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*Up to 10ft per 4 class levels as a swift action.
 
*Up to 10ft per 4 class levels as a swift action.
  
This ability can be used at will, limited only by the action spent to use it. This ability counts as Shadow Jump for the purposes of prerequisites. However due to the difference in the mechanics of each, Shadow Jump Feet per day do not stack with this feature.
+
This ability can be used at will, limited only by the action spent to use it. When used as anything other than a swift action, this ability provokes an attack of opportunity for leaving your current square, but not for arriving at the new square. When used as a swift action, this ability does not provoke an attack of opportunity. This ability counts as Shadow Jump for the purposes of prerequisites. However due to the difference in the mechanics of each, Shadow Jump Feet per day do not stack with this feature.
  
 
'''{{Anchor|Dual Wielding}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Wielding two weapons simultaneously in combat is a core and essential key to a Grimslayers training. At 1st level a Grimslayer 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).
 
'''{{Anchor|Dual Wielding}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Wielding two weapons simultaneously in combat is a core and essential key to a Grimslayers training. At 1st level a Grimslayer 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).

Revision as of 11:56, 24 October 2017

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Author: The-Marksman (talk)
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Date Created: September 2011
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Grimslayer

BLAH

Making a Grimslayer

Abilities:

Characteristics:

Races:

Alignment:

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

Starting Age: "Moderate" or "As fighter"

Table: The Grimslayer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +2 +0 Grimblade, Shadow Step, Duel Wielding, Sneak Attack +1d6
2nd +2 +3 +3 +0 Accomplice, Poison Use, Parrying
3rd +3 +3 +3 +1 Oversized Dual Wield, Ambidexterity (-1)Sneak Attack +2d6
4th +4 +4 +4 +1 Improved Flanking, Camouflage
5th +5 +4 +4 +1 Critical Adept, Spells, Sneak Attack +3d6 0
6th +6/+1 +5 +5 +2 Frightful Attack, Ambidexterity (-0) 1
7th +7/+2 +5 +5 +2 Improved Poison Use, Sneak Attack +4d6 1 0
8th +8/+3 +6 +6 +2 Death Attack, Hide in Plain Sight 1 1
9th +9/+4 +6 +6 +3 Improved Critical, Sneak Attack +5d6 1 1 0
10th +10/+5 +7 +7 +3 Slice and Dice 1/day 1 1 1
11th +11/+6/+1 +7 +7 +3 Critical Master, Sneak Attack +6d6 1 1 1 0
12th +12/+7/+2 +8 +8 +4 Weakening Critical, Slice and Dice 2/day 1 1 1 1
13th +13/+8/+3 +8 +8 +4 Bleeding Strike, Sneak Attack +7d6 2 1 1 1
14th +14/+9/+4 +9 +9 +4 Wounding Critical, Slice and Dice 3/day 2 2 1 1
15th +15/+10/+5 +9 +9 +5 Sudden Strike, Sneak Attack +8d6 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Improved Slice and Dice 4/day 3 3 2 2
17th +17/+12/+7/+2 +10 +10 +5 Sneak Attack +9d6 3 3 3 2
18th +18/+13/+8/+3 +11 +11 +6 Slice and Dice 5/day 3 3 3 3
19th +19/+14/+9/+4 +11 +11 +6 Sneak Attack +10d6 3 3 3 3
20th +20/+15/+10/+5 +12 +12 +6 Perfect Slice and Dice 3 3 3 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int) Listen (Wis) Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex),

Class Features

All of the following are class features of the Grimslayer.

Weapon and Armor Proficiency: Grimslayers are proficient with all simple and martial weapons and also with Bastard Sword, Double Bladed Swords, Nunchaku, Sai, and Shuriken as well as with all light armors but not with any shields.

Ability (Ex):

Ability (Sp):

Ability (Su):

Grimblade (Su): Starting at 1st level, the Grimslayer may create melee weapons from darkness. This action uses the same action as drawing a weapon. She may create any one-handed or light weapon with which she is proficient and up to as many weapons as she has hands wield them. (such as races with more than 2 arms). She may even create a different weapon in each hand and may change weapons each time she draws her Grimblade(s) including creating thrown weapons and projectiles. These weapons function exactly as their mundane counterparts except that they bypass damage reduction like they were magic, and are subject to spell resistance, can be dispelled, with an equivalent spell level equal to your class level (Minimum 1st, maximum 9th).

A 1st level Grimslayer may create talismans made out of special materials, such as adamantine, cold iron or silver. These talismans each weigh 1 pound and cost the same as the material's normal cost for a weapon. i.e, silver weapons cost 90 GP to make, so a silver talisman would also cost 90 GP and adamantine would cost 3000 GP. With cold iron, its supposed to be double the cost of the weapon but since the Grimblade doesn't cost anything to make the cold iron talisman cost is 30 GP. Any time a Grimslayer forms her Grimblades, she has the option of making her Grimblade(s) act as though they were made of the talismans special material for any talisman she wears.

At 5th level a Grimslayer can enchant her Grimblade, as though she possessed the Craft Magic Arms and Armor feat. However, she ignores all spell and feat prerequisites for each enchantment, but must still spend the time, gold and XP costs as required. Her caster level for the purposes of enchanting her Grimblade is equal to her class level. A Grimslayer need only buy each enchantment once regardless of how many Grimblades she actually creates in combat with that enchantment.

Shadow step (Su): Beginning at 1st level, a Grimslayer gains the ability to travel between shadows as if by means of a Dimension Door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The distance that a Grimslayer can travel with this ability is dependant on her level and how much of an action she invests into her travel. She must possess at least as many levels as the ability requires, thus a Grimslayer must be at least 2nd level before she can shadow step as a standard action, and so on.

A Grimslayers distance they can teleport is as follows:

  • Up to 10ft per class level as a full-round action.
  • Up to 10ft per 2 class levels as a standard action.
  • Up to 10ft per 3 class levels as a move action.
  • Up to 10ft per 4 class levels as a swift action.

This ability can be used at will, limited only by the action spent to use it. When used as anything other than a swift action, this ability provokes an attack of opportunity for leaving your current square, but not for arriving at the new square. When used as a swift action, this ability does not provoke an attack of opportunity. This ability counts as Shadow Jump for the purposes of prerequisites. However due to the difference in the mechanics of each, Shadow Jump Feet per day do not stack with this feature.

Dual Wielding (Ex): Wielding two weapons simultaneously in combat is a core and essential key to a Grimslayers training. At 1st level a Grimslayer 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).

At 6th level the Grimslayer 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, granting her a second offhand attack. (This feat can be found in the Players Handbook on page 96).

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

Sneak Attack (Ex): If a Grimslayer 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 Grimslayer'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 Grimslayer flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Grimslayer levels thereafter. Should the Grimslayer 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 Grimslayer 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 Grimslayer can not strike with deadly accuracy from beyond that range.

With a sap (blackjack) or unarmed strike, a Grimslayer 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 Grimslayer'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 Grimslayer 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 Grimslayer 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.

Accomplice (Su): Starting at 2nd level number of times per day equal to her constitution modifier (minimum of once per day) a Grimslayer can bring her own shadow life causing it to separate from her as a featureless vague humanoid shaped shadow. This effect last indefinitely or until cancelled or until the Grimslayer is knocked unconscious, dies or goes to sleep, at which time the Accomplice ceases to exist and returns to being the Grimslayers normal shadow. Doing this causes the Grimslayer to no longer cast a shadow and this grants several unique abilities as the Grimslayer levels.

Beginning at second level the Grimslayer has a telepathic link with her shadowy Accomplice and can communicate with it telepathically at all times and direct the Accomplice mentally as a free action. A Grimslayer can also enter a focused state to be able to see and hear through the Accomplice as though she herself were standing where the Accomplice is. The Accomplice is incorporeal and cannot be harmed by traditional weapons. As a shadow itself the Accomplice gains a +20 bonus on hide checks in areas of at least shadowy illumination, but likewise in brightly lit areas other creatures gain a +10 bonus on spot checks to see it.

Starting at 4th level the Accomplice gains the ability to manifest itself corporeally or even just parts of itself (such as just its hands) for a number of minutes per day equal to the 1/2 the Grimslayers class level. This allows the Accomplice to move, lift and manipulate objects with a strength score of 1/2 of the Grimslayers strength. Also starting at 4th level the Accomplice may create a singular Grimblade identical to the Grimslayers normal weapon choice and allows the Accomplice to assist the Grimslayer in combat (see Accomplice below). The Accomplice remains incorporeal while in combat, but the Accomplice's Grimblade is considered a ghost touch weapon, meaning it can strike corporeal targets.

A Grimslayer can dismiss his Accomplice at any time as a free action, from any distance even across planar boundries, causing the Accomplice to immediately disappear from its current location and reappear as the Grimslayers normal shadow. Doing so causes the Accomplice to cease being a magical creature and as such resets any damage or adverse effects on the Accomplice.

Poison Use (Ex): At 2nd level and higher, a Grimslayer never risks accidentally poisoning herself while applying poison to a weapon.

Parrying (Ex): By using two weapons infront of herself the Grimslayer is more readily capable of parrying an attack. At 2nd level a Grimslayer gains Two-Weapon Defense as a bonus feat even if she does not meet the prerequisites, granting her a +1 shield bonus to AC while wielding 2 weapons. (This feat can be found in the Players Handbook on page 102).

This shield bonus to AC while wielding two weapons improves to +2 at 7th level and +3 at 12th level.

Oversized Dual Wield (Ex): A Grimslayer becomes so sure and steady with using two weapons that she learns to do so with larger weapons than normal. At 4th level a Grimslayer gains Oversized Two-Weapon Fighting as a bonus feat even if she does not meet the prerequisites. This allows her to wield a one-handed weapon in her off hand as though it were a light weapon. (This feat can be found in the Complete Adventurer on page 111).

Ambidexterity (Ex): For a Grimslayer 2nd 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 4th 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.

Critical Master (Ex): Through rigorous study and careful and determined practice, Grimslayers have learned about previously unknown weak areas of various types of creatures. Grimslayers gain a +4 bonus on all critical hit confirmation rolls. A Grimslayer may also make sneak attacks or other attacks that require critical hits against creatures of the Construct, Plant and Undead types, but they still cannot actually make critical hits against these creatures.

Starting at X level against creatures who can normally be sneak attacked, sneak attack damage is now multiplied on a successful critical hit.

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

Spells (Sp): Begining at 1st level, a Grimslayer gains the ability to cast a number of arcane spells from the Grimslayer spell list (see below). When a Grimslayer gains access to a new level of spells, she automatically knows all of the spells for that level on the Grimslayer spell list. She can cast any spell she knows without preparing it ahead of time. Essentially the Grimslayers spell list is the same as his spells known list. Every level after first, a Grimslayer may add 1 newly researched spell to his spell list at each level, with a maximum level no higher than his highest level spell known. These spells must be spent at each level and do not roll over to later levels. The spells may be chosen from any other base classes spell list at DM discression.

To cast a spell, a Grimslayer must have an Intelligence score of at least 10 + the spell's level, so a Grimslayer with an Intelligence of 10 or lower cannot cast these spells. Grimslayer spells are based on Intelligence and saving throws against these spells have a DC of 15 + the spells level + the Grimslayer's Intelligence bonus (if any). When the Grimslayer gets 0 spells per day of a given spell level (for instance, 1st level spells for a 5th level Grimslayer), she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level. The Grimslayer's spell list appears below.

1st— Alarm, Cause Fear, Delay Poison, Detect Poison, Detect Secret Doors, Disguise Self, Expedious Retreat, Feather Fall, Identify, Jump, Know Direction, Light, Long Strider, Mount, Pass without Trace, Shield, True Strike.

2nd— Alter Self, Bark Skin, Blur, Bull's Strength, Cats Grace, Death Knell, Detect Thoughts, Glibness, Knock, Locate Object, Misdirection, Obscure Object, Scare, See Invisibility, Spider Climb, Undetectable Alignment.

3rd— Blink, Clairvoyance, Deep Slumber, Displacement, Haste, Keen Edge, Non Detection, Suggestion, Water Walk, Wind Wall.

4th— Crushing Dispair, Detect Scrying, Dimension Door, Discern Lies, Freedom Of Movement, Invisibilty Greater, Locate Creature, Modify Memory, Neutralize Poison, Passwall, Phantasmal Killer, Zone of Silence.

Frightful attack (Su): At 10th level a Grimslayer can panic onlookers and even frighten her opponents to death with a death attack. Any time after a Grimslayer 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 Grimslayer's class level + the Grimslayer's intelligence modifier). If the victim succeeds she is shaken for 1 round per class level of the Grimslayer. 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 Grimslayer's character level are immune to frightful attack. In addition all creatures who can see the frightful attack (other than the victim, the Grimslayer and the Grimslayer's allies) become panicked (if they have fewer hit dice than the Grimslayer's class level) or shaken (if they have the same hit dice or more than the Grimslayer's class level) for 1 round per class level of the Grimslayer. A successful will save (DC 5 + the Grimslayers class level + the Grimslayers intelligence modifier) negates the effect.

Improved Poison Use (Ex): Starting at 7th level, a Grimslayer 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 Grimslayers 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.

Improved Flanking (Ex): A Grimslayer of 7th level or higher becomes an expert of taking advantage of a distracted opponent. Any time the Grimslayer 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 Grimslayer do not gain this increased bonus). This ability also allows for the Grimslayer to use sneak attacks on targets with Improved Uncanny Dodge as well. If the Grimslayer attempts a sneak attack on a flanked target that has Improved Uncanny Dodge, she gains no flanking bonus on the attack roll.

Death Attack: (Su): If the Grimslayer 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 (Grimslayers choice). While studying the victim the Grimslayer can undertake no other actions so long as his attention says focused on the target and the target does not detect the Grimslayer or recognize the Grimslayer as an enemy. If the victim of such an attack fails a Fortitude save (DC = 5 + the Grimslayers class level + the Grimslayers 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 Grimslayer. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Grimslayer 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 Grimslayer 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 Critical (Ex): A 9th level Grimslayer 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.

Slice and Dice (Ex): Beginning at 10th level, a Grimslayer can enter a focused trance-like state and she may double the number of melee attacks she makes while preforming a full attack action in a single round. For example, if a 11th level Grimslayer makes a Slice and Dice attack, and normally has a +11/+6/+1 on a full attack action, during a Slice and Dice attack, her full attack action would be +11/+11/+6/+6/+1/+1. A Grimslayer may take a 5 foot movement between each attack but does not have to move 5 feet at any point during a Slice and Dice attack unless she wants to. A Grimslayer does not gain any extra attack benefits from haste while in this trance. After a Slice and Dice attack a Grimslayer becomes fatigued for 1 hour or until they can get complete rest for 5 minutes. A Grimslayer who preforms a Slice and Dice maneuver while fatigued will cause the Grimslayer to become exhausted until they are able to get 1 full hour of complete rest.

Sudden Strike (Su): At 10th level a number of times per day equal to 1/2 her class level + her intelligence modifier a Grimslayer 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 Grimslayer's Sudden Strike for 24 hours.

Pin Shield (Ex): At 10th level a Grimslayer learns to make her opponents more vulnerable to her attacks by using her offhand weapon to remove an opponents shield from the fight. A Grimslayer 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).

Bleeding Strike (Ex): A Grimslayer 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 Grimslayer 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.

Weakening Critical (Su): A Grimslayer 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.

Improved Slice and Dice (Ex):

Wounding Critical (Su): A Grimslayer 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 Grimslayers Weakening Critical class feature). Creatures immune to critical hits are immune to this effect.

Perfect Slice and Dice (Ex):

Accomplices

The Grimslayers Accomplice is intended to serve the Grimslayer as a scout, spy or distraction in combat. In combat the Grimslayer doesn't expect the Accomplice to be able to do much damage, but rather to create openings in his opponents defenses to allow how to make use of his class abilities or deliver touch attacks.

Class
Level
Base
Attack
Fort Ref Will AC Int Speed Special
2nd-3rd +0 +0 +0 +3 2 8 30ft Telepathic Link, Share Spells
4th–5th +2 +1 +1 +4 4 10 30ft Grimblade, Corporeal Form
6th–8th +4 +2 +2 +6 6 11 30ft Mettle, Share Saves
9th–11th +5 +3 +3 +7 8 12 40ft Spell Resistance, Improved Speed
12th–14th +7 +4 +4 +9 10 13 50ft Command creatures of its type
15th–17th +8 +5 +5 +10 12 14 60ft Immunity to Charms
18th–20th +10 +6 +6 +12 14 15 70ft Immunity to Enchantments


Class Level: The Accomplice has a number of d4 hit dice equal to his masters Grimslayer class level gains new abilities at the minimum level displayed out of the range of levels given.

Base Attack: An Accomplice has poor base attack for his hit dice.

Fortitude: An Accomplice has a poor Fortitude for his hit dice.

Reflex: An Accomplice has a poor Reflex for his hit dice.

Will: An Accomplice has a poor Will for his hit dice.

AC: An Accomplice's armor class is 10 + a deflection bonus shown in the chart. An Accomplice cannot benefit from any other bonuses or enhancements to AC including not gaining Dexterity to AC as well.

Intelligence: The Accomplice has an Intelligence score as shown in the table which improves at the first level displayed in the range of levels indicated.


Telepathic Link (Su):

Share Spells (Sp):

Grimblade (Su):

Corporeal Form (Su):

Mettle (Ex):

Share Saves (Su):

Spell Resistance (Su):

Improved Speed (Ex):

Command (Su):

Charm Immunity (Su):

Enchantment Immunity (Su):

Epic Grimslayers

Table: The Epic Grimslayer

Hit Die: d8

Level Special
21st Rapid Metabolism 6
22nd Tough Skinned 12/Admantine
23rd Bonus Feat
24th
25th Tough Skinned 14/Admantine
26th Rapid Metabolism 7, Bonus Feat
27th Epic Staredown
28th Tough Skinned 16/Admantine, Shield Block +4
29th Bonus Feat
30th Rapid Metabolism 8

6 + Int modifier skill points per level.

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

Tough Skinned: The epic Grimslayer'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).

Bonus Feats : The epic Grimslayer gains a bonus feat every 3 levels after 20th.

Epic Staredown: At 27th level the Grimslayer has become a master of instilling fear in others. 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 Grimslayers Charisma modifier.

Human Grimslayer Starting Package

Weapons: Bastard Sword.

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

Skill Ranks Ability Armor
Check
Penalty
Intimidate 4 Cha
Sense Motive 4 Wis

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.

Campaign Information

Playing a Grimslayer

Religion:

Other Classes:

Role:

Advancement:

Grimslayers 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 ...
—Dekthar, Half-Orc Fighter

Adventures:

Notables:

Organizations:

NPC Reactions:

Grimslayer Lore

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

Knowledge (History)
DC Result
5
10
15
20


Grimslayers 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.


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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