User:The-Marksman/Sandbox3

Grim Slayer
BLAH

Making a Grim Slayer
Abilities:

Characteristics:

Races:

Alignment:

Starting Gold: 6d4 times 10 gp (125 gp).

Starting Age: "Moderate" or "As fighter"

Class Features
All of the following are class features of the Grim Slayer.

Weapon and Armor Proficiency: Grim Slayers are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Camouflage: A Grim Slayer of 1st level or higher can use the hide skill in any sort of terrain, natural or otherwise, even if the terrain does not grant cover or concealment.

Dual Wielding: Wielding two weapons in combat is an essential key to a Grim Slayers training. At 1st level a Grim Slayer gains Two-Weapon fighting as a bonus feat even if she does not meet the prerequisites (This feat can be found in the Players Handbook on page 102).

Sneak Attack: If a Grim Slayer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically the Grim Slayer's attacks deal extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Grim Slayer flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Grim Slayer levels thereafter. Should the Grim Slayer score a critical hit with a sneak attack, this extra damage is not multiplied. (See table 8-5: Attack Roll Modifiers and table 8-6: Armor Class Modifiers, on page 151 of the players handbook for combat situations in which the Grim Slayer flanks an opponent or the opponent losses his Dexterity bonus to AC).

Ranged attacks can count as sneak attacks only if the target is within 30 feet. A Grim Slayer can not strike with deadly accuracy from beyond that range.

With a sap (blackjack) or unarmed strike, a Grim Slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack. (See Nonlethal Damage on page 146 of the players handbook). A Grim Slayer's sneak attacks only work on living creatures with discernible anatomies-undead, constructs, oozes, plants and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Grim Slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Grim Slayer cannot sneak attack while striking a creature with concealment (see page 152 in the players handbook) or striking the limbs of a creature who's vital spots are beyond reach.

Parrying: Using two swords infront of herself the Grim Slayer is more readily capable of parrying an attack. At 2nd level a Grim Slayer gains Two-Weapon Defense as a bonus feat even if she does not meet the prerequisites (This feat can be found in the Players Handbook on page 102).

Poison Use: At 2nd level and higher, a Grim Slayer never risks accidentally poisoning herself while applying poison to a weapon.

Ambidexterity: For a Grim Slayer 5th level or higher, her attack penalties when fighting with two weapons are lessened by 1 for both her main hand and her offhand weapons. At 10th level the attack penalties are lessened by another 1 (down to a minimum of 0). See table 8-10: in the players handbook on page 160.

Improved Critical: A 3rd level Grim Slayer gains the Improved Critical feat with any weapon with which he is proficient, as a bonus feat even if he does not meet the prerequisites,

Bleeding Strike: A Grim Slayer of 4th level or higher learns to place her sneak attacks on vital areas of the body, causing a wound that continues to bleed over time. After 4th level a Grim Slayer may choose to subtract dice damage from any sneak attack before rolling damage to do a Bleeding Strike. Such an attack deals normal damage plus any non-sacrificed sneak attack dice in the round when the attack hits. Thereafter, the wound caused by Bleeding Strike bleeds for 2 points of damage per round for every 1d6 damage sacrificed on the bleeding strike. Multiple Bleeding Strikes result in cumulative bleeding loss (two wounds for 4 points of damage a round and so on). The bleeding can only be stopped by a DC 15 heal check or the application of any cure spell or other healing spell (such as heal, healing circle and so on). Creatures immune to sneak attack damage are immune to Bleeding Strike as well. Oversized Dual Wield: A Grim Slayer becomes so sure and steady with using two weapons that she learns to do so with larger weapons than normal. At 4th level a Grim Slayer gains Oversized Two-Weapon Fighting as a bonus feat even if she does not meet the prerequisites (This feat can be found in the Complete Adventurer on page 111).

Improved Flanking: A Grim Slayer of 5th level or higher becomes an expert of taking advantage of a distracted opponent. Any time the Grim Slayer is flanking an opponent she gains a +4 bonus on all attack rolls against her target instead of the normal +2 on attacks. (Other characters flanking with the Grim Slayer do not gain this increased bonus). This ability also allows for the Grim Slayer to use sneak attacks on targets with Improved Uncanny Dodge but with no bonus on the attack roll.

Improved Dual Wield: At 6th level the Grim Slayer becomes an expert at her skill with her two weapons and gains Improved Two-Weapon Fighting as a bonus feat even if she does not meet the prerequisites (This feat can be found in the Players Handbook on page 96).

Hide in Plain Sight: While in any sort of terrain, natural or otherwise, a Grim Slayer of 6th level or higher can use the hide skill even while being observed.

