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Grim (3.5e Class)

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Class Features
|author_name=Ganteka Future
|date_created=18 July 2008
|adopter=|date_adopted= |status=v717 September 2017: v8.01|editing=Grammar/Spelling/FormattingErrors|balance=Rogue|rating=0|img=Grim.jpgVery High
}}
{{#set:Summary3.5e Class Data|summary=A supernatural warrior with a distaste for those who defy death. He transforms into that channels power from the Ethereal Plane to transform his spirit and body as a glowing otherworldly force divine ally of destruction, moving through solid walls and sending souls to the afterlifeDeath.|Lengthlength=20|Minimum Levelminlevel=1|Base Attack Bonus Progressionbab=Moderate|Fortitude Save Progressionfortitude=Poor|Reflex Save Progressionreflex=Poor|Will Save Progressionwill=Good|Class Abilityability=Spontaneous Divine Spellcasting|Class Ability=Spontaneous Spellcasting|Class Abilityprogression=Other|Class Ability Progressionalign=Otherlg, ng, cg, ln, n, cn, le, ne, ce
}}
{{#set:Allowed Alignments=Lawful Good}}
{{#set:Allowed Alignments=Lawful Neutral}}
{{#set:Allowed Alignments=Lawful Evil}}
{{#set:Allowed Alignments=Neutral Good}}
{{#set:Allowed Alignments=Neutral}}
{{#set:Allowed Alignments=Neutral Evil}}
{{#set:Allowed Alignments=Chaotic Good}}
{{#set:Allowed Alignments=Chaotic Neutral}}
{{#set:Allowed Alignments=Chaotic Evil}}
 
