Grimslayer (3.5e Class)
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- 1 Grimslayer
- 2 Grim Path
- 3 Accomplices
- 4 Grimblade FAQs
In some of the worlds largest cities exists an outpost for a clan of mercenary assassins called the Grim Legion. Their name is feared even among leagues of assassins, ninjas and mercenaries alike for their frightful connection to the shadow plane and for the power they harness from it. Grimslayers are the foot soldiers and assassins for this organization who utilizes this connection with the shadow plane to make magical weapons molded from the shadows, disappear into the shadow plane and emerge from it anywhere he wants and to bring his own shadow to life as a frightful scout and battle companion.
Making a Grimslayer
Abilities: A high Strength score is very important as it improves a Grimslayers attack and damage rolls which is important for his heavy roll in combat. Dexterity can be useful to augment the light and medium armors he wears and his sneaking ability. The more Constitution he has gives him more staying power in combat and decides how many times per day he can summon his Accomplice per day. Intelligence does the heavy lifting for this class as it controls the save DC against a Grimslayers Death Attack and Frightful Attack abilities. An Intelligence score of 14 is also require to cast the most powerful Grimslayer spells and an Intelligence of 11 or higher is required to even cast any Grimslayer spells at all. Intelligence also gives him more skill points which can be used to expand his repertoire.
Characteristics: The Grimslayer is the foot soldier for the Grim Legion an order of mercenary assassins. Part melee warrior, part assassin his expertise with fighting with two magically summoned weapons and knowledge of how to hit where it hurts allows him to dish out incredible amounts of damage with sneak attack. As a Grimslayer levels and becomes better at critical hits and flanking with his Accomplice he can teleport across the battle field and take down enemies incredibly quickly. His skill selection, Accomplice, Shadow Step and access to arcane spells give him the ability to make an excellent scout or utility addition to any team.
Races: Humans and Teiflings make the greatest Grimslayers. Dwarves and some of the more intelligence Half-Orcs are very common among Grimslayer ranks. Most Elves do not find themselves drawn to the class but can excel to the top of the ranks when they do. Half-Elves rarely chose the path of a Grimslayer, and Gnomes and Halflings tend to not find themselves suited to the job but a few members of their races have been seen among the ranks of the Grimslayers.
Alignment: As one of the main job descriptions of a Grimslayer is to kill things, generally without regards for innocence of the creature being killed since the Grim Legion are mercenary assassins, most Grimslayers are not of a good alignment. Also because this is a tight knit organization its rare for a Chaotic creature to feel comfortable following all of the rules and regulations and to fall in line with what is expected of him. The majority of Grimslayers tend to be Lawful Neutral doing their job and following the code of the Grim Legion with little regard for what's right or wrong about it or True Neutral. Many high ranking members of this class are Lawful Evil or Neutral Evil.
Starting Gold: 6d4 times 10 gp (125 gp).
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+2||+0||Grim Path, Grimblade, Duel Wielding, Sneak Attack +1d6||—||—||—||—|
|2nd||+2||+3||+3||+0||Accomplice, Poison Use, Parrying||—||—||—||—|
|3rd||+3||+3||+3||+1||Ambidexterity (-1), Sneak Attack +2d6||—||—||—||—|
|4th||+4||+4||+4||+1||Pin Shield, Spells||0||—||—||—|
|5th||+5||+4||+4||+1||Spellblade, Improved Flanking, Sneak Attack +3d6||1||—||—||—|
|6th||+6/+1||+5||+5||+2||Death Attack, Critical Adept, Ambidexterity (-0)||1||0||—||—|
|7th||+7/+2||+5||+5||+2||Improved Poison Use, Sneak Attack +4d6||1||1||—||—|
|9th||+9/+4||+6||+6||+3||Bleeding Strike, Sneak Attack +5d6||1||1||1||—|
|10th||+10/+5||+7||+7||+3||Slice and Dice 1/day||1||1||1||0|
|11th||+11/+6/+1||+7||+7||+3||Weakening Critical, Sneak Attack +6d6||1||1||1||1|
|12th||+12/+7/+2||+8||+8||+4||Frightful Attack, Slice and Dice 2/day||2||1||1||1|
|13th||+13/+8/+3||+8||+8||+4||Wounding Critical, Sneak Attack +7d6||2||2||1||1|
|14th||+14/+9/+4||+9||+9||+4||Critical Master, Slice and Dice 3/day||3||2||2||1|
|15th||+15/+10/+5||+9||+9||+5||Sneak Attack +8d6||3||3||2||2|
|16th||+16/+11/+6/+1||+10||+10||+5||Improved Slice and Dice 4/day||4||3||3||2|
|17th||+17/+12/+7/+2||+10||+10||+5||Pounce, Sneak Attack +9d6||4||4||3||3|
|18th||+18/+13/+8/+3||+11||+11||+6||Slice and Dice 5/day||4||4||4||3|
|19th||+19/+14/+9/+4||+11||+11||+6||Sudden Strike, Sneak Attack +10d6||4||4||4||4|
|20th||+20/+15/+10/+5||+12||+12||+6||Perfect Slice and Dice||5||5||5||5|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
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, Sai, and Shuriken as well as with all light and medium armors but not with any shields.