Death Attack: If the Grim Slayer studies an opponent for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Grim Slayers choice). While studying the victim the Grim Slayer can undertake no other actions so long as his attention says focused on the target and the target does not detect the Grim Slayer or recognize the Grim Slayer as an enemy. If the victim of such an attack fails a Fortitude save (DC = 5 + the Grim Slayers class level + the Grim Slayers Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect the victims mind and body become enervated, rendering her helpless and unable to act for 1d6 rounds plus 1 round for every level of Grim Slayer. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Grim Slayer has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or the Grim Slayer does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

Improved Parrying: At 8th level a Grim Slayer is now an expert at parrying the attacks of her opponents and she gains Improved Two-Weapon Defense as a bonus feat even if she does not meet the prerequisites (This feat can be found in the Complete Warrior on page 101).

Improved Poison Use: Starting at 8th level, a Grim Slayer can apply poison to a weapon as a move action. (Normally applying poison to a weapon is a standard action, like applying an oil). The Grim Slayers skill with manipulating poisons is such that she may still apply poison to a blade while holding a weapon in each hand, by using her thumb, index finger and middle finger to hold and manipulate the poison and her palms, ring fingers and pinkies to hold her weapons in place.

Sudden Strike: At 10th level a number of times per day equal to 1/2 her class level + her intelligence modifier a Grim slayer can declare one normal melee or ranged attack she makes (even as a part of a full attack action), to be a sneak attack (the target can be no more than 30 feet away if the Sudden Strike is a ranged attack) even on an aware target that is not currently flanked or losing their Dexterity bonus to AC. The target of a Sudden Strike loses any Dexterity bonus to AC, but only against that one attack. This ability can be used against any target, but creatures that are immune to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). Any creature struck by a Sudden Strike can not be affected by the same Grim Slayer's Sudden Strike for 24 hours.

Pin Shield: At 10th level a Grim Slayer learns to make her opponents more vulnerable to her attacks by using her offhand weapon to remove an opponents shield from the fight. A Grim Slayer gains Pin Shield as a bonus feat even if she does not meet the prerequisites (This feat can be found in the Complete Warrior on page 103).

Greater Dual Wield: At 11th level the Grim Slayer becomes a master of her skill with her two weapons and gains  Greater Two-Weapon Fighting as a bonus feat even if she does not meet the prerequisites  (This feat can be found in the Players Handbook on page 95).

Greater Parrying: At 12th level a Grim Slayer is now a master of parrying the attacks of her opponents and she gains Greater Two-Weapon Defense as a bonus feat even if she does not meet the prerequisites (This feat can be found in the Complete Warrior on page 100).

Critical Master: Through rigorous study and careful and determined practice, Grim Slayers have learned about lesser known weak areas of various creatures. Grim Slayers gain a +4 bonus on all critical hit confirmation rolls A Grim Slayer may also make sneak attacks or other attacks that require critical hits against creatures of the Construct, Plant and Undead types, but they still may not actually make critical hits against these creatures. Against creatures who can normally be sneak attacked, sneak attack damage is now multiplied on a successful critical hit.

Weakening Critical: A Grim Slayer of 14th level or higher who scores a critical hit against a creature, also deals 2 points of strength damage to the creature. Creatures immune to critical hits are immune to this effect.

Slice and Dice: A number of times per day equal to her intelligence modifier, a Grim Slayer can enter a focused trance-like state and she may double the number of melee attacks she makes while preforming a full attack action. For example, if a 20th level Grim Slayer makes a Slice and Dice attack, and normally has a +20/+15/+10/+5 on a full attack action, during a Slice and Dice attack, her full attack action would be +20/+20/+15/+15/+10/+10/+5/+5. The Grim Slayer gains the benefits of the Great Cleave feat while in this trance and may choose to make a free 5 foot movement inbetween every attack, and before making a Cleave attack. A Grim Slayer does not have to move 5 feet at any point during a Slice and Dice attack unless they want to, and a Grim Slayer does not gain any extra attack benefits from haste while in this trance, and a Grim Slayer becomes fatigued after using Slice and Dice for the remaining duration of the current encounter. A Grim Slayer who preforms a Slice and Dice maneuver while fatigued will cause the Grim Slayer to become exhausted until they are able to get 1 full hour of complete rest.

Wounding Critical: A Grim Slayer of 19th level or higher who scores a successful critical hit against a creature also deals 2 points of Constitution damage to the creature (this is in addition to the 2 points of strength damage dealt by the Grim Slayers Weakening Critical class feature). Creatures immune to critical hits are immune to this effect.