== Grim ==
{{quote|He fell from the sky with a swoosh of his cloak waving in the sun. Light gleamed from his golden-feathered wings, illuminating his skeletal face. A haunting echoing voice came forth and those before him fled in terror, all but the staunch paladin, who charged forth upon his stead. The glowing figure dodged the lance and struck forth his maul, shattering the stead to dust. The glowing figure spoke as the paladin lay on the ground ''You hide behind your faith as a shield. No more shall you cower. Arise are forged by death and fight me!'. With thatloss, the two figures clashed into combat...|orig=Excerpt from "Tale of the Golden Day"|src=Chapter 9}} Harnessing abstract power directly from the [[SRD:Ethereal Plane|Ethereal Plane]], the grim channels this energy, transforming his for it tempers your body. He learns spells and the ability to channel this energy as a powerful bane attack. Grims, however, are a diverse group and their modes and methods of combat, function and style vary greatly. Some grims despise undead, while others embrace them. Some slowly emulate fiends, while others gain a divine presence. With the mysterious blessings of the [[SRD:Ethereal Plane|Ethereal Plane]], grims are capable of fending off undead creatures and death attacksspirit.''
To mostHarnessing and channeling abstracted extraplanar power (typically from the [[SRD:Ethereal Plane|Ethereal Plane]]), the grim appears transforms his core essence. He learns spells and focuses energy as a warrior or shamandestructive scourge attack. He is a grim reminder of his mortality the fleeting lives of mortals and the horrific torment brought upon those who fail to cross over to the afterlife. It is this trait association that earns him the name of "grim".
In essenceGrims are at their peak when [[#Grim Transformation|transformed]], gaining access to spells, resistances, a grim is much like a abilities and enhancements. Their [[SRD:Barbarian#Grim Spellcasting|barbarianspells]]. He channels his power allow them to transformcommunicate, attaining greater powermanipulate their surroundings, though he is also able to cast a few low-level spells weaken opponents, bestow blessings, avoid detection and channel raw energy to deal out bane attacks on his bear their wrath down upon their foes.
=== Making a Grim ===
He who follows Some that follow this path may be brought into the life of a grim by making a pact with powerful spirits, a deity of [[SRD:Death Domain|death]] or perhaps his path is directed by some have inborn connection or longstanding powerful trauma that has supernatural connections. Others are bound him to the agents of death, the fates or the [[SRD:Ethereal Plane|Ethereal Plane]] by longstanding and powerful traumas. A rare few even make pacts with powerful spirits or deities of [[SRD:Death Domain|death]].
Grims are very versatile. It is important to focus '''[[SRD:Ability Scores|Abilities]]:''' A grim will favor some ability scores over others depending on an aspect of their capabilities and build upon that as well as his focus on what abilities and roles they need to have to function within their partywhich [[#Aptitude Path|Aptitude Path]] he chooses. Some grims wear A [[#Grim Focus|high key mental ability score]] increases the potency of grim [[#Grim Spellcasting|spells]] and grants additional [[SRD:Light Armor#Grim Life Points|light armorLP]] or . [[SRD:Medium ArmorStrength|medium armorStrength]] and rely is valuable for grims who focus on maneuverability and tactics, casting spells to inhibit opponents for melee brawling and attack from afar out of dangercombat maneuver tricks. Other [[SRD:Dexterity|Dexterity]] is valuable for grims don who focus on [[SRD:Heavy ArmorClass|heavy armorlighter armors]] , initiative and take the brunt of the enemy attacks, focusing on abilities that grant them resistances and using their bane attacks to full effect. Other grims might cast spells to debilitate enemy forces and sow fear and confusion specialization in their ranks, moving in silently and striking at problems at the sourcefinesse weapons.
A grim is at his most powerful when he '''[[#Grim TransformationSRD:Races|transformsRaces]], gaining access :''' Any mortal race with enough culture to be aware of the afterlife is likely to spells, resistances, abilities have grims. Outsiders and enhancements. Grim [[#Spells|spells]] allow them elementals are less likely to manipulate situationsbecome grims, bypass [[SRD:Traps|traps]] and obstacles, weaken opponents and avoid detectionas they already have a predisposed connection to a particular plane.
Grim appears to be a middle-ground class, lacking the martial prowess '''[[SRD:BarbarianAlignment|barbariansAlignment]] or the magical aptitude of the [[SRD:Wizard|wizard]]. However, while they lack in both these areas''' Grims have diverse reasons, they make up for in bare damage from their bane attacks and the flexibility of spellspersonalities, a broad range of alterationsmotivations, class-focused feats passions and class abilities. With that, grims may go frontline with the [[SRD:FighterAlignment|fightersalignments]] and . A grim may be of any [[SRD:RogueAlignment|roguesalignment]], or hang back with the archers and spellcasterswithout restriction to his class abilities.
'''[[SRD:Ability Scores|Abilities]]:''' A high [[SRD:Wisdom|Wisdom]] increases the potency of grim [[#Spells|spells]], increases his [[#Grim Transformation|transformation's]] duration and eventually aids in making bane attacks strike truer. [[SRD:Strength|Strength]] is, of course, nearly essential for melee [[SRD:How_Combat_Works|combat]], [[SRD:Grapple|grappling]] and other burley stuff. [[SRD:Constitution|Constitution]] comes in handy and is vital for a long career as a combat-able adventurer. [[SRD:Dexterity|Dexterity]] is great for [[SRD:Armor Class|Armor Class]], initiative and the specialization in finesse weapons. Depending on how he wants to focus, a grim will favor some ability scores over others, but [[SRD:Wisdom|Wisdom]] should always be paramount. '''[[SRD:Races|Races]]:''' Any race with enough culture to be aware of the afterlife is likely to have grims. [[SRD:Humans (Race)|Humans]], with their natural need to understand the world around them, take to becoming grims easily. [[SRD:Elves, High (Race)|Elves]] and [[SRD:Half-Elves (Race)|half-elves]] often have a fair number of grims among their numbers. [[SRD:Dwarves, Hill (Race)|Dwarves]] are rarely grims, as the role often plays against dwarven cultural ideals and norms. [[SRD:Halflings, Lightfoot (Race)|Halflings]] and [[SRD:Gnomes, Rock (Race)|gnomes]] occasionally take up the life of a grim, either as outcasts or eccentric but necessary public servants. Primitive cultures often have grims, who may additionally serve as spiritualists and preachers to their fellows. Outsiders are less likely to become grims, as they already have a predisposed connection to a particular plane. '''[[SRD:Alignment|Alignment]]:''' Grims have diverse reasons for following their path. Their personalities, motivations and passions drive them and their quest to attain greater diversion from their past selves. Just as their backgrounds and reasons are diverse, so are their [[SRD:Alignment|alignments]], and a grim may be of any [[SRD:Alignment|alignment]] without restriction to his class abilities. '''Starting Gold:''' 5d4 × × 10 gp (125 gp).
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate, as [[SRD:Fighter|fighter]].
|+
<div>{{Anchor|Table: The Grim}}</div>
Hit Die: d8d10
|-
! rowspan="2" | Level
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]
! rowspan="2" | Special
|-
|1st|| class="left" | +0 || +0 || +0 || +2
| class="left" | [[#Grim TransformationAlteration|TransformationAlteration]] 1/day, [[#DiscountPast Deeds|DiscountPast Deeds]], [[#Grim FavorScourge Attack|Grim FavorScourge Attack]], [[#Bane AttackGrim Transformation|Bane AttackTransformation]]|12||—||—||—
|-
|2nd|| class="left" | +1 || +0 || +0 || +3
| class="left" | [[#Alteration|Alteration]], [[#Dedication|Dedication]]|23||—||—||—
|-
|3rd|| class="left" | +2 || +1 || +1 || +3
| class="left" | [[#Quick TransformationSecond Path|Quick TransformationSecond Path]]|23||—||—||—
|-
|4th||class="left" | +3 || +1 || +1 || +4
| class="left" | [[#Grim TransformationAlteration|TransformationAlteration]] 2/day, [[#AlterationDeath's Communion|AlterationDeath's Communion]]|23||12||—||—
|-
|5th||class="left" | +3 || +1 || +1 || +4
| class="left" | [[#Divine Suffusion|Divine Suffusion 1st Level]]
|23||12||—||—
|-
|6th||class="left" | +4 || +2 || +2 || +5
| class="left" | [[#Alteration|Alteration]], [[#Death's Accord|Death's Accord]]|23||23||—||—
|-
|7th||class="left" | +5 || +2 || +2 || +5
| class="left" | [[#Readied BaneAgile Scourge|Readied BaneAgile Scourge]], [[#Returning Memories|Returning Memories]]|23||23||—||—
|-
|8th||class="left" | +6/+1 || +2 || +2 || +6
| class="left" | [[#Grim TransformationAlteration|TransformationAlteration]] 3/day, [[#AlterationBonus Feat|AlterationBonus Feat]], [[#Returning MemoriesImbued Body|Returning MemoriesImbued Body]]|34||23||—||—
|-
|9th||class="left" | +6/+1 || +3 || +3 || +6
| class="left" | [[#Imbued BodyDivine Suffusion|Imbued BodyDivine Suffusion 2nd Level]], [[#Divine SuffusionNixing Scourge|Divine Suffusion 2nd LevelNixing Scourge]]|34||23||—||—
|-
|10th||class="left" | +7/+2 || +3 || +3 || +7
| class="left" | [[#Alteration|Alteration]], [[#Death's Contract|Death's Contract]], [[#Alteration|4|Alteration]]|3||2||1||—
|-
|11th||class="left" | +8/+3 || +3 || +3 || +7
| class="left" | [[#Eternal Life|Eternal Life]], [[#Perceptive BaneImbued Body|Perceptive BaneImbued Body]]|45||23||12||—
|-
|12th||class="left" | +9/+4 || +4 || +4 || +8
| class="left" | [[#Grim Transformation|Transformation]] 4/day, [[#Alteration|Alteration]]|45||23||12||—
|-
|13th||class="left" | +9/+4 || +4 || +4 || +8
| class="left" | [[#Imbued BodyBonus Feat|Imbued BodyBonus Feat]]|45||23||23||—
|-
|14th||class="left" | +10/+5 || +4 || +4 || +9
| class="left" | [[#Alteration|Alteration]], [[#Divine Suffusion|Divine Suffusion 3rd Level]], [[#Imbued Body|Imbued Body]]|45||23||23||—
|-
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9
| class="left" | [[#Nixing BaneGreat Scourge|Nixing BaneGreat Scourge]]|45||23||23||12
|-
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10
| class="left" | [[#Grim Transformation|Transformation]] 5/day, [[#Alteration|Alteration]]|5||4||3||2||1
|-
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10
| class="left" | [[#Imbued Body|Imbued Body]]
|5||4||3||2||1
|-
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11
| class="left" | [[#Immediate TransformationAlteration|Immediate TransformationAlteration]], [[#AlterationBonus Feat|AlterationBonus Feat]]|45||34||34||12
|-
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11
| class="left" | [[#Divine Suffusion|Divine Suffusion 4th Level]]
|45||34||34||12
|-
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12
| class="left" | [[#Grim TransformationAlteration|TransformationAlteration]] 6/day, [[#AlterationImbued Body|AlterationImbued Body]], [[#Erudite BanePerfect Transformation|Erudite BanePerfect Transformation]]|5||4||34||3||2
|- class="noalt"
| colspan="42" class="skill" |
'''Class Skills ([[SRDSkill Points::Class|Class4]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 ×4 at 1st level)'''<br/>{{Property Link3.5e Skills|Skill|SRD:Balance, Bluff, Climb, Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]), {{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]), {{Property Link|Skill|SRD:Diplomacy, Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]), {{Property Link|Skill|SRD:Escape Artist, Heal, Hide Skill|Hide}} , Intimidate,Knowledge ([[SRD:Dexterity|Dex]]local), {{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} Knowledge ([[SRD:Charisma|Cha]]the planes), {{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (religion) ([[SRD:Intelligence|Int]]), {{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]]), {{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]), {{Property Link|Skill|SRD:Perform, Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]), {{Property Link|Skill|SRD:Ride, Search, Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]), {{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]), {{Property Link|Skill|SRD:Spot Skill|Spot, Survival, Swim}} ([[SRD:Wisdom|Wis]]).
|}
==== Class Features ====
Grims gain powers that augment their [[#Grim Transformation|transformation]], ease their passage from life and death and back, augment their bodies, senses and essences as well as destructive attacks and resistances to [[SRD:Undead Type|undead]]The following are class features of the grim.
'''Weapon and Armor Proficiency:''' All of the following grims are class features of the grim[[SRD:Armor Proficiency (Light)|proficient]] with [[SRD:Light Armor|light armor]], [[SRD:Medium Armor|medium armor]], light and heavy shields, [[SRD:Simple Weapon Proficiency|simple weapons]], [[SRD:Handaxe|handaxe]], [[SRD:Light Hammer|light hammer]], [[SRD:Light Pick|light pick]], [[SRD:Scythe|scythe]] and [[SRD:Throwing Axe|throwing axe]].
'''Weapon and Armor Proficiency{{Anchor|Competent Combatant}}:''' A grim is 's class level may be used instead of his grim base attack bonus for the purposes of meeting prerequisites for feats and for the benefits of base attack bonus-tiered scaling feats. Additionally, when making a [[SRD:Armor Proficiency (Light)Bull Rush|proficientbull rush]] with , [[SRD:Light ArmorDisarm|light armordisarm]], [[SRD:Medium ArmorGrapple|medium armorgrapple]], light and heavy shields and [[SRD:Simple Weapon ProficiencySunder|sunder]], or [[SRD:Trip|simple weaponstrip]]attempt, a grim may use his grim class level instead of his grim base attack bonus for the purpose of the check.
'''{{Anchor|Proficiency Aptitude Path}}:''' You must choose which additional proficiencies you gainA grim chooses one of these paths upon gaining his first level.
:''Offense Brawler Path:'' Gain He gains a [[SRD:Martial Weapon ProficiencyMonk|Martial Weapon Proficiencymonk's Unarmed Strike]] as well as and [[SRD:Exotic Weapon ProficiencyMonk#Flurry of Blows|Exotic Weapon ProficiencyFlurry of Blows]] abilities that scale with one weapon of his choicegrim level. Though, he must flurry with unarmed strikes or with special grim weapons (dagger, handaxe, light mace, light pick, quarterstaff, scythe, sickle and throwing axe).
:''Defense Casting Path:'' Gain He gains [[SRD:Armor Proficiency (Heavy)Combat Casting|Heavy Armor Proficiencycombat casting]] as well as 2 additional [[SRD:Tower Shield Proficiency#Grim Life Points|Tower Shield ProficiencyLP]].
:'''{{Anchor|Spells}}Defense Path:''' A grim casts his He gains [[SRD:SpellsArmor Proficiency (Heavy)|spellsHeavy Armor Proficiency]] at-will as well as [[SRD:Special Abilities Overview#Spell-like|spell-like]] abilities while [[#Grim TransformationTower Shield Proficiency|transformedTower Shield Proficiency]]. The Increase his grim cannot cast spells when not [[#Grim Transformation|transformed]] unless he has also gained the appropriate [[#Divine Suffusion|Divine Suffusion]] to cast a spell of that class level. [[SRD:WisdomSaving Throw#Fortitude|WisdomFortitude]] determines the power of his spellssave progression to "Good".
A grim channels his spells through divine meditation in a one hour meditation ritual typically performed at dawn after awaking. The spells he learns are ingrained into his essence :''Exotic Path:'' He gains [[SRD:Martial Weapon Proficiency|proficiency]] with all [[SRD:Weapons|martial weapons]] and he may use them at will while [[#Grim TransformationSRD:Exotic Weapon Proficiency|transformedproficiency]]. However, if he wishes to change what spells he is able to cast, he must meditate uninterrupted for with one hour. He may change any or all [[SRD:Weapons|exotic weapon]] of his known spellschoice. A grim may prepare and cast any spell on the grim spell list, provided that he can cast spells of that He adds 2 skill points per level, but he must choose which spells to prepare during for his meditationgrim class levels.
