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Date Created: 18 July 2008
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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, Nixing Scourge 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 Great 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 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), the planes (), religion) (), 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.

Aptitude Path: A grim chooses one of these paths upon gaining his first level as his focus.

Casting Path: He gains combat casting as well as 2 additional LP.

Defense Path: He gains Heavy Armor Proficiency as well as Tower Shield Proficiency. Increase his grim class level Fortitude save progression to "Good".

Exotic Path: He gains proficiency with all martial weapons and proficiency with one exotic weapon of his choice. He adds 2 skill points per level for his grim class levels.

Finesse Path: He gains proficiency with all martial weapons as well as Weapon Finesse. Increase his grim class level Reflex save progression to "Good".

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, representing 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, though the details vary from grim to grim.

The influx of power grants him a +4 bonus to a single skill check of his choice (which may be changed each round as a free action). Additionally, he may spend 1 additional LP while transformed to reroll any single die roll once per round.

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. If a grim runs out of LP, he may overextend and continue to maintain his transformation by paying the "grim cost" (1 HP of lethal damage per HD each round transformed, bypassing resistances and any temporary HP). Entering into this overextension, the grim may not transform again after he de-transforms until all his LP are refreshed.

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.

Nixing Scourge (Su): At 9th level, the power of his Scourge Attack grows, becoming capable of disintegrating creatures, objects and force effects, such as a wall of force. By spending an additional LP, any creature killed or object reduced to 0 or fewer hit points by this attack is 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.

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.

Great Scourge (Su): At 15th level, the grim may make a single Scourge Attack in place of a full attack action as he channels all his fury. For each iterative attack he gives up, he adds a multiple of his scourge attack damage dealt with the attack.

ADD NEW CAPSTONE

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 grim class level in which he doesn't otherwise gain an epic grim 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.

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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