Grimblade (Su): Starting at 1st level, the Grimslayer may create melee weapons from a magical shadowy energy. This action uses the same action as drawing a weapon. He may create any light or one-handed melee weapon with which he is proficient and up to as many weapons as he has hands wield them (such as races with more than 2 arms). He may even create a different weapon in each hand and may change weapons each time he draws his 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 a Wizard's highest spell level (Minimum 1st, maximum 9th) of the Grimslayers current class level.
A Grimblade vanishes within an Antimagic Field or similar effect, just like a Soulknife's Mind Blade. However, like the Soulknife, a Grimslayer may attempt a DC 20 Will save to hold his Grimblade together. If successful, he may maintain his Grimblade for a number of rounds equal to his class level before he must save again. On a failed save, he can attempt to manifest his Grimblade once more during his next turn, making another Will save if he is still within the magic-negating effect.
Dual Wielding (Ex): Wielding two weapons simultaneously in combat is a core and essential key to a Grimslayers combat training. Beginning at 1st level a Grimslayer gains Two-Weapon Fighting as a bonus feat even if he does not meet the prerequisites.
At 6th level the Grimslayer becomes an expert at his skill with his two weapons and gains Improved Two-Weapon Fighting as a bonus feat even if he does not meet the prerequisites, granting him a second offhand attack.
At 11th level the Grimslayer becomes a master of his skills with his two weapons and gains the Greater Two-Weapon Fighting feat as a bonus feat even if he does not meet the prerequisites, granting him a third offhand attack.
Accomplice (Su): Starting at 2nd level number of times per day equal to his constitution modifier (minimum of once per day) a Grimslayer can bring his own shadow to life causing it to separate from him as a featureless 3 dimensional vague humanoid shaped undead 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 his normal shadow. Doing this causes the Grimslayer to no longer cast a shadow and this grants several unique abilities as he levels.
An Accomplice cannot speak but the Grimslayer has a telepathic link with his 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 he himself were standing where the Accomplice is. The Accomplice is partially incorporeal meaning that it is generally corporeal but acts as incorporeal in several ways. As a partially incorporeal shadow itself the Accomplice gains a +8 bonus on move silently checks and +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 completely incorporeally or even just parts of itself (such as just its torso) for a number of minutes per day equal to the Grimslayers class level, spent in 1 round intervals. 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. The Accomplice remains partially incorporeal while in combat giving it a 20% miss chance.
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 his 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 for the next time it is summoned. If an Accomplice is killed or destroyed by any effect it returns to being the Grimslayers normal shadow and the Grimslayer becomes nauseated for 1 round and also sickened for 2d4 rounds. After this effect expires he may summon his Accomplice again if he has uses per day remaining as normal. (see Accomplice below).
Poison Use (Ex): At 2nd level and higher, a Grimslayer never risks accidentally poisoning himself while applying poison to a weapon.