To learn or cast a spell, a grim must have a :''Finesse Path:'' He gains [[SRD:WisdomMartial Weapon Proficiency|Wisdomproficiency]] score equal to at least 10 + the spell level. The with all [[SRD:Using Skills#Difficulty ClassWeapons|Difficulty Classmartial weapons]] for a saving throw against a grim’s spell is 10 + the spell level + the grim’s as well as [[SRD:WisdomWeapon Finesse|WisdomWeapon Finesse]] modifier. Unlike most other spellcasters, a Increase his grim has a limitless supply of spells per day. In addition, he only gains access to lower class level spells and is initially limited to casting spells only while [[SRD:Saving Throw#Grim TransformationReflex|transformedReflex]]save progression to "Good".
A grim’s variety of spells is extremely limited'''{{Anchor|Grim Focus}}:''' Grims use different mental ability scores as their key mental ability for spell-casting and grim abilities. A grim is able to learn chooses one 1st-level spell of his choice at 1st level. As he gains more grim levels, he gains more new spells, as indicated on [[#Table: The Grim|Table: The Grim]]. (The number of spells a grim knows is not affected by his [[SRD:Wisdom|Wisdom]] score; the numbers on [[#Table: The Grim|Table: The Grim]] are fixed.) These spells are chosen from the list belowfollowing.
Upon reaching 4th, 10th and 15th levels, the :''Intelligence-Based:'' Gain all [[SRD:Knowledge Skill|Knowledge]] skills as class skills. Gain 1 bonus skill point per grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, the spell is still cast as though it were of its normal level)invest in any [[SRD:Craft Skill|Craft]] skill.
Metamagic feats are a great boon to :''Wisdom-Based:'' Gain [[SRD:Autohypnosis Skill|Autohypnosis]] as a class skill. Gain 1 bonus skill point per grim's spellcasting, allowing him to cast a wider variety of spells that occupy his higher level spell-slots for greater effect. However, to use a metamagic feat, the spell must be prepared to occupy the higher slot to be used, like a invest in any [[SRD:WizardProfession Skill|wizardProfession]]skill.
Like a [[SRD:Wizard|wizard]] or a ''Charisma-Based:'' Gain [[SRD:ClericUse Magic Device Skill|clericUse Magic Device]], as a class skill. Gain 1 bonus skill point per grim prepares his spell slots level to invest in advance. He can cast any spell he meditated for at-will while [[#Grim TransformationSRD:Perform Skill|transformedPerform]]. To cast a spell while not [[#Grim Transformation|transformed]], a grim must have the corresponding [[#Divine Suffusion|Divine Suffusion]] to cast spells of that levelskill.
Grims choose their '''{{Anchor|Grim Spellcasting}}:''' A grim casts his [[SRD:Spells|spells]] at-will while [[#Grim Transformation|transformed]] which does not expend the slots they occupy. He cannot cast spells from when not [[#Grim Transformation|transformed]] unless he has also gained the following list:corresponding [[#Divine Suffusion|Divine Suffusion]] to cast a spell of that level. His key mental ability score determines the power of his spells.
1st&mdash; ''[[SRD:Cause Fear|cause fear]]''A grim readies his spells through divine meditation in an hour-long meditation ritual typically performed at dawn after waking. Anytime he wishes to change all his readied spells, ''he must meditate uninterrupted for one hour. The spells he readies are ingrained into his essence and he may use them at-will while [[SRD:Comprehend Languages#Grim Transformation|comprehend languagestransformed]]''. For quickly readying different spells, ''he may swap out one spell for another of the same level by spending 1 LP per spell level as a [[SRD:DeathwatchFull-Round Actions|deathwatchfull-round action]]''. A grim may ready and cast any spell on the grim spell list, ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Detect Secret Doors|detect secret doors]]'', ''[[SRD:Detect Undead|detect undead]]''provided that he can cast spells of that level, ''[[SRD:Disrupt Undead|disrupt undead]]'', ''[[SRD:Expeditious Retreat|expeditious retreat]]'', ''[[SRD:Hide from Undead|hide from undead]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Message|message]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[SRD:Sleep|sleep]]'', ''[[SRD:Touch of Fatigue|touch of fatigue]]''but he must choose which spells to ready during his meditation.
2nd&mdash; ''[[SRD:Augury|augury]]'', ''[[SRD:Blur|blur]]'', ''[[SRD:Darkness|darkness]]'', ''[[SRD:Darkvision (Spell)|darkvision]]'', ''[[SRD:Death Knell|death knell]]''To ready or cast a spell, a grim must have a key mental ability score equal to at least 10 + the spell''s level. The [[SRD:False LifeUsing Skills#Difficulty Class|false lifeDifficulty Class]]for a saving throw against a grim’s spell is 10 + the spell''s level + the grim’s key mental ability modifier. Unlike most other spellcasters, ''[[SRD:Fog Cloud|fog cloud]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[SRD:Gust a grim has a nearly limitless supply of Wind|gust spells per day. He gains access of wind]]'', ''up to 4th level spells and is initially limited to casting spells only while [[SRD:Invisibility (Spell)#Grim Transformation|invisibilitytransformed]]'', ''[[SRD:Levitate|levitate]]'', ''[[SRD:Scare|scare]]'', ''[[SRD:Silence|silence]]'', ''[[SRD:Whispering Wind|whispering wind]]''.
3rd&mdash; ''[[SRD:Displacement|displacement]]''A grim’s list of spells is harshly limited. A grim is able to prepare two 1st-level spells of his choice at 1st level. As he gains more grim levels, ''[[SRD:Fear (Spell)|fear]]''he gains more new spells, ''as indicated on [[SRD#Table:Fly (Spell)The Grim|fly]]'', ''[[SRDTable:Gaseous Form|gaseous formThe Grim]]'', ''[[SRD:Halt Undead|halt undead]]'', ''[[SRD:Invisibility Sphere|invisibility sphere]]'', ''[[SRD:Speak with Dead|speak with dead]]'', ''. The number of spells a grim readies is not affected by his key mental ability score; the numbers on [[SRD#Table:Vampiric TouchThe Grim|vampiric touch]]'', ''[[SRDTable:Wind Wall|wind wallThe Grim]]''are fixed. These spells are chosen from the list below.
Upon reaching 4th&mdash; ''[[SRD:Contact Other Plane|contact other plane]]'', ''[[SRD:Crushing Despair|crushing despair]]''10th and 15th levels, ''[[SRD:Death Ward|death ward]]''the grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, ''[[SRD:Dimensional Anchor|dimensional anchor]]'', ''[[SRD:Divination|divination]]'', ''[[SRD:Divine Power|divine power]]'', ''[[SRD:Enervation|enervation]]'', ''[[SRD:Greater Invisibility|greater invisibility]]'', ''[[SRD:Phantasmal Killer|phantasmal killer]]'', ''[[SRD:Sending|sending]]'', ''[[SRD:Solid Fog|solid fog]]'', ''[[SRD:Tongues|tongues]]''the spell is still cast as though it were of its normal level). Metamagic spells must be prepared in the higher slot to be used.
Grims choose their spells from the following list:
1st— ''[[SRD:Cause Fear|cause fear]]''{{Anchor, ''[[SRD:Comprehend Languages|Discount}} (comprehend languages]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Special Abilities Overview#ExtraordinaryDetect Secret Doors|Exdetect secret doors]])'', ''[[SRD:Expeditious Retreat|expeditious retreat]]'', ''[[SRD:Hide from Undead|hide from undead]]'' At 1st level, he is recognized as something other than a mere mortal by those who ferry the souls ''[[Lantern of the deadMoon (3. He gains a discount on being raised from 5e Spell)|lantern of the dead as raising him is simply less trouble and less costly. The moon]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Message|message]]'', ''[[SRD:Components (Spell Descriptor)Sleep|material componentsleep]] cost requirement drops by 5% for each grim level he possesses. At 20 grim levels'', the ''[[SRD:Components Touch of Fatigue|touch of fatigue]]'', ''[[Warstrider (3.5e Spell Descriptor)|material componentwarstrider]] cost to be raised from the dead no longer needs to be paid.''
2nd— ''[[SRD:Augury|augury]]''{{Anchor|Grim Favor}} (full-round action), ''[[SRD:Special Abilities Overview#ExtraordinaryBlur|Exblur]]):'', '' His connection to the essences of the [[SRD:Ethereal PlaneDarkness|Ethereal Planedarkness]] affords him protection against '', ''[[SRD:Undead TypeDarkvision (Spell)|undeaddarkvision]] creatures. Starting at 1st level'', the grim gains a bonus on all ''[[SRD:Saving ThrowFalse Life|savesfalse life]] to resist the '', ''[[SRD:Special Abilities Overview#SupernaturalGhoul Touch|supernaturalghoul touch]]'', ''[[SRD:Special Abilities Overview#ExtraordinaryGust of Wind|extraordinarygust of wind]]'', ''[[SRD:Special Abilities Overview#Spell-LikeLevitate|spell-likelevitate]] or '', ''[[SRD:Special Abilities Overview#Psi-likeScare|psi-likescare]] attacks of '', ''[[SRD:Undead TypeWhispering Wind|undeadwhispering wind]] creatures. This ability increases at a rate of 1 point of bonus per 4 additional grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.''
3rd— ''[[SRD:Displacement|displacement]]''{{Anchor, ''[[SRD:Fear (Spell)|Grim Transformation}} fear]]'', ''[[SRD:Fly (Spell)|fly]]'', ''[[SRD:Special Abilities Overview#SupernaturalGaseous Form|Sugaseous form]])'', ''[[SRD:Halt Undead|halt undead]]'', '' A flow of strange ethereal waves flow into his body and weapons. At 1st level, he learns to directly harness the otherworldly power of the [[SRD:Ethereal PlaneVampiric Touch|Ethereal Planevampiric touch]] to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from grim to grim. See "', ''[[#Choosing a Transformed FormSRD:Wind Wall|Choosing a Transformed Formwind wall]]" below for ideas). ''
The outpouring of otherworldly energy temporarily transforms him into an 4th— ''[[SRD:Outsider TypeCrushing Despair|Outsidercrushing despair]] (unless he already has either the '', ''[[SRD:Undead TypeDeath Ward|Undeaddeath ward]] or '', ''[[SRD:Construct TypeDimensional Anchor|Constructdimensional anchor]] types). He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.'', ''[[SRD:Divination|divination]]'', ''[[SRD:Enervation|enervation]]'', ''[[SRD:Sending|sending]]'', ''[[SRD:Tongues|tongues]]''
He can touch any [[SRD:Incorporeal Subtype'''{{Anchor|incorporeal]] creature as though it were solid, dealing damage normally and ignoring an [[SRDGrim Life Points}} {{Ex}}:Incorporeal Subtype|incorporeal]] creature's 50% miss chance'' A grim gains a pool of life points (LP) equal to his grim level + his key mental ability modifier (minimum of 1). LP refresh at a rate of 1 per 10 minutes counting since their last usage.
He glides roughly 4 inches over solid ground without touching it. He can pass over These points are used to fuel his [[SRD:Movement#Grim Transformation|transformation]], Position, and Distance[[#Difficult TerrainScourge Attack|difficult terrainscourge attack]] without suffering penalties to movement. He leaves no tracks behindand other abilities, representing his connection and enhancement from his source of power.
He may [[#Grim Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on An increase in his turn. His transformation lasts key mental ability grants the capacity for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). A grim may prematurely end his transformation. As a grim gains levelsmore LP, he will have his choice of [[#Alteration|Alterations]] to modify which are filled at the abilities he gains when he [[#Grim Transformation|transforms]]normal refresh rate.
At '''{{Anchor|Alteration}} {{Su}}:''' Starting at 1st level and each time he gains an even-numbered grim level, he can use gains an alteration of his transformation ability once per day as a choice. He may choose any alteration he meets the prerequisites for. An alteration only functions while he is [[SRD:Swift Actions#Grim Transformation|swift actiontransformed]]. At 4th level and every four levels thereafter, he The [[#Alterations|full alteration list]] can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a grim can do it only during his action, not in response to someone else’s actionbe found below.
'''{{Anchor|Bane AttackGrim Transformation}} ([[SRD:Special Abilities Overview#Supernatural|{{Su]])}}:''' Ethereal essences imbue his body and weapons. At 1st level, he learns to channel energy directly from harness the otherworldly power of the [[SRD:Ethereal Plane|Ethereal Plane]] to transform himself. His transformation's appearance evolves as part of a [[SRD:Full-Round Actions#Full Attack|full attack action]] against his opponents. He channels this energy through an attackhe gains levels, natural or manufactured. Despite though the number of attacks he may make in a round, only one attack may be a bane attack. He may choose which of his attacks to apply this ability to. Bane attack deals 1 damage per details vary from grim level as raw magical energy tears through and inundates the target. While [[#Grim Transformation|transformed]], he deals damage equal to 2 damage per grim level.
Bane Attack affects a single target, allowing no saving throw. A bane attack deals 1 damage at 1st -level and increases in power grim may transform into his grim form as the grim rises in level. For the purposes of a [[SRD:Spell ResistanceSwift Actions|spell resistanceswift action]] and other effects calculated on his turn by spell level, bane attack is spending 1 LP (with 1 LP each additional round to maintain the equivalent of transformation as a spell whose level is equal to onenon-half the grim’s class level (rounded downaction), with a minimum spell level of 1st and a maximum of 9th when a grim reaches 18th level or higher. A bane attack is subject to grim may end his transformation as a [[SRD:Spell ResistanceFree Actions|spell resistancefree action]], howevereven when it is not his turn. If a grim runs out of LP, the [[SRD:Spell Penetration|Spell Penetration]] feat he may overextend and other effects that improve caster level checks continue to overcome [[SRD:Spell Resistance|spell resistance]] also apply to bane attack. The feat [[SRD:Ability Focus|Ability Focus]] maintain his transformation by paying the "grim cost" (Bane Attack1 HP of lethal damage per HD each round transformed, bypassing resistances and any temporary HP) increases . Entering into this overextension, the [[SRD:Using Skills#Difficulty Class|DC]] for grim may not transform again after he de-transforms until all saving throws (if any) associated with a grim’s Bane Attack by 2his LP are refreshed.
A bane attack deals half damage to objects until The influx of power grants him a reroll on a d20 roll he makes once per round. Additionally, he gains may spend 1 [[#Nixing BaneGrim Life Points|Nixing BaneLP]]while transformed to reroll any single d20 roll once per round.
{| class="zebra d20" style="text-align:left;"|+ {{Anchor|Table: Bane Attack/Nixing Bane}} Damage|-! Target || Standard Damage || Transformed Damage|- | Creature || 1 damage per grim level || 2 damage per grim level|- | Object<sup>1</sup> || 1 damage per two grim levels || 1 damage per grim level|- | Object<sup>2</sup> || 1 cubic foot per 2 As a grim gains levels || 1 cubic foot per grim level|- class="noalt"| colspan="42" class="skill" |# Damage dealt without [[#Nixing Bane|Nixing Bane]].<br/># Must , he will have his choice of [[#Nixing BaneAlteration|Nixing Banealterations]] to disintegrate objectsmodify the abilities he gains when he transforms. <br/>[[SRD:Fortitude Save|Fortitude]] Save [[SRD:Using Skills#Difficulty Class|DC]] = 10 + A grim who is knocked [[SRD:WisdomUnconscious|Wisdomunconscious]] modifier + {{1/2}} grim levelor dies while transformed, remains transformed until the start of his next turn.|}
'''{{Anchor|AlterationPast Deeds}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 2nd A grim isn't always delving in tombs and crypts. At 1st level, each time he gains an even-numbered level, he gains another Alteration ability. He may choose these abilities in any order, so long as he meets any prerequisites. Alterations only function while he is [[#Grim TransformationArchetype (3.5e Feat Type)|transformedarchetype feat]]he meets the prerequisites for.
''Alteration Types'{{Anchor|Scourge Attack}} {{Su}}:'' Alterations come in four basic types' At 1st level, he learns to channel damaging power as part of an attack made as a [[SRD: PassiveStandard Actions|standard action]] at the cost of 1 LP. He channels this energy through an attack, Burstnatural or manufactured. Only one attack per round may be a scourge attack and is declared before the attack is rolled, Aura affecting a single target. A scourge attack's unleashed power rends through and inundates the target, dealing 1d6 damage at 1st grim level and Specialan additional 1d6 at every odd-numbered grim level. Alterations may have more than one typeWhile [[#Grim Transformation|transformed]], he deals damage equal to 1d6+2 damage instead.
Passive alterations grant their function '''{{Anchor|Second Path}}:''' A grim must choose to specialize or diversify. At 3rd level, he may choose either a second [[#Aptitude Path|Aptitude Path]] or a High balance or lower feat he meets the grim at all times simply by having themprerequisites for.
Burst alterations have an area '''{{Anchor|Death's Communion}} {{Ex}}:''' At 4th level, he is recognized as notable by those who ferry the souls of effect and require an action to usethe dead. A grim can be raised from the dead without the need for expensive [[SRD:Components (Spell Descriptor)|material components]] or experience point loss.
Aura alterations have Additionally, a grim may choose up to two allies, bestowing upon them this benefit in a radius and effect either binding pact (taking 1 minute of concentration by the grim and his ). Alternatively, he may choose up to four allies, all targets within cutting the radius, material component requirements to raise them and experience loss by 50% instead. The pact can be completed or some other withdrawn from an ally at a range of up to 30 feet. The pact cannot be applied to an unwilling target as described.
Special alterations are those '''{{Anchor|Divine Suffusion}} {{Su}}:''' The divine energies that donpower the grim't fit s spells suffuses itself into either the grim's soul, allowing him to cast spells of the above typesgiven level when not [[#Grim Transformation|transformed]]. At 5th level, the grim may cast his 1st level spells when not [[#Grim Transformation|transformed]]. At 9th level, the grim may cast his 2nd level spells when not [[#Grim Transformation|transformed]]. At 14th level, the grim may cast his 3rd level spells when not [[#Grim Transformation|transformed]]. At 19th level, the grim may cast his 4th level spells when not [[#Grim Transformation|transformed]].
=====Alterations====='''{{Anchor|Death's Accord}} {{Ex}}:''' At 6th level, the grim is empowered with a resistance to effects from abilities with the [[SRD:Death Effect|death]] descriptor, [[SRD:Death Effect|death]] effects and [[SRD:Energy Drained|energy drain]], re-rolling any failed save, taking the better of the two results. Additionally, he takes {{1/2}} effectiveness from [[SRD:Energy Drained|energy drain]] (minimum of 1), and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]'') regardless if he was allowed a save or if the save was successful.
'''{{Anchor| class="sortable d20" style="text-alignAgile Scourge}} {{Su}}:left;"''' At 7th level, the grim gains the option of making a [[#Scourge Attack|scourge attack]] when making any attack, such as when part of a [[SRD:Full-! Name !! Type !! Prerequisite !! Description{{Round Actions#ask: Full Attack|full attack action]], [[CategorySRD:3.5eStandard Actions|standard action]] , [[CategorySRD:UserAction Types|readied action]] or from an [[CategorySRD:Grim AlterationAttacks of Opportunity|attack of opportunity]]|?Type|?Prerequisite|?Summary|format=template|template=Table Row|link=none|limit=9999}}|}<small>. He is still limited to 1 [[3.5e Grim Alterations#Scourge Attack|scourge attack]]: A complete list of alterations as well as additional comments on their designper round.</small>
'''{{Anchor|DedicationReturning Memories}} ([[SRD:Special Abilities Overview#Extraordinary|{{Ex]])}}:''' At 2nd levelA day after returning from the dead, because of dedication in pursuing the path an epiphany of memories strikes the grim, and he regains his lost power. At 7th level, if the grim class dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers [[SRD:Energy Drain, Negative Levels, and Level Loss|temporary level drain]] as if he had been [[SRD:Energy Drained|energy drained]]. The [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] is automatically restored after 24 hours and never becomes a permanent level loss. If ''[[SRD:Race Descriptions#Favored ClassReincarnate|favored classreincarnated]]'', he may instead choose to have his body restored to its original form (though as a young adult).
'''{{Anchor|Quick TransformationBonus Feat}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd 8th level, the grim may transform on his turn as gains a [[SRD:Free Actions|free action]]bonus grim feat for which he meets the prerequisites.
'''{{Anchor|Divine Suffusion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The divine energies that power the He gains an additional grim's spells suffuses itself into the grim's soul, allowing him to cast spells of the given level when not [[#Grim Transformation|transformed]]. At 5th level, the grim may cast his 1st level spells when not [[#Grim Transformation|transformed]]. At 9th level, the grim may cast his 2nd level spells when not [[#Grim Transformation|transformed]]. At 14th level, the grim may cast his 3rd level spells when not [[#Grim Transformation|transformed]]. At 19th level, the grim may cast his 4th level spells when not [[#Grim Transformation|transformed]]bonus feat at 13th and 18th levels.
'''{{Anchor|Readied BaneImbued Body}} ({{Ex}}:''' At 8th level, the grim may choose an [[SRD:Special Abilities Overview#SupernaturalAlteration|SuAlteration]]):''' At 7th Level, he may use has learned to become a permanent aspect of his body and soul. The [[#Bane AttackAlteration|bane attackAlteration]] as part of a continues to function even when he is not [[SRD:Action Types#Grim Transformation|readied actiontransformed]].
'''{{Anchor|Returning Memories}} (He gains another imbued body from another [[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A day after returning from the dead, an epiphany of memories strikes the grim, and he regains his lost power. At 8th level, if the grim dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers [[SRD:Energy Drain, Negative Levels, and Level Loss|temporary level drain]] as if he had been [[SRD:Energy DrainedAlteration|energy drainedalteration]]. The [[SRD:Energy Drainat 11th, Negative Levels14th, 17th and Level Loss|negative level]] is automatically restored after 24 hours and never becomes permanent level loss20th levels.
'''{{Anchor|Imbued Body}} (An [[SRD:Special Abilities Overview#ExtraordinaryAlteration|Exalteration]]):''' At 9th level, the grim may choose can only be taken as an [[#Alteration|Alteration]] he has learned to become a permanent aspect of his imbued body and soul. The if all prerequisite [[#Alteration|Alteration]] continues to function even when he is not [[#Grim Transformation|transformedalterations]]have been gained as imbued bodies.
He gains another Imbued Body from another '''{{Anchor|Nixing Scourge}} {{Su}}:''' At 9th level, the power of his [[#AlterationScourge Attack|Scourge Attack]] grows, becoming capable of disintegrating creatures, objects and [[SRD:Force Effect|force effects]], such as a ''[[SRD:Wall of Force|Alterationwall of force]] at 13th level ''. By spending an additional [[#Grim Life Point|LP]], any creature killed or object reduced to 0 or fewer [[SRD:Hit Points|hit points]] by this attack is disintegrated, leaving behind trace dust and at 17th levelany equipment it carried. A [[SRD:Fortitude Save|Fortitude]] save (DC 10 + his key mental ability modifier + {{1/2}} his HD) prevents disintegration but leaves the body a mangled wreak.
An [[#Alteration|Alteration]] can only be taken as Nixing scourge allows scourge attacks to bypass an Imbued Body if all prerequisite [[#Alteration|Alterations]] have been gained as Imbued Bodiesamount of DR or hardness equal to his grim level.
'''{{Anchor|Death's Contract}} (Against [[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the grim is granted immunity to all effects from spells with the [[SRD:Death Force Effect|death]] descriptor, magical [[SRD:Death Effect|death]] force effects, [[SRD:Energy Drained|energy drain]], and negative energy effects he must make a caster check (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]'d20 + spell slot's level + key mental ability modifier) but not planar effects such as that generated by against the [[SRD:Negative Energy PlaneSaving_Throw_(Spell_Descriptor)#Saving Throw Difficulty Class|Negative Energy Planesave DC]]. This ability does not remove previously gained of the [[SRD:Energy Drain, Negative Levels, and Level LossForce Effect|negative levels]] or force effect the saving throw necessary 24 hours after gaining a [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]]. This ability doesn't protect against other sorts of attacks, such as hit point loss, [[SRD:Poisons|poison]], or [[SRD:Petrified|petrification]]If he succeeds, even if those attacks might be lethal. This ability does not negate the temporary [[SRD:Energy Drain, Negative Levels, and Level LossForce Effect|negative levelforce effect]] gained when using the [[#Returning Memories|Returning Memories]] ability(up to a 10' square) is destroyed.
'''{{Anchor|Death's Contract}} {{Ex}}:''' At this point10th level, the grim may never become is empowered with immunity to effects from abilities with the [[SRD:Undead TypeDeath Effect|undeaddeath]]descriptor, [[SRD:Death Effect|death] through any means. If he is already ] effects, [[SRD:Undead TypeEnergy Drained|undeadenergy drain]], and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]'') but not planar effects such as that generated by the [[SRD:Negative Energy Plane|Negative Energy Plane]] (though he instead becomes retains his {{1/2}} effectiveness against negative energy from [[#Death's Accord|Death's Accord]]). This ability does not remove previously gained [[SRD:Energy Drain, Negative Levels, and Level Loss|negative levels]] or affect the saving throw necessary 24 hours after gaining a variant [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]]. This ability doesn't protect against other sorts of attacks, such as hit point loss, [[SRD:Poisons|poison]], or [[SRD:Petrified|petrification]], even if those attacks might be lethal. This ability does not negate the temporary [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] gained when using the [[#Deathborne GrimReturning Memories|Deathborne GrimReturning Memories]]ability.
'''{{Anchor|Eternal Life}} (An [[SRD:Special Abilities Overview#SupernaturalUndead Type|Suundead]]):''' At 11th level, he no longer ages normally. He may continue grim instead applies these benefits to age, gaining bonuses and penalties as normal, but he no longer has a maximum agepositive energy effects instead.
'''{{Anchor|Perceptive BaneEternal Life}} ([[SRD:Special Abilities Overview#Supernatural|{{Su]])}}:''' At 11th level, he adds half his [[SRD:Wisdom|Wisdom]] bonus (rounding down), no longer ages normally. He may continue to age if anyhe chooses, gaining bonuses and penalties as an insight bonus to his [[SRD:Attack Roll|attack roll]] when making normal, but he no longer has a [[#Bane Attack|Bane Attack]] while [[#Grim Transformation|transformed]]maximum age and cannot die of old age.
'''{{Anchor|Nixing BaneGreat Scourge}} ([[SRD:Special Abilities Overview#Supernatural|{{Su]])}}:''' At 15th level, the power of his grim may make a single [[#Bane Scourge Attack|Bane Scourge Attack]] grows to affect objects and in place of a [[SRD:Force EffectFull-Round Actions#Full Attack|force effectsfull attack action]], such as a ''[[SRD:Wall of Force|wall of force]]''he channels all his fury. Any creature reduced to 0 or fewer [[SRD:Hit Points|hit points]] by this For each iterative attack is entirely disintegrated, leaving behind trace dust and any equipment it carried. A [[SRD:Fortitude Save|Fortitude]] save prevents disintegration but leaves the body a mangled wreak. Against an object, the touch disintegrates 1 cubic ft/2 grim levels. Against [[SRD:Force Effect|force effects]]he gives up, he must make adds a caster check (d20 + spell slot's level + [[SRD:Wisdom|Wisdom]] modifier) against the [[SRD:Using Skills#Difficulty Class|DC]] multiple of his scourge attack damage dealt with the [[SRD:Force Effect|force effect]]. If he succeeds, the [[SRD:Force Effect|force effect]] is destroyedattack.
'''{{Anchor|Immediate Perfect Transformation}} ([[SRD:Special Abilities Overview#Supernatural|{{Su]])}}:''' At 18th 20th level, the grim may transform as an [[SRD:Immediate Actions|immediate action]] (allowing him need not spend LP to transform when its not maintain his turn). On grim transformation in any round in which he doesn't attack or cast spells, though his turn, he may still transform as a [[SRD:Free Actions|free action]]LP do not refresh while in this state.
'''{{Anchor|Erudite Bane}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, he adds his [[SRD:Wisdom|Wisdom]] bonus, if any, as an insight bonus to his [[SRD:Attack Roll|attack roll]] when making a [[#Bane Attack|Bane Attack]].===Alterations===
=== Ex-Grims ===''Alteration Types:'' Alterations come in four basic types: Passive, Burst, Aura and Special. Alterations may have more than one type.
{{quote|I:'ve seen much death. It haunts me still these years later, but shall I don my mantle again and fight when the time is willing? May the gods give mercy to my enemies when I do'Passive:'' These alterations function simply by having them.|orig=Stigmael, celestial grim|src=}}
A grim may voluntarily give up his grim powers, disconnecting himself from the powers that bind him to the [[SRD:Ethereal Plane|Ethereal Plane]]. Doing so requires ''Burst:'' These alterations have an hour area of uninterrupted meditation. After which, he no longer gains the benefit of any of his grim class abilities (except his base proficiencies, but not his proficiency path)effect and require an action to use.
A grim who voluntarily gives up his powers cannot level in the grim class. He can regain his class abilities (:''Aura:'' These alterations have a radius and allow him to take grim levels) once again by meditating for eight hours uninterrupted in an atonement ritualaffect targets as described.
==== Rebuilding Grims ====:''Special:'' These alterations don't fit into the above types.
Why would a grim give up his grim powers? Well, he may want to simply retire, or perhaps pass through an area without air of suspicion or detection, though, additionally, he may do it to clear his head and come back later, rebuilt. =====Alterations=====
A grim who disconnects himself from his grim powers may later atone and re{| class="sortable d20" style="text-choose his [[#Proficiency Pathalign:left;"|proficiency path]], [[-! Name !! Type !! Prerequisite !! Description{{#Spells|grim spells]], ask: [[#Alteration|AlterationsCategory:3.5e]] and [[#Imbued Body|Imbued BodyCategory:User]] abilities. Though purely descriptive flavor, his [[#Category:Grim Transformation|transformation'sAlteration]] appearance may change as well. These sorts of rebuilding are rare however, revolving around great personal change, such as a great lose, great victory, epiphany or alignment shift.|?Type=== Epic Grims ===|?Prerequisite[[Image:GrimTransformed.jpg|thumb?Summary|right]]format=template{{quote|To have faced so many hardships, battles won and lost, friends gone and buried, paths walked and power attained. When I came to believe I neared the end, new worlds opened up before me, and in my wisdom did I seek the answers those worlds held. I strode forth, and in my footsteps, death.template=Table Row|origlink=Alem Eigrod the Gray Saintnone|srclimit=999
}}
 
{| class="zebra d20"
|+
<div>{{Anchor|Table: The Epic Grim}}</div>
Hit Die: d8
|-
! Level !! Special
|-
| 21st || class="left" | [[#Imbued Body|Imbued Body]]
|-
| 22nd || class="left" | [[#Alteration|Alteration]]
|-
| 23rd || class="left" | [[#Bonus Feat|Bonus Feat]]
|-
| 24th || class="left" | [[#Alteration|Alteration]], [[#Grim Transformation|Transformation]] 7/day
|-
| 25th || class="left" | [[#Bonus Feat|Bonus Feat]]
|-
| 26th || class="left" | [[#Alteration|Alteration]], [[#Imbued Body|Imbued Body]]
|-
| 27th || class="left" | [[#Bonus Feat|Bonus Feat]]
|-
| 28th || class="left" | [[#Alteration|Alteration]], [[#Grim Transformation|Transformation]] 8/day
|-
| 29th || class="left" | [[#Bonus Feat|Bonus Feat]]
|-
| 30th || class="left" | [[#Alteration|Alteration]]
|- class="noalt"
| colspan="42" class="skill" |
'''4 + [[SRD:Intelligence|Int]] modifier skill points per level.'''
|}
 '''[[#Spells|Spells]]:''' The grim’s caster level is equal to his grim class level. The grim’s number of spells per day does not increase after 20th level. '''[[#Grim Transformation|Grim Transformation]]:''' The epic grim gains an additional Transformation per day every four levels after 20th. '''[[#Imbued Body|Imbued Body]]:''' Every 5 levels, starting at 21st level, an epic grim is able to further transmute himself with permanent [[#Alteration|Alterations]]. '''[[#Alteration|Alteration]]:''' Every even numbered epic level, an epic grim gains access to even more abilities during his [[#Grim Transformation|transformation]], building upon abilities he has already learned, focusing his power to an even greater degree. '''[[#Bane Attack|Bane Attack]]:''' The damage and mass effected by his Bane Attack continues to grow with each level he gains. '''{{Anchor|Bonus Feat}}:''' The epic grim gains a bonus feat (selected from the list of epic grim bonus feats) that he meets the prerequisites for on any epic level in which he doesn't otherwise gain an epic class ability. These feats are in addition to the feats regularly attained every 3 levels by a character. ''Epic Grim Bonus Feat List<sup>1</sup>:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Will|Epic Will]], [[SRD:Extended Life Span|Extended Life Span]], [[SRD:Fast Healing|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Darkvision|Improved Darkvision]], [[SRD:Improved Low-Light Vision|Improved Low-Light Vision]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Spectral Strike|Spectral Strike]]<sup>''2''</sup>, [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Superior Initiative|Superior Initiative]]. :<small>1. A grim may also select any [[3.5e Grim Feats|grim featAlterations]] that he meets the prerequisites for as an epic grim bonus feat.</small>:<small>2. Epic grims can gain this feat regardless A complete list of not being able to [[SRD:Turn or Rebuke Undead|turn or rebuke]] [[SRD:Undead Type|undead]]alterations as well as additional comments on their design.</small>
=== [[3.5e Grim Feats|Grim Feats]] ===
|template=Table Row
|link=none
|limit=999999
}}
|}
 
=== [[SRD:Humans (Race)|Human]] Grim Starting Package ===
 
'''Weapons:''' [[SRD:Scimitar|Scimitar]], [[SRD:Sickle|Sickle]], [[SRD:Light Crossbow|Light Crossbow]] with 20 [[SRD:Crossbow Bolts|Bolts]], [[SRD:Spiked Gauntlet|Spiked Gauntlet]].
 
'''Skill Selection:''' Pick a number of [[SRD:Skills|skills]] equal to 4 + [[SRD:Intelligence|Int]] modifier.
 
{| class="zebra d20"
|-
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
|-
| class="left" | [[SRD:Concentration Skill|Concentration]] || 4 || [[SRD:Concentration|Con]] || &mdash;
|-
| class="left" | [[SRD:Craft Skill|Craft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;
|-
| class="left" | [[SRD:Disguise Skill|Disguise]] || 4 || [[SRD:Charisma|Cha]] || &mdash;
|-
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;
|-
| class="left" | [[SRD:Intimidate Skill|Intimidate]] || 4 || [[SRD:Charisma|Cha]] || &mdash;
|-
| class="left" | [[SRD:Knowledge Skill|Knowledge]] (religion) || 4 || [[SRD:Intelligence|Int]] || &mdash;
|-
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;
|-
| class="left" | [[SRD:Move Silently Skill|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;
|-
| class="left" | [[SRD:Profession Skill|Profession]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;
|-
| class="left" | [[SRD:Sense Motive Skill|Sense Motive]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;
|-
| class="left" | [[SRD:Spellcraft Skill|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;
|-
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;
|}
 
'''Feat:''' [[SRD:Improved Initiative|Improved Initiative]].
 
'''Bonus Feat(s):''' [[Extra Transformation (3.5e Feat)|Extra Transformation]].
 
'''Gear:''' [[SRD:Studded Leather Armor|Studded Leather]], [[SRD:Adventuring Gear|Backpack]], [[SRD:Adventuring Gear|Flint & Steel]], 2&times; [[SRD:Sunrod|Sunrod]].
 
'''Gold:''' 45 gp.
=== Campaign Information ===
[[Image:GrimEnergy.jpg|thumb|right|A grim charging up an [[Elemental Projectile (3.5e Grim Alteration)|elemental projectile]].]]
==== Playing a Grim ====
{{quote|Danger will follow me''Dealing with the afterlife varies from campaign settings, nowso, everywhere I walkbe sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities.<br/>Angels will call on meThe afterlife may vary for certain creatures, now, and take me homeor even vary among followers of a faith or alignment.|orig=Lissie's Grim Mantra|src=Common Translation}}'
Playing a grim is pretty easyIn some societies, with its mutable flavorgrims may play against ideals and norms, the character's style is greatly up to the playerbecoming either outcasts or eccentrics. HoweverThey may also serve as public servants, this section should provide some insight spiritualists and ideas on how preachers to play a grimtheir fellows.
It is advised to read through all class features, as well as alterations and feats before character creation. '''Religion:''' While grims may not be a very religious bunch, they are known to pray to deities with the [[SRD:Death Domain|Death domain]], racial deities or other deities that include the passage of souls into the afterlife in their portfolios. With their wisdom and understanding of the passing of souls, religion doesn't serve the purpose of comfort, but rather allegiance. Though, belonging to a religion does not have a bearing on how much a grim may worship, revere or pay homage to a deity.  '''Other Classes:''' Grims work well with most classes, even if they do have personal differences off the battlefield. Their wisdom grants them the insight to know who to trust and who to watch. Mages increase a grim's power with buffing spells, while the grim communicates and avoids any dangerous spells that get tossed into the fray. Ranged martial companions, such as [[SRD:Ranger|Rangers]], support grims from afar with arrow fire. In melee, the grim is a welcome ally for flanking opponents with him, aiding [[SRD:Rogue|rogues]], who also benefit from a casting or two from a grim's spells. Melee martial companions, such as [[SRD:Barbarian|Barbarians]] and [[SRD:Fighter|fighters]], fight alongside grims without getting in each other's way, most of the time. Divine casters, like [[SRD:Cleric|Clerics]], heal and turn undead if a grim finds himself overwhelmed. [[SRD:Paladin|Paladins]] and grims are often at odds with each other. A [[SRD:Paladin|paladins]] constant need to prove himself clashes with the grims need to get the job done. Some classes, such as [[SRD:Paladin|Paladins]] and [[SRD:Monk|monks]], don't trust a grim's power and where it comes from.  When away from combat, support classes, such as [[SRD:Bard|bard]] and [[SRD:Rogue|rogue]] enjoy the company of grims, who often need to avoid conspicuity. Mages typically let grims do their own thing and just give them the space they need to do what they do. Grims gladly reciprocate the feeling. [[SRD:Wizard#School Specialization|Necromancers]] and grims often come to blows and rarely ever get along. A typical grim sees the art of animating the dead as monstrous, regardless of intention or alignment. '''Combat:''' A grim's function in combat varies depending on how he has progressed. A grim may take point, holding off opponents as long as he can, reducing his enemy's capacity to attack, and providing protection for his teammates. He might choose to stay farther back, pelting enemies with range attacks. With several communication spells, he can coordinate attacks across the battlefield easily, using his hampering spells from afar, buffing up with ''[[SRD:Invisibility|invisibility]]'' or ''[[SRD:Blur|blur]]'' to throw off his opponent and then going in, [[#Grim Transformation|transformed]], weapon drawn for a damaging [[#Bane Attack|Bane Attack]]. '''Advancement:''' Grims typically stick with their class, but some occasionally venture into full attack progression martial classes, such as [[SRD:Fighter|fighter]], [[SRD:Ranger|ranger]] or [[SRD:Barbarian|barbarian]]. Occasionally, a grim will multiclass into [[SRD:Rogue|rogue]] to gain skills and even sneak attack, making them effective against a wide variety of opponents and situations. For the most part, multiclassing is done with other classes that aid their combat ability, rather than spellcasting. The grim class doesn't have prestige classes. With its mutable, albeit fairly specific flavor and continual progression of abilities, the grim is built more like a twenty-level prestige class available from level one. Of course, a grim may go into any prestige class that he meets the requirements for. '''Bookkeeping:''' The grim class may appear complicated, but organized bookkeeping is key to prevent confusion or slow down the game during play. Keeping a list of the abilities and powers he gains while [[#Grim Transformation|transformed]] is essential, listing his [[#Alteration|Alterations]] and what they separately from feats or other abilities allows for quick reference. It is vital to track his remaining uses of [[#Grim Transformation|Grim Transformation]], the bonuses he gains from his class abilities through leveling (such as [[#Discount|Discount]] and [[#Gate Protection|Gate Protection]]) and the damage and [[SRD:Using Skills#Difficulty Class|DC]] of his [[#Bane Attack|Bane Attack]] and his chosen spells. Be sure to check the example NPC below. ====Choosing a Transformed Form==== Detailed here are some ideas to help players choose what a grim looks like when he [[#Grim Transformation|transforms]]. A [[#Grim Transformation|transformed]] grim is no longer limited in appearance by his race, but rather the limitations of his basic form, the [[#Alteration|Alterations]] the grim has gained and the imagination of the player.  * '''The Anti-grim:''' Throwing conventions aside, the grim takes on the appearance of something far unlike what his abilities and personality are like.* '''The Avatar:''' The grim's appearance becomes closer to that of a deity of the player's choice.* '''The Beast:''' The grim's appearance becomes more animalistic or feral. In this way, the grim becomes somewhat like lycanthropes. He may consider choosing the [[#Bestial Grim|Bestial Grim]] variant.* '''The Elemental:''' The grim's appearance reflects that of an elemental or several elemental forces. He may consider choosing the [[#Elemental Grim|Elemental Grim]] variant.* '''The Gentle Face:''' The grim's appearance becomes smoothed out, calm and serene as if his face were a mask.* '''The Grip:''' The Grip results from a stressful event and causes the grim to act in a way contrary to his dominant personality. The Grip is also a representation of a release of inhibition, allowing long repressed emotions and desires to surface. The grim's appearance changes to reflect becoming much of his opposite personality.* '''The Grimdark:''' The Grimdark is a tortured mess of a character. He broods with angst. He speaks of horrors and atrocities. He is often warped and twisted to reflect his own monstrousness. He may curse and act in extremes. Despite the light he gives, he lives in darkness and torment.* '''The Horrid Visage:''' The grim's face distorts into a horrific visage. Perhaps his skull shows through or his face takes on the qualities of a fiend.* '''The Outsider:''' The grim's whole appearance changes to resemble that of an [[SRD:Outsider Type|outsider]] of the player's choice. Depending on his alignment, the grim may appear fiendish or celestial, or something else altogether. He may consider choosing the [[#Planar Grim|Planar Grim]] variant.* '''The Idealized Persona:''' The grim becomes more attractive, tougher, taller, prouder, better built or all around more grandiose.* '''The Lord of the Dead:''' The grim's flesh appears to melt away leaving a glowing ghostly monster pulsing with waves of energy and ethereal power.* '''The Machine:''' The grim's appearance becomes more rigid, as if made from metal, stone, crystal or other minerals.* '''The Monster:''' The grim's appearance changes so much, that he is no longer recognizable as the same person, changing into something that looks like its from the Outer Planes.* '''The Split Personality:''' The grim's appearance takes on that of someone else. He may even act differently. A [[#Grim Transformation|transformed]] grim isn't limited in changes to form. His personality, mannerisms, outlook and identifying characteristics may change as well. ==== Grims in the World Lore ====
{{quote|When you look back on your life do you ask yourself 'Have I made the right choices? Do I have regrets? Were my failures my bane?' or do you say 'It matters not what I feel, for the historians for ages to come shall know my name and my tale'. When you look back on your life, do you see Death following?
|orig=Alem Eigrod the Gray Saint
|src=
}}
 
Grims are a component of the natural order of mortal life, and to a lesser extent, outsider agents in control of judging who is fit to live and die. Since grims are such a varied group, they may even take to thinning out their own numbers to ensure that the flock of living souls is not culled without cause. Mainly, grims serve as guides for wayward souls trapped on the material plane. Grims send these unfortunate souls onward to their final resting place, or back into the karmic cycle to be reborn again.
 
'''Daily Life:''' Grims travel about, going from town to town, searching for lost souls in graveyards, old temple crypts and cellars. In the wilds, they explore long forgotten ruins and tombs. Its their job to search out souls, and wayward souls are typically those who never received a proper burial, dying horrible deaths, or just have unfinished business and refuse to leave until it is set straight. Since grims get paid for doing this service, it makes the prospect of visiting these places filled with danger a little easier to justify.
 
'''Notables:''' Grims are uncommon, yes, but there are grims within works of fiction outside of DnD. However, these characters rarely, if ever, go by the name "grim". The most common grim would of course be a grim reaper, though, this concept is fairly skewed compared to the grim itself, which focuses less on harvesting lives or souls for whatever purpose drives it, as such a concept plays poorly to the party driven world of DnD. However, there are those ghost-busting, soul-reaping shadow knights that easily fit the mold of the grim. The grim class is easily given to define a character, and by being fairly archetypal, it is suited to being a base class rather than a prestige class, allowing grims to flourish at any level of the game. The PCs might meet a grim at any time, and with their diversity as a group, designing an NPC grim might be a tricky prospect. Given here are a couple examples of NPC style grims that might pop up in any given world of D&D.
 
''Brody:'' A wise-ass [[Candothist (3.5e Race)|candothist]], Brody travels from town to town offering to exorcize ghosts and troublesome undead from local graveyards and spooky haunts, for a price of course. Though his methods appear unprofessional and his personal hygiene is lax, he always manages to get the job done, with a smile. Regardless of how useless an un-haunted cemetery is for anyone, at least the spirits are happy. As he transforms, his appearance becomes simplistic. His colors fade to a pale greenish-ivory and he moves as if drifting in the waves of unseen water.
 
''Omnijaku Broktoon:'' A wild brute of a grim, Omnijaku dresses in loose furs and smelling of herbs. He has been known to hang around dangerous areas of fame, waiting for traveling adventurers to come wandering by. If the adventurers prove worthy, he will offer to aid them in their quest, acting as a guide and watchman (if the adventurers care to trust him). If things get harsh, he's not without recourse of withdrawing to fight another day, and if his temporary companions fail to heed his warnings, serve as grave digger. It is said that he has an extensive collection of diamonds, which he has been known to sell to travelers seeking to bribe the gatekeepers of the dead to allow souls to return to their bodies and live again. However, he often keeps these treasures in hidden places, safe from robbing and treachery. Omnijaku is careful to watch his back, and when in danger, he transforms into a great horned brute, pummeling his opponents back when he can, but most often taking to hiding and striking out from the shadows.
 
''Magnizar, Ghost Knight:'' A tower of armor, Magnizar is an errant knight for his king. Traveling upon horseback, with a small group of soldiers and wisemen, he quests to rid his king's land of vile undead. With a curled lip and a stout laugh, he besets the challenges before him with noble intent and is never more at home than wading through a haunted crypt, smiting ghouls. Though, in his downtime, he prefers the company of ale and song. Many taverns know him as a generous tipper and a teller of great tales, though, his hearty spirit lends best to the ear of a beautiful woman. In battle, as he transforms, a pair of gray feathered wings sprout from his back. His armor turns a pale gold and he charges forward as if he were an angel of death.
 
'''Organizations:''' Most grims go about their careers, never knowing or happening upon other grims. Though, occasionally they will somehow stumble upon others of their kind, as if guided by fate, and form temporary groups to take on greater menaces that they could not handle without the aid of other grims. Grims with reputation may receive summons from [[SRD:Cleric|clerics]] of death deities (especially if a grim worships the same diety). Churches of death deities are often in need of grims to perform special tasks for them.
 
'''NPC Reactions:''' The general life of a commoner is best suited to be guarded against strangers. Without the slick tongue of the trickster, the scholarly appearance of the mage, or the noble presence of the knight, the grim is often regarded as a suspicious character and commoners would to best to stay wary of him. NPCs who are used to dealing with odd adventurers are more likely to be just as cautious around a grim as they would anyone else. Some folk however, will welcome grims, for they serve the duty of removing [[SRD:Undead Type|undead]], a valuable service for common folk who have enough to worry about in such a dangerous world.
 