Frightful attack: At 20th level a Grim Slayer can panic onlookers and even frighten her opponents to death with a death attack. Any time after a Grim Slayer has completed her 3 rounds of study on an opponent in order to prepare for a death attack, she may instead designate that the attack she will make will be a frightful attack. If her sneak attack for her death strike successfully deals damage to the target the victim must make a will save (DC = 5 + 1/2 the Grim Slayer's class level + the Grim Slayer's intelligence modifier). If the victim succeeds she is shaken for 1 round per class level of the Grim Slayer. If she fails this save, she instantly dies of fear. Creatures immune to mind affecting effects, immune to fear or with hit dice that exceed the Grim Slayer's character level are immune to frightful attack. In addition all creatures who can see the frightful attack (other than the victim, the Grim Slayer and the Grim Slayer's allies) become panicked (if they have fewer hit dice than the Grim Slayer's class level) or shaken (if they have the same hit dice or more than the Grim Slayer's class level) for 1 round per class level of the Grim Slayer. A successful will save (DC 5 + the Grim Slayers class level + the Grim Slayers intelligence modifier) negates the effect.

Epic Grim Slayers
Rapid Metabolism: At 21st level and every 4.5 levels thereafter (26th, 30th, 35th, etc) an Epic Grim Slayer an additional +1 to their fast healing while in their Rapid Metabolism state.

Tough Skinned: The epic Grim Slayer's Tough Skinned ability increases by an additional +2 every 3 levels higher than 19th (12/Admantine at 22nd, 14/Adamantine at 25th, and so on).



His bonus on using intimidate checks to demoralize opponents goes from +4 to +10 and the save of his frightful presence ability increases to 25 + the Grim Slayers Charisma modifier.

Human Grim Slayer Starting Package
Weapons: Bastard Sword.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Feat: Exotic Weapon Proficiency (Bastard Sword)

Bonus Feats: Weapon Focus (Bastard Sword) from class, and Improved Initiative for Human.

Gear: Breastplate.

Gold: 6d4 X 10.

Playing a Grim Slayer
Religion:

Other Classes:

Role:

Advancement:

Grim Slayers in the World
"I've never seen anything like him, so confident, and so strong. Our blows were like nothing to him. We outnumbered him 6 to 1, and he looked at us and said to us "Guys, this really isn't a fair fight! .. Your gonna need more people." .. Boy was he right ..."

Adventures:

Notables:

Organizations:

NPC Reactions:

Grim Slayer Lore
Characters with a lore skill or ranks in Knowledge (History) can research Grim Slayers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Grim Slayers in the Game
BLAH

Adaptation:

Sample Encounter:

EL 14:

Sunstrider Raam

Medium Giant (Half-Giant) Hit Dice: 13d12 (156) + (65 con) = (221 hp max or 150 hp average) Initiative: 5 Speed: 40 ft Armor Class: Normal 25 ( Armor +10, Dex +1, Deflection +1, Shield +3), Touch 15, Flat Foot 25 Base Attack / Grapple: +13 / +20 Full Attack: +18/+13/+8 2d8 +3 (str) +4 (wpn spec)  19-20 X3 Space / Reach: 5 ft / 5 ft Special Qualities: Low light vision, FIre Acclimated (+2 on saves against fire spells and effects), Powerful Build, Naturally Psionic, Stomp 1/day Special Abilities: Fast Movement, Shield Block +2, Uncanny Dodge, Sturdy Strike, Aura of Courage, Armor Mastery (Heavy), Improved Uncanny Dodge, Staredown, Tough Skinned 6/Adamantine, Improved Flanking, Rapid Metabolism 2, Distracting Stare, Mass Staredown Saves: Fort 16, Ref 8, Will 7 Skills: Intimidate 15 ranks, Sense motive 1 rank Feats: Exotic Weapon Proficency (Dwarven Waraxe), Weapon Focus (Dwarven Waraxe), Combat Reflexes, Weapon Specialization (Dwarven Waraxe), Improved Initiative, Stand Still, Greater Weapon Focus (Dwarven Waraxe), Improved Critical (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Deft Opportunist* Abilities: Str: 16, Dex 12, Con 20, Int 9, Wis 10, Cha 14 CR: 14 Treasure: +2 full plate, +1 heavy steel shield, ring of protection +1, +2 large Dwarven Waraxe, +1 Longbow, Cloak of resistance +3, 9,500 gp Alignment: Chaotic Neutral


 * If for use in a gestalt campaign, make the second class Soulknife from the Expanded Psionics Handbook and choose a new feat for where Soulknife would give him greater weapon focus. Alternatively if you don't allow psionics in your campaign, or if psionics just are not a viable option, use Hexblade from the Complete Warrior.


 * For more powerful for their level groups that are not ghestalt campaigns perhaps consider taking away from his 9,500 gold and giving him a gauntlets of ogre strength for +4 Strength.