Parrying (Ex): By using two weapons infront of himself the Grimslayer is more readily capable of parrying an attack. Beginning at 2nd level a Grimslayer automatically gains Two-Weapon Defense and Reactive Parry as bonus feats even if he does not meet the prerequisites. (Two-Weapon Defense 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 11th level, however these bonuses do not stack with the Improved Two Weapon Defense and Greater Two Weapon Defense feats found in the Complete Warrior.
Ambidexterity (Ex): A Grimslayer is such an expert at fighting with 2 weapons that at 3rd level and higher he gains Ambidexterity as a bonus feat even if he doesn't meet the prerequisites. This allows him to gain his full strength bonus on attacks with his off-hand weapon and use one handed weapons as though they were light for penalties for two weapon fighting. In addition to this, a Grimslayer's attack penalties when fighting with two weapons are lessened by 1 for both his main hand and his offhand weapons. At 6th level the attack penalties are lessened by another 1 (down to a minimum of 0). See table 8-10: on page 160 of the players handbook.
Pin Shield (Ex): At 4th level a Grimslayer learns to make his opponents more vulnerable to his attacks by sacrificing his attacks with his offhand weapon to remove an opponents shield bonus from the fight for 1 round. A Grimslayer gains Pin Shield as a bonus feat even if he does not meet the prerequisites (This feat can be found in the Complete Warrior on page 103).
Spells (Sp): Begining at 4th 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, he automatically knows all of the spells for that level on the Grimslayer spell list. He can cast any spell he knows without preparing it ahead of time. Essentially the Grimslayers spell list is the same as his spells known list.
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. His 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 he gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level Grimslayer), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Grimslayer's spell list appears below.
1st— Alarm, Cause Fear, Delay Poison, Detect Magic, Detect Poison, Detect Secret Doors, Disguise Self, Expeditious Retreat, Feather Fall, Identify, Light, Mount, Magic Aura, Obscure Object, Obscuring Mist, Pass without Trace, Sleep, Touch of Fatigue, True Strike, Undetectable Alignment.
2nd— Alter Self, Arcane Lock, Blur, Darkness, Darkvision, Death Knell, Detect Thoughts, Find Traps, Hold Person, Knock, Locate Object, Misdirection, Ray of Exhaustion, Remove Paralysis, Scare, See Invisibility, Silence, Snare, Spider Climb, Suggestion.
3rd— Arcane Sight, Bestow Curse, Blink, Clairaudience/Clairvoyance, Contagion, Crushing Despair, Deep Slumber, Displacement, Fear, Geas Lesser, Glibness, Haste, Neutralize Poison, Nondetection, Poison, Sepia Snake Sigil, Scrying, Sculpt Sound, Slow, Water Breathing.
4th— Cloudkill, Death Ward, Detect Scrying, Discern Lies, Dispel Magic, Freedom Of Movement, Hold Monster, Greater Invisibility, Illusory Wall, Locate Creature, Mass Suggestion, Mislead, Modify Memory, Passwall, Phantasmal Killer, Rainbow Pattern, Slay Living, Solid Fog, Waves of Fatigue, Zone of Silence.
Spellblade (Su): At 5th level a Grimslayer can enchant his Grimblade, as though he possessed the Craft Magic Arms and Armor feat. However, he ignores all spell and feat prerequisites for each enchantment, but must still spend the time, gold and XP costs as required. His caster level for the purposes of enchanting his Grimblade is equal to his class level. When enchanting a Grimblade a Grimslayer must choose which version of his Grimblade he's enchanting and only this manifestation of the Grimblade receives the enchantment. A Grimslayer need only buy each enchantment once regardless of how many Grimblades he actually creates in combat with that enchantment. For example, a Thri-Kreen who enchants his Grimblade as a longsword with keen edge can still produce a short sword, but it wouldn't be keen, or he can create 4 keen longswords, one for each hand.
Also he may create talismans with religious and occult markings that are 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. Such as silver weapons cost 90 GP to make, so a silver talisman would also cost 90 GP and an adamantine talisman 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 cost is treated as a longsword. So a cold iron talismans cost is 30 GP. Any time a Grimslayer forms his Grimblades, he has the option of making any or all of his Grimblades act as though they were made of the special material for any talisman(s) he wears.
