The Grim
It didn't start this way. I fought bandits when I was younger. Goblins, kobolds, lizardfolk, it was the way for a boy to become a man. I didn't think of it as murder, and I still don't. It's not extermination either, or execution. I guess I fight now for my own sake. I don't know how often I've killed, but other people do, or think they do.
They fear me now. Even if I've never been to their village, they fear me. They know that wherever I go, death follows and precedes me. I use that fear, I revel in it. I love it.
The Grim is a person who has fought and killed throughout most of their lives. The reasons for this are many, adventuring, soldiering, revenge, desire for power, or love of death. Whatever the reason, the person has gained a reputation for killing. People fear them, even if their killing is a "noble" cause.
The appearance of The Grim can cause fear in anyone that sees them. The sight of The Grim has been known to invoke the shakes in even hardened veterans. The wrath of the Grim's anger can cause some to simply keel over dead.
The Grim is first and foremost a master at dealing death. They make certain of their foes; once set upon by a Grim, few escape.
Most Grims are fighters, though some rogue and paladins also follow this path. Blackguards also are found as Grims.
Hit Die: d10
Requirements:
To qualify to become a Grim, a character must fulfill all of the following criteria.
Skills: Intimidate +5
Feats: Death Blow (S&F), Improved Critical (any weapon)
Special: Must have killed over 30 sentient creatures.
Class Skills:
The Grim's class skills (and key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Wis), Intimidate (Cha), Ride (Dex), Swim (Str).
Skill Points: 2 + Int mod per level
Lvl...BAB..Fort..Ref..Will...Special
1.....+1...+2....+0...+0...Grim Presence 1/day, Grim Certainty
2.....+2...+3....+0...+0...Grim Fortune
3.....+3...+3....+1...+1...Grim Presence 2/day,
4.....+4...+4....+1...+1...Grim Curse
5.....+5...+4....+1...+1...Grim Presence 3/day, The Hound of Ill Omen
Class Features:
Weapon and Armor Proficiency: The Grim gains no additional armor or weapon proficiencies.
Grim Presence: The sight of a Grim can cause great fear. This is identical to the spell cause fear with the following modifications. It has no Hit Dice limit on the creature it can affect. It lasts for 1d10 rounds. The DC for the Will save is 10 + Grim level + Cha mod. (Sp)
Grim Certainty: The Grim has caused enough death in his life that nothing can shake him. He becomes immune to fear. (Ex)
Grim Fortune: The Grim can cause one person to suffer greatly by their fearful presence. This is identical to the spell curse of ill fortune from Magic of Faerun with the following modification. The DC for the Will save is 10 + Grim level + Cha mod. 1/day (Sp)
Grim Curse: The Grim can cause lasting effects on one person. This is identical to the spell bestow curse with the following modifications. The DC for the Will save is 10 + Grim level + Cha mod. The duration is 1 hour/level. 1/day (Sp)
The Hound of Ill Omen: The Hound of Ill Omen is a great dog (or occasionally a bird) that once seen, meant certain death. The Grim embodies this specter of death. Once per week the Grim can cause one person that looks at him to perish (The Grim must be within 25ft of the subject to use this ability). The subject is allowed a Will save of 10 + Grim level + Cha mod to avoid death. If he succeeds, he is subject to a bestow curse spell (with the normal permanent duration). (Sp)
It didn't start this way. I fought bandits when I was younger. Goblins, kobolds, lizardfolk, it was the way for a boy to become a man. I didn't think of it as murder, and I still don't. It's not extermination either, or execution. I guess I fight now for my own sake. I don't know how often I've killed, but other people do, or think they do.
They fear me now. Even if I've never been to their village, they fear me. They know that wherever I go, death follows and precedes me. I use that fear, I revel in it. I love it.
The Grim is a person who has fought and killed throughout most of their lives. The reasons for this are many, adventuring, soldiering, revenge, desire for power, or love of death. Whatever the reason, the person has gained a reputation for killing. People fear them, even if their killing is a "noble" cause.
The appearance of The Grim can cause fear in anyone that sees them. The sight of The Grim has been known to invoke the shakes in even hardened veterans. The wrath of the Grim's anger can cause some to simply keel over dead.
The Grim is first and foremost a master at dealing death. They make certain of their foes; once set upon by a Grim, few escape.
Most Grims are fighters, though some rogue and paladins also follow this path. Blackguards also are found as Grims.
Hit Die: d10
Requirements:
To qualify to become a Grim, a character must fulfill all of the following criteria.
Skills: Intimidate +5
Feats: Death Blow (S&F), Improved Critical (any weapon)
Special: Must have killed over 30 sentient creatures.
Class Skills:
The Grim's class skills (and key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Wis), Intimidate (Cha), Ride (Dex), Swim (Str).
Skill Points: 2 + Int mod per level
Lvl...BAB..Fort..Ref..Will...Special
1.....+1...+2....+0...+0...Grim Presence 1/day, Grim Certainty
2.....+2...+3....+0...+0...Grim Fortune
3.....+3...+3....+1...+1...Grim Presence 2/day,
4.....+4...+4....+1...+1...Grim Curse
5.....+5...+4....+1...+1...Grim Presence 3/day, The Hound of Ill Omen
Class Features:
Weapon and Armor Proficiency: The Grim gains no additional armor or weapon proficiencies.
Grim Presence: The sight of a Grim can cause great fear. This is identical to the spell cause fear with the following modifications. It has no Hit Dice limit on the creature it can affect. It lasts for 1d10 rounds. The DC for the Will save is 10 + Grim level + Cha mod. (Sp)
Grim Certainty: The Grim has caused enough death in his life that nothing can shake him. He becomes immune to fear. (Ex)
Grim Fortune: The Grim can cause one person to suffer greatly by their fearful presence. This is identical to the spell curse of ill fortune from Magic of Faerun with the following modification. The DC for the Will save is 10 + Grim level + Cha mod. 1/day (Sp)
Grim Curse: The Grim can cause lasting effects on one person. This is identical to the spell bestow curse with the following modifications. The DC for the Will save is 10 + Grim level + Cha mod. The duration is 1 hour/level. 1/day (Sp)
The Hound of Ill Omen: The Hound of Ill Omen is a great dog (or occasionally a bird) that once seen, meant certain death. The Grim embodies this specter of death. Once per week the Grim can cause one person that looks at him to perish (The Grim must be within 25ft of the subject to use this ability). The subject is allowed a Will save of 10 + Grim level + Cha mod to avoid death. If he succeeds, he is subject to a bestow curse spell (with the normal permanent duration). (Sp)
Last edited: