Grim Legion (3.5e Class)
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Named after the organization they below to, these mercenary-cultists cultivate shadow magic and use it to aid their attacks. 20 1 Other Other Other Other Other Other
Darkness. Most races fear it, hiding in shelter or behind torches, staving off the madness that lurks in their mind, unleashed via imagination when they can't see what's really happening. But just as the beasts that lurk in the dark, some members of this light-bound races revel in the dark, drawing power from it.
The Grimslayers are the footsoldiers and more normal assassins of the organization, attacking foes in groups and shredding them quickly and efficiently.
The Grimreaver is a mobile melee warrior, the cavalry of the organization, using his familiar to ride into battle, flank enemies, and take them out with a rapid flurry of sneak attacks.
The Grimhunter is a scout and ranged combatant, using his familiar to help pinpoint foes for his spells and ranged weapons to strike, before slipping away into the night.
The Grimcaster is a spellcaster with utility spells to aid their destructive blats of shadowstuff.
The Grimwarden is a hulking melee warrior who focuses on fighting with unarmed strikes and natural weapons, can heal with a touch, and can merge with their familiar to create an effect similar to Wild Shape.
The owl. All-seeing, the wise hunter in the night, the unseen seer. These nightbeasts are scouts, swooping in to pick off a single victim before vanishing once more into the night. The Grimhunters are those of the Grim One who seek to emulate this, striking from afar and disappearing before fire can be returned, and seeing all foes coming so that they may lie in wait.
Making a Grimhunter
The Grimhunter is a ranged combatant,
Abilities: Dexterity is important for your ranged attacks, and Wisdom governs your spells.
Races: Elves, with their prowess with bows, and Halflings, with their affinity for thrown weapons, are often found among the ranks of the Grimhunters, though Humans make up the majority of the sect.
Alignment: Any. The darkness accepts all.
Starting Gold: 6d4×10 gp (125 gp).
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|
|1st||+1||+0||+2||+2||Spells, Trapfinding, Hunter's Mark, Beshadowed Shot +1d6, Shadowbeast, Camouflage, Grimbow, Bloodstalker Training||—||—||—||—||—|
|3rd||+3||+1||+3||+3||Beshadowed Shot +2d6||—||—||—||—||—|
|4th||+4||+1||+4||+4||Sigil, Familiar Strike +1d6||—||—||—||—||—|
|5th||+5||+1||+4||+4||Beshadowed Shot +3d6||—||—||—||—||—|
|7th||+7/+2||+2||+5||+5||Beshadowed Shot +4d6||—||—||—||—||—|
|8th||+8/+3||+2||+6||+6||Improved Sigil, Familiar Strike +2d6||—||—||—||—||—|
|9th||+9/+4||+3||+6||+6||Beshadowed Shot +5d6||—||—||—||—||—|
|11th||+11/+6/+1||+3||+7||+7||Beshadowed Shot +6d6||—||—||—||—||—|
|12th||+12/+7/+2||+4||+8||+8||Improved Sigil, Familiar Strike +3d6||—||—||—||—||—|
|13th||+13/+8/+3||+4||+8||+8||Beshadowed Shot +7d6||—||—||—||—||—|
|15th||+15/+10/+5||+5||+9||+9||Beshadowed Shot +8d6||—||—||—||—||—|
|16th||+16/+11/+6/+1||+5||+10||+10||Greater Sigil, Familiar Strike +4d6||—||—||—||—||—|
|17th||+17/+12/+7/+2||+5||+10||+10||Beshadowed Shot +9d6||—||—||—||—||—|
|19th||+19/+14/+9/+4||+6||+11||+11||Beshadowed Shot +10d6||—||—||—||—||—|
|20th||+20/+15/+10/+5||+6||+12||+12||Greater Sigil, Familiar Strike +5d6||—||—||—||—||—|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Grimhunter.
Weapon and Armor Proficiency: <-Description of class weapon & armor proficiencies->.
Spells: <-Delete this section if this class does not cast spells. Description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:
0—<-spells, spells, spells->
1st—<-spells, spells, spells->
2nd—<-spells, spells, spells->
3rd—<-spells, spells, spells->
4th—<-spells, spells, spells->
5th—<-spells, spells, spells->
6th—<-spells, spells, spells->
7th—<-spells, spells, spells->
8th—<-spells, spells, spells->
9th—<-spells, spells, spells->
Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: <-Delete this section if this class does not manifest powers. Description of manifesting abilities: on what stat save DCs are based, on what stat bonus power points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:
0—<-powers, powers, powers->
1st—<-powers, powers, powers->
2nd—<-powers, powers, powers->
3rd—<-powers, powers, powers->
4th—<-powers, powers, powers->
5th—<-powers, powers, powers->
6th—<-powers, powers, powers->
7th—<-powers, powers, powers->
8th—<-powers, powers, powers->
9th—<-powers, powers, powers->
Maximum Power Level Known: This column determines the highest level power a <-class name-> can learn at this level.
To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.
<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->
<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->
<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->
<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->
<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->
<-... repeat as necessary.->
Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section->.
|Article Balance||Very High +|
|Base Attack Bonus Progression||Other +|
|Class Ability||Other +|
|Class Ability Progression||Other +|
|Fortitude Save Progression||Other +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Reflex Save Progression||Other +|
|Skill||Balance +, Bluff +, Climb +, Concentration +, Control Shape +, Craft +, Disable Device +, Escape Artist +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Spellcraft +, Spot +, Survival +, Swim + and Tumble +|
|Skill Points||6 +|
|Summary||Named after the organization they below to, these mercenary-cultists cultivate shadow magic and use it to aid their attacks. +|
|Title||Grim Legion +|
|Will Save Progression||Other +|