Improved Flanking (Ex): A Grimslayer of 5th level or higher becomes an expert of taking advantage of a distracted opponent. Any time the Grimslayer is flanking an opponent he gains a +4 bonus on all attack rolls against his target instead of the normal +2 on attacks. (Other characters flanking with the Grimslayer do not gain this increased bonus, but an Accomplice does). This ability also allows for the Grimslayer to use sneak attacks or similar abilities on targets with Improved Uncanny Dodge as well, although he still gains no flanking bonus on his attack rolls.
Death Attack: (Su): If the Grimslayer studies an opponent for 3 rounds and then he 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 him as an enemy. If the victim of such an attack fails a Fortitude save (DC = 10 + the Grimslayers class level + the Grimslayers Intelligence modifier) against the kill effect, it dies. If the saving throw fails against the paralysis effect the victims mind and body become enervated, rendering it helpless and unable to act for 1d6 rounds plus 1 round per Grimslayer class level. 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, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes its save) or he does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Critical Adept (Ex): Through rigorous study and careful and determined practice, Grimslayers have learned about previously unknown weak areas of various types of creatures. At 6th level a Grimslayer may make sneak attacks or other attacks that require critical hits against creatures of the Construct, Plant and Undead types, however he still cannot actually make critical hits against these creatures.
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 he may still apply poison to a blade while holding a weapon in each hand, by using his thumb, index finger and middle finger to hold and manipulate the poison and his palms, ring fingers and pinkies to hold his weapons in place.
Bleeding Strike (Ex): A Grimslayer of 9th level or higher learns to place his sneak attacks on vital areas of the body, causing a wound that continues to bleed over time. After 9th 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.
Slice and Dice (Ex): Beginning at 10th level, a Grimslayer can enter a focused trance-like state and he may double the number of melee attacks he 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, his full attack action would be +11/+11/+6/+6/+1/+1. A Grimslayer may take a 5 foot movement between each attack but he is not required to move 5 feet at any point during a Slice and Dice attack unless he 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 30 minutes or until he can get complete rest for 5 minutes. If he preforms a Slice and Dice attack while fatigued he becomes exhausted until he is able to get 1 full hour of complete rest.
Weakening Critical (Su): A Grimslayer of 11th 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.
Frightful attack (Su): At 12th level a Grimslayer can panic onlookers and even frighten her opponents to death with a death attack. Any time after he has completed his 3 rounds of study on an opponent in order to prepare for a death attack, he may instead designate that the attack he will make will be a frightful attack. If his sneak attack for his death strike successfully deals damage to the target the victim must make a will save (DC = 10 + 1/2 the Grimslayer's class level + the Grimslayer's intelligence modifier). If the victim succeeds he is shaken for 1 round per class level of the Grimslayer. If he fails this save, he 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 his 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 Grimslayer class level. A successful will save (DC 10 + the Grimslayers class level + the Grimslayers intelligence modifier) negates the effect.
Wounding Critical (Su): A Grimslayer of 13th 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.
Critical Master (Ex): Starting at 14th level against any creature that is normally not immune to precision damage, a Grimslayer's sneak attack damage is now multiplied on a successful confirmed critical hit.
Improved Slice and Dice (Ex): At 16th level level a Grimslayer who uses Slice and Dice now only becomes fatigued for the rest of the current encounter and then is fine. If he uses Slice and Dice while fatigued he comes exhausted for the rest of the current encounter and then fatigued for 1 minute there after. A Grimslayer need not rest to remove the fatigued condition, it expires after 1 minute.
Pounce (Ex): A Grimslayer of 17th level can still take a full attack action (for melee attacks only) and still move up to his full speed each round. A Grimslayer is subject to attacks of opportunity while moving as normal, but may also tumble normally as part of his move.
A Grimslayer cannot gain the benefits of this ability while wearing heavy armor or while carrying a heavy load, nor can he use skills or abilities that involve concentration or require him to stay still, such as Move Silently, Hide or Search.
