3 1
20th +15/+10/+5 +6 +6 +12 Alteration, Final Scourge 4 3 3 2

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

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 and simple weapons.

Proficiency Path: A grim gains one of these additional proficiency paths.

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".

Spells: A grim casts his spells at-will as spell-like abilities while transformed. He cannot cast spells when not transformed (unless he has also gained the appropriate Divine Suffusion to cast a spell of that level). Wisdom determines the power of his spells.

A grim channels his spells through divine meditation in an hour-long meditation ritual typically performed at dawn after waking. The spells he prepares are ingrained into his essence and he may use them at will while transformed. If he wishes to change what spells he is able to cast, he must meditate uninterrupted for one hour. He then may change any or all of his prepared 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.

To learn or cast a spell, a grim must have a Wisdom 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 Wisdom modifier. Unlike most other spellcasters, a grim has a limitless supply of spells per day. He gains access of up to 4th level spells and is initially limited to casting spells while transformed.

A grim’s list of spells is harshly limited. A grim is able to prepare 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. (The number of spells a grim knows is not affected by his Wisdom 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 feats allow 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 wizard.

Like a wizard, a grim prepares his spell slots in advance. He can cast any spell he meditated for at-will while transformed. To cast a spell while not transformed, a grim must have the corresponding Divine Suffusion to cast spells of that level.

Grims choose their spells from the following list:

1st— cause fear, comprehend languages, deathwatch, detect secret doors, expeditious retreat, hide from undead, mage hand, message, sleep, touch of fatigue

2nd— augury, 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 Wisdom 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 and represent his connection and enhancement from his source of power.

An increase in Wisdom grants the capacity for more LP, which are filled at the normal refresh rate.

Discount (Ex): At 1st level, he is recognized as notable 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 material component and experience cost requirements drops by 10% for each grim level he possesses. At 10th grim level, the material component and experience costs to be raised from the dead no longer needs to be paid.

Grim Favor (Ex): His connection to the essences of the Ethereal Plane affords him protection against undead creatures. Starting at 1st level, the grim gains a bonus on all saves to resist the supernatural, extraordinary, spell-like or psi-like abilities of undead creatures. This ability increases to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th.

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 (the exact form he takes varies from grim to grim. See "Choosing a Transformed Form" below for a few ideas).

The influx of otherworldly power temporarily transforms him into an outsider (unless he already has either the undead or construct types). He is considered a creature of his new type but gains no other features of this type than those listed below.

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). A grim may end his transformation as a free action, even when it is not his turn. A grim may overextend and continue to maintain his transformation after expending all available LP 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.

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.

Scourge Attack (Su): At 1st level, he learns to channel damaging power as part of a full attack action at the cost of 1 LP. He channels this energy through an attack, natural or manufactured. Despite the number of attacks he may make in a round, only one attack of his choice may be a scourge attack and is declared before the attack is rolled, affecting a single target. Scourge attack deals 1d6 damage per grim level as unleashed power rends through and inundates the target. While transformed, he deals damage equal to 1d6+2 damage per grim level.

Alteration (Su): Starting at 2nd level, 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.

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
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.

Quick Transformation (Su): At 3rd level, the grim may transform on his turn as a free action or off his turn as an immediate action.

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 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 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 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, his body is instead restored to its original form (though as a young adult).

Imbued Body (Ex): At 9th 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 13th level and at 17th level.

An alteration can only be taken as an imbued body if all prerequisite alterations have been gained as imbued bodies.

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 effect 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.

At this point, the grim may never become undead through any means short of deific intervention. If he is already undead, he instead becomes a variant Deathfont Grim.

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.

Nixing Scourge (Su): At 15th level, the power of his Scourge Attack grows, becoming capable of disintegrating creatures, objects and force effects, such as a wall of force. Any creature or object reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind trace dust and any equipment it carried. A Fortitude save (DC 10 + his Wisdom 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 + Wisdom modifier) against the save DC of the force effect. If he succeeds, the force effect (up to a 10' square) is destroyed.

MOVE TO 9th

Final Scourge (Su): At 20th 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.

ADD NEW CAPSTONE

Disconnecting & Rebuilding

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.
—Stigmael, celestial grim

A grim may voluntarily give up his grim powers, disconnecting himself from the ties that bind him to the 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).

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 a reconnection ritual.

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.

A grim who disconnects himself from his grim powers may later atone and re-choose his proficiency path, grim spells, Alterations and Imbued Body abilities. Though purely descriptive flavor, his transformation's appearance may change as well. Rebuilding is generally rare however, revolving around great personal change, such as a great loss, great victory, epiphany or alignment shift.

Epic Grims

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.
—Alem Eigrod the Gray Saint

Table: The Epic Grim

Hit Die: d8

Level Special
21st Imbued Body
22nd Alteration
23rd Bonus Feat
24th Alteration
25th Bonus Feat
26th Alteration, Imbued Body
27th Bonus Feat
28th Alteration
29th Bonus Feat
30th Alteration

4 + Int modifier skill points per level.

Spells: The grim’s caster level is equal to his grim class level. The grim’s number of spells known does not increase after 20th level.

Imbued Body: Every 5 levels, starting at 21st level, an epic grim is able to further transmute himself with permanent Alterations.

Alteration: Every even numbered epic level, an epic grim gains access to even more abilities during his transformation, building upon abilities he has already learned, focusing his power to an even greater degree.

Scourge Attack: The damage dealt by his scourge attack continues to grow with each grim level he gains.

Bonus Feat: The epic grim gains a bonus feat 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.

Epic grims may take the Spectral Strike feat regardless of not being able to turn or rebuke undead.

Grim Feats

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

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.

Playing a Grim

Danger will follow me, now, everywhere I walk.

Angels will call on me, now, and take me home.

—Lissie's Grim Mantra, Common Translation

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 invisibility or blur to throw off his opponent and then going in, transformed, weapon drawn for a damaging Scourge Attack.

Advancement: Grims typically stick with their class, but some occasionally venture into full attack progression martial classes, such as fighter, ranger or barbarian. Occasionally, a grim will multiclass into 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.

With its mutable flavor and continual progression of abilities, the grim is built as a twenty-level class with enough options to create diverse characters without the divergence of taking prestige classes. Of course, a grim may go into any prestige class that he meets the requirements for.

Choosing a Transformed Form

Detailed here are some ideas to help players choose what a grim looks like when he transforms. A transformed grim is no longer limited in appearance by his race, but rather the limitations of his basic form, the Alterations the grim has gained and the imagination of the player.

  • 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 or divine force.
  • The Beast: The grim's appearance becomes more animalistic or feral. In this way, the grim becomes somewhat like lycanthropes.
  • The Elemental: The grim's appearance reflects that of an elemental or a confluence of elemental properties.
  • 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 a chosen outsider. Depending on his alignment, the grim may appear fiendish or celestial, or something else altogether.
  • 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 Far Planes.
  • The Split Personality: The grim's appearance takes on that of someone else. He may even act differently. A transformed grim isn't limited in changes to form. His personality, mannerisms, outlook and identifying characteristics may change as well.

Grim Lore

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 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.
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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