Sudden Strike (Su): At 19th level as one of his allowed attacks of opportunity for a round, a Grimslayer can declare one normal melee or ranged attack he 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 a Grimslayers enhanced critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Perfect Slice and Dice (Ex): At 20th level a Grimslayer has mastered his Slice and Dice technique and may not use a Slice and Dice attack as often per day as he would like and never becomes fatigued or exhausted after using a Slice and Dice attack.
|21st||Perfect Two-Weapon Fighting|
|22nd||Bonus Feat, Sneak Attack +11d6|
|24th||Bonus Feat, Sneak Attack +12d6|
|26th||Bonus Feat, Sneak Attack +13d6|
|28th||Bonus Feat, Sneak Attack +14d6|
|30th||Bonus Feat, Sneak Attack +15d6|
6 + Int modifier skill points per level.
Ghostly Accomplice (Su): At 25th level an Accomplice's type changes and it becomes Undead (Incorporeal) and now is incorporeal as a default and may instead make itself corporeal a number of minutes per day equal to the number of minutes it could make itself incorporeal previously. In addition the Accomplices natural attack now deals 1d8 strength damage like a Greater Shadow and an Accomplice may now create spawn from creatures it reduces to 0 Strength with its natural touch as described in the Greater Shadow description.
Human Grimslayer 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.
Gold: 6d4 X 10.
Playing a Grimslayer
Grimslayers in the World
|—Dekthar, Half-Orc Fighter|
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.
Grimslayers in the Game
Medium Giant (Half-Giant)
Hit Dice: 13d12 (156) + (65 con) = (221 hp max or 150 hp average)
Speed: 30 ft
Armor Class: Normal ( Armor +, Dex +, ), Touch , Flat Foot
Base Attack / Grapple: + / +
Full Attack: +/+/+ 1d8 +1 (str) 18-20 X2
Space / Reach: 5 ft / 5 ft
Special Qualities: Special Abilities:
Saves: Fort , Ref , Will
Abilities: Str: 16, Dex 12, Con 20, Int 9, Wis 10, Cha 14
Treasure: , X gp
At first level, the Grimslayer chooses one aspect of their innate magic to focus on - The night, or the animals that inhabit it. Thus they choose between the Path of The Beast and the Path of Shadow.
Path of Shadow
A Grimslayer who chooses path of Shadows gains Disable Device as a class skill and gains 8 + Intelligence for skill points.
Darkstalker Training (Ex): The Grimslayer adds one-half his class level to Hide, Move Silently, Disable Device and Open Locks checks, as well as to critical confirmation rolls made with his Grimblade.
Trapfinding: Grimslayers (and rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it. Grimslayers (and rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Grimslayer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
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 he can travel with this ability is dependent on his level and how much of an action he invests into his travel. He must possess at least as many levels as the ability requires, thus a Grimslayer must be at least 2nd level before he 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, the Grimslayer provokes an attack of opportunity for leaving his current square, but not for arriving at the new square. When he uses it as a swift action, this ability does not provoke any attacks of opportunity. This ability counts as a Shadow Dancer's Shadow Jump for the purposes of determining prerequisites for feats or classes. However due to the difference in the mechanics of each, Shadow Jump feet per day do not stack with this feature. This functions as a Conjuration (Teleportation) [Darkness] effect
Umbral Sight (Su): When a Grimslayer reaches 3rd level, his vision extends slightly into the Plane of Shadow. He gains darkvision out to 30 feet. If he already has Darkvision, or gains it from another source, the effective distance of that vision is increased by 30 feet. At 10th level, he becomes able to see perfectly in complete darkness, even magical darkness, out to 60 feet.
Sustaining Shadow (Ex): When he reach 4th level, his bond to the Plane of Shadow allows him to absorb dark energies, mitigating certain biological needs. A Grimslayer needs to eat only a single meal per week to maintain health. At 8th level, he only needs 1 hour of sleep per night (but he must still rest or meditate for 8 hours to regain his spells for the next day). At 12th level, he gains immunity to energy drain, ability damage and negative levels. Finally, at 16th level, he no longer need to breathe, and need never eat or sleep.
Shadow Stride (Su): Starting at 15th level the distance that a Grimslayer can Shadow Step is doubled, so that now he may move 20 feet per action spent per class level as shown below. In addition, if a Grimslayer doesn't have his accomplice active he can utilize the shadows cast by his own body to Shadow Stride even in normally lit areas in the middle of the day.
A Grimslayers distance they can teleport is as follows:
- Up to 20ft per class level as a full-round action.
- Up to 20ft per 2 class levels as a standard action.
- Up to 20ft per 3 class levels as a move action.
- Up to 20ft per 4 class levels as a swift action.
Spells: You add the following spells to your class spell list. If a spell exists both on this list and your default list, use the lower spell level.
0th— Silent Image, Ray of Enfeeblement, Disguise Self
1st— Blur, Blindness/Deafness, Ghoul Touch, Spectral Hand, Mirror Image
2nd— Major Image, Ray of Exhaustion, Vampiric Touch, Dimension Door, Illusory Script
3rd— Shadow Conjuration, Enervation, Teleport, Illusory Wall
4th— Shadow Walk, Mislead, Shadow Evocation, Persistent Image, Greater Teleport, Phantasmal Killer
Path of The Beast
A Grimslayer who chooses path of The Beast gains Survival as a class skill and has his hit dice increased to D8 per level.
Bloodseeker Training (Ex): The Grimslayer adds one-half his class level to Climb, Jump, Swim and Survival checks, as well as to critical confirmation rolls made with his Grimblade
Camouflage (Ex): A Grimslayer 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.
Toxic Blood (Ex): At 1st level, a Grimslayer's blood becomes toxic and each Grimslayers poison is unique which makes 2 distinct effects, actual poison damage, and blood splash damage.
Firstly he must decide his poisons effects. He must choose one of Strength, Dexterity or Constitution and his poison deals damage to that ability score. Then he must choose one of Blindness, Exhaustion or Paralyzation and his poison inflicts that status effect where indicated. He also chooses a method of delivery for the poison - Injury, Contact, or Inhalation.
A Grimslayer's poison deals an automatic 1d4 hit points of Poison damage to the target for every 4 class levels he possess (Min 1d4), with a Fortitude save (DC 10 + ½ HD + Con modifier) for half. On a failed save, they also take 1 point of ability damage to his chosen ability score, and are subject to his poison's physical and ability damage again each round for 1 round per 2 class levels, or until they make a successful save two rounds in a row. At 5th level, the ability score damage increases to 1d4 in each instance. It increases to 1d6 at 10th level, and 2d6 at 15th level.
When a target has either taken 10 or more points of ability damage from his poison, or has failed 2 saves in a row, they are subjected to a Grimslayer's chosen status effect. This effect lasts as long as the poison does - Either it runs the full remaining duration, or until the victim shrugs off the poison with two saves.
If he chose Injury, the Grimslayer gains a primary Bite attack, or his existing Bite attack now inflicts the poisons damage. Hitting the target with a Bite attack subjects them to the poison.
If he chose Contact, he may spit his venom at a target within Close range with a ranged attack roll, once per round as a standard action. On a successful hit, they are subject to his poison. However, the save type for his blood splash changes to Reflex, and targets add their Armor and Shield AC bonuses to the roll.
If he chose Inhalation, he gains a poisonous breath weapon that he can use once every 1d4 rounds. When he uses the breath weapon, he spews forth a cone of poisonous vapor; this cone is 5ft long, plus 5ft per 4 class levels. The poison persists until the end of your next turn unless dispersed by wind (as if it were Obscuring Mist). Any creature in the area (or who pass through the area) during that round is susceptible to his poison and must make appropriate saves.
Secondly, when a Grimslayer is struck for an amount of damage equal to or greater than his Constitution modifier x ½ his HD, a Grimslayer's blood splashes forth and a puff of toxic vapor is released as his poisonous blood mixes with air and quickly evaporates. Any creature within 5 feet of the Grimslayer must make a Reflex save (DC 10 + ½ HD + Con Mod) or be subject to his poison.
Woodland Stride (Ex): Starting at 3rd level, a Grimslayer can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at his normal movement speed and without taking damage or suffering any other impairment.
Trackless Step (Ex): A 4th level Grimslayer leaves absolutely no trail while traveling in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Hide in Plain Sight (Ex): While in any sort of terrain, natural or otherwise, a Grimslayer of 8th level or higher can use the hide skill even while being observed.
Impeccable Health (Ex): At 12th level a Grimslayer becomes immune to all non-magical diseases and poisons.
Skill Mastery (Ex): Starting at 15th level, a Grimslayer becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he chooses a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he make take 10 even when stress or distractions would normally prevent him from doing so. A Grimslayer may gain this ability multiple times, selecting additional skills for it to apply to each time.
Tongues (Ex): A Grimslayer of 16th level or higher can speak with any living creature and is always considered to be under the effects of a Speak with Animals spell with a caster level equal to his hit dice.
Spells: You add the following spells to your class spell list. If a spell exists both on this list and your default list, use the lower spell level.
0th— Enlarge Person, Magic Fang, Jump, Longstrider, Pass Without Trace
1st— Align Weapon, Barkskin, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Magic Weapon
2nd— Haste, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Greater Magic Fang, Keen Edge, Water Breathing
3rd— Greater Magic Weapon, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace
4th— Transformation, Awaken, Disrupting Weapon, Mass Enlarge Person, Polymorph, True Seeing
The Grimslayers Accomplice is intended to serve the Grimslayer as a scout, spy or as a 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 him to make use of his flanking and sneak attack class abilities or to deliver touch attacks.
|2nd-3rd||+0||+0||+0||+3||2||8||30ft||Shadow, Telepathic Link, Devotion, Share Spells|
|4th–5th||+2||+1||+1||+4||4||10||30ft||Grimblade, Incorporeal Form|
|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|
|18th–20th||+10||+6||+6||+12||14||15||70ft||Improved Spell Resistance|
Undead Creature: An Accomplice's type is Undead (partially incorporeal) and as such can be detected by a Detect Undead or similar effect and can be turned by a Cleric using Turn Undead though the Accomplice gains a Turn Resistance equal to the Grimslayer's class level. As an Undead creature an Accomplice is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects) as well as fatigue and exhaustion effects, immune to all poisons, diseases, paralysis, stunning, sleep effects and death effects and an Accomplice is not subject to critical hits, non-lethal damage, ability drain or energy drain. or to any damage to its physical ability scores.
Class Level: The Accomplice has a number of d12 hit dice equal to his masters Grimslayer class level gains new abilities at the minimum level displayed out of the range of levels given. An Accomplice does not have the benefits of any feats, but may use use all of the Grimslayers skill ranks with its own ability modifiers.
Base Attack: An Accomplice has poor base attack for his hit dice.
Fortitude: As an undead creature an Accomplice is immune to any effect that requires a fortitude save (unless the effect also works on objects or is harmless).
Reflex: An Accomplice has a poor Reflex for his hit dice.
Will: An Accomplice has a good 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 the Accomplice does not gain Dexterity to AC as well.
Strength: The Accomplice has a Strength 4 lower than the Grimslayers (minimum of 10).
Dexterity: The Accomplice has a Dexterity 4 lower than the Grimslayers (minimum of 10).
Constitution: The Accomplice has a Constitution score of 0. An Accomplice uses its Charisma modifier for concentration checks.
Intelligence: The Accomplice has an Intelligence score as shown in the table which improves at the first level displayed in each of the range of levels indicated.
Wisdom: The Accomplice has a Wisdom score of 10.
Charisma: The Accomplice has a Charisma score of 14.
Shadow (Su): While using its Incorporeal Form ability an Accomplice's touch deals 1d4 Strength damage on a successful touch attack, but Accomplices cannot create spawn.
Telepathic Link (Su): Starting at 2nd level an Accomplice has a telepathic bond with the Grimslayer allowing the two to communicate freely at all times through thoughts. Because of this empathic link, the Grimslayer has the same connection to an item or place that his Accomplice does, just as with a master and his familiar.
Devotion (Ex): The Accomplice's devotion to the Grimslayer is so complete that it gains a +4 bonus on Will saves against Enchantment spells and effects.
Sp): At the Grimslayer’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his Accomplice. The Accomplice must be active and within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the Accomplice if the Accomplice moves farther than 5 feet away and will not affect the Accomplice again, even if it returns to the Grimslayer before the duration expires.(
Additionally, the Grimslayer may cast a spell with a target of “You” on his Accomplice (as a touch range spell) instead of on himself. A Grimslayer and his Accomplice can share spells even if the spells normally do not affect creatures of the Accomplice’s type (Incorporeal).
Grimblade (Su): A 4th level Accomplice may a melee weapon from darkness. This action uses the same action as drawing a weapon. He may create only a single weapon which must be the same weapon most commonly used by the Grimslayer. An Accomplice's grimblade can count as a ghost touch weapons but this must be decided per each manifestation. If the Accomplice makes his grimblade ghost touch then it can strike corporeal targets. The Accomplice's grimblade counts as a magic weapon for the purposes of bypassing damage reduction but does not gain any enchantments or special talisman materials that a Grimslayer's grimblade possesses.
Incorporeal Form (Su): Starting at 4th level an Accomplice learns to make itself incorporeal for a short period. It may make himself incorporeal a number of minutes equal to the Grimslayer's class level. This effect must be spent in 1 round intervals but can be dismissed as a free action at any point. The Accomplice can also make just certain body parts (such as his torso or even everything but its hands) incorporeal during this period. An Accomplice can use this ability as an immediate action to avoid grapple, bullrush, overrun, trample, disarm, trip and similar checks but this takes up 2 daily uses. If an Accomplice is destroyed or dismissed and later resummoned, this does not reset his daily uses of this ability.
Evasion (Ex): If an Accomplice is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Mettle (Ex): If an Accomplice makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.
Spell Resistance (Su): An Accomplice’s spell resistance equals the Grimslayer's class level + 5. To affect the Accomplice with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Accomplice’s spell resistance.
Improved Speed (Ex): When the Grimslayer gains 9th level and then every 3 levels there after the Accomplice’s base speed increases by 10 feet.
Command Others of Its Kind(Su): Once per day per two Grimslayer levels of its master, an Accomplice can use this ability to command any other creatures of approximately the same kind as itself (Undead (incorporeal) such as shadow, greater shadow, allip, ghost, spectre or wraith), as long as the target creature has fewer Hit Dice than the Accomplice. This ability functions like the command spell with the exception that it still works on creatures of these types. Each target may attempt a Will save (DC 10 + 1/2 Grimslayer’s class level + Grimslayer’s Cha modifier) to negate the effect.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an Accomplice takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Improved Spell Resistance (Su): An Accomplice’s spell resistance improves to be equal to the Grimslayer's class level + 15. To affect the Accomplice with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Accomplice’s spell resistance.
- Grimslayers still gain the usual benefits to attack and damage rolls for a high strength score and may also gain the benefits weapon finesse and similar feats.
- Grimblades can be used in conjunction with all other combat feats such as Power Attack and Combat Expertise.
- For feats that require a specific weapon choice such as weapon focus or weapon specialization, a Grimslayer may choose Grimblade as the weapon and all manifestations of his Grimblade gain this benefit.
- Grimblades can be broken they have a hardness of 10 and 10 hit points, but a Grimslayer may simply create another one on his next move action.
- If an opponent attempts to disarm the Grimblade the check is resolved as a normal disarm attempt except the Grimslayer gains a +10 bonus on the check as though he had a locked gauntlet and if the attacker succeeds the Grimblade is dispersed into shadowy wisps as soon as it leaves the Grimslayers hand and he may simply create another one on his next move action (this bonus does not stack with actual locked gauntlets).
- Grimblades are not effected by null psionic field or psionics negating effects because they are magical in nature.
- Grimslayers can choose to enchant different versions of his Grimblade with different properties if he chooses. Such as enchanting it as a keen longsword and then later enchanting it as a ghost touch rapier. In this case, when he manifests his Grimblade as a longsword it is keen, but not ghost touch, and when he manifests his Grimblade as a rapier, its not keen.
|Article Balance||High +|
|Author||The-Marksman + and Zhenra-Khal +|
|Identifier||3.5e Class +|
|Skill||Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Disguise +, Escape Artist +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Profession +, Sense Motive +, Sleight of Hand +, Spot + and Tumble +|
|Skill Points||6 +|