==== Grim Lore ====
Characters with ranks in [[SRD:Knowledge|Knowledge]] (religion) can research grims to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower [[SRD:Using Skills#Difficulty Class|DC]]s.
! [[SRD:Using Skills#Difficulty Class|DC]] || class="left" | Result
|-
| 5 10 || class="left" | Grims can transform, becoming stronger for a short period of time. Their powers are granted through a connection to the [[SRD:Ethereal Plane|Ethereal Plane]].
|-
| 10 15 || class="left" | Grims are wise and often pose as shamans or exorcists. They gain power to destroy undead creatures and deal powerful blows with weapons as well as cast a few spells.
|-
| 15 20 || class="left" | A grim's connection to the [[SRD:Ethereal Plane|Ethereal Plane]] affords him a cheaper passage from the afterlife back to the world of the living as well as protection to means that would surely kill most others.
|-
| 20 25 || class="left" | A powerful grim becomes able to may destroy objects, creatures and solid force with a touch. Able to transform at a moment's notice and strike out with supernatural power against his foes, the grim often walks about in invisible silenceunseen quietude.
|}
 
==== Grims in the Game ====
 
''Dealing with the afterlife varies from campaign settings, so, be sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities. The afterlife may vary for certain creatures, or even vary among followers of a faith or alignment. The default afterlife for the core rules is alignment-based, being Hell, the Abyss, Celestia and Mechanus.''
 
Grims often stick to the back of the party, keeping quiet during traveling and while doing business among townsfolk, but in the dark hours of night, gathered around a campfire, a grim tells stories and keeps a vigilant lookout for predators who stalk his party in the darkness beyond the fire light's reach. When in dungeons, grims might lead (though someone close at hand may simply be telling them to go certain ways) keeping a keen eye out for undead and hidden secrets. A grim may spare a use of his [[#Grim Transformation|transformation]] to help bypass or overcome deadly traps. When in combat, he leads the way, keeping undead and other dangerous monsters away from his companions who are lesser suited to deal with such beasts at close range.
 
While taking breaks between adventures, bartering with traders and stocking up on supplies, reclusive grims tend to keep conversation with NPCs short, lest they have their unusual powers revealed. Grim powers are strange and fearsome to commoners who don't understand how a grim controls such mysterious abilities (as is the case with most mages in general). Grims are rarely the face of the party, often to the point that NPCs may forget about them altogether.
 
Grims are wise with conversation, though most lack the social graces or book learning to excel at it, often using their sense to speak only when needed.
 
Grims who wish to keep their powers kept secret may take on the archetypal appearance of scoundrels, shamans, thugs or adventurers in order to gain acceptance.
 
Grims who are open about their abilities may travel from town to town advertising their powers as Exorcists. This role makes them much less feared by NPCs, except some people will still show doubt of their skill until it is proven, and often, a grim is loathe to waste precious [[#Grim Transformation|transformation]] time on demonstrations.
 
'''Adaptation:''' Grims, rather than being a bunch of unorganized individuals, recruited haphazardly throughout the land by forces unknown and unseen, may be part of a strong organization of [[SRD:Cleric|clerics]] who worship a God of [[SRD:Death Domain|death]] as well as high level grims who operate in secret to ensure the extermination of undead and unnatural immortals who go against the cycle of life and death. A church of a God of [[SRD: Death Domain|Death]] would be just as likely to have squads of grims patrolling the lands as it would clerics, or even groups of the two out on crusade.
 
Alternately, grims may work with or support undead, having powerful undead as masters. Such grims would almost definitely be evil, scouring the lands, killing those who oppose them while their undead masters raise an army of undead to kill the world.
 
=== Variations on a Theme ===
 
Not all games are themed around undead. For this, it is easy to adapt the flavor of the grim to take advantage of several other creature types, modifying the source of his power. Since class features such as Alterations and feats already allow for a wide variety of flavor options, creating grims with reworked flavor is easy.
 
:[[#Bestial Grim|Bestial Grim]]
:[[#Deathborne Grim|Deathborne Grim]]
:[[#Dragon Grim|Dragon Grim]]
:[[#Elemental Grim|Elemental Grim]]
:[[#Fey Grim|Fey Grim]]
:[[#Planar Grim|Planar Grim]]
 
==== Bestial Grim ====
 
Unlike most of the other grim variants, a bestial grim has a racial limitation. Only [[SRD:Humanoid Type|humanoids]], [[SRD:Monstrous Humanoid Type|monstrous humanoids]], [[SRD:Giant Type|giants]] and [[SRD:Fey Type|fey]] creatures may be bestial grims. The bestial grim's power may originate from several sources. He may have tainted blood, a curse upon his soul, a deep-rooted connection to nature and beasts or a wild untamed spirit instead of a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. Grim class features that relate to [[SRD:Undead Type|undead]] creatures now relate to [[SRD:Magical Beast Type|magical beasts]] and [[SRD:Shapechanger Subtype|shapechangers]]. Replace the [[#Grim Transformation|Grim Transformation]] and [[#Grim Favor|Grim Favor]] abilities with the following two abilities.
 
'''{{Anchor|Bestial Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Primal magic flows into his body and weapons. At 1st level, he learns to directly harness primal powers to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from bestial grim to bestial grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" for ideas).
 
The outpouring of primal spirit energy temporarily transforms him into a [[SRD:Magical Beast Type|magical beast]]. He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
 
His attacks, natural or manufactured, are treated as [[SRD:Alchemical Silver|alchemical silver]] for the purposes of overcoming [[SRD:Damage Reduction|damage reduction]].
 
His senses become keen and attuned. He gains [[SRD:Darkvision|darkvision]] out to 60 feet. If he already has [[SRD:Darkvision|darkvision]] from another source, it increases by an additional 60 feet. Additionally, he gains a +2 bonus on [[SRD:Spot Skill|Spot]] and [[SRD:Listen Skill|Listen]] checks.
 
He may [[#Bestial Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). A bestial grim may prematurely end his transformation. As a bestial grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Bestial Transformation|transforms]].
 
At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a bestial grim can do it only during his action, not in response to someone else’s action.
 
'''{{Anchor|Wild Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to primal powers affords him protection against [[SRD:Magical Beast Type|magical beasts]] and [[SRD:Shapechanger Subtype|shapechangers]]. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Magical Beast Type|magical beasts]] and [[SRD:Shapechanger Subtype|shapechangers]]. This ability increases at a rate of 1 point of bonus per 4 additional bestial grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
 
==== Deathborne Grim ====
 
A grim who becomes [[SRD:Undead Type|undead]]. Deathborne grims are seen as perversions of what it means to be a grim. That, however, doesn't stop them from existing or thriving. A deathborne grim still gains his power from the ethereal plane, it just functions differently for him than for a living grim. Deathborne grims are a blight on the living world, turning the order of life and death topsy turvy. Replace [[#Death's Contract|Death's Contract]] and [[#Eternal Life|Eternal Life]] with the following class features. If the deathborne grim ever returns to life, he loses this variant.
 
'''{{Anchor|UnDeath's Contract}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the deathborne grim is granted immunity to all effects from spells with the [[:Category:Healing Subschool|Healing Subschool]], and positive energy effects but not planar effects, such as that generated by the [[SRD:Positive Energy Plane|Positive Energy Plane]].
 
'''{{Anchor|Eternal UnLife}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, if he has a corporeal form, he no longer decays. His body repairs itself to its appearance while he was alive. He may continue to gain aging bonuses and penalties as normal, despite not actually aging. Being undead, he has no maximum age. If he is [[SRD:Incorporeal|incorporeal]], but has a body elsewhere (such as in a tomb or grave in the case of a [[SRD:Ghost|ghost]]), that body's appearance is restored and under a permanent ''[[SRD:Gentle Repose|gentle repose]]'' effect.
 
==== Dragon Grim ====
 
The dragon grim's power originates from a connection to ancient dragon magic instead of a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. Grim class features that relate to [[SRD:Undead Type|undead]] creatures now relate to [[SRD:Dragon Type|dragons]] and dragonblooded creatures. Replace the [[#Grim Transformation|Grim Transformation]] and [[#Grim Favor|Grim Favor]] abilities with the following two abilities.
 
'''{{Anchor|Dragon Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Ancient draconic magic flows into his body and weapons. At 1st level, he learns to directly harness the spirit energy of [[SRD:Dragon Type|dragons]] to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from dragon grim to dragon grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" for ideas).
 
The outpouring of dragon spirit energy temporarily transforms him into a [[SRD:Dragon Type|dragon]] (unless he already has either the [[SRD:Outsider Type|Outsider]], [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types). He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
 
He gains +1 natural armor as he becomes tough, like dragons. This natural armor stacks with other existing natural armor bonuses.
 
He becomes steady and sure-footed. He can pass over [[SRD:Movement, Position, and Distance#Terrain and Obstacles|difficult terrain]] without suffering penalties to movement. He gains a +4 bonus on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rushed]] or [[SRD:Trip|tripped]] when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). This bonus does not stack with other sources of stability, such as [[SRD:Dwarves, Hill (Race)|dwarven]] stability or being quadrupedal.
 
He may [[#Dragon Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). A dragon grim may prematurely end his transformation. As a dragon grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Dragon Transformation|transforms]].
 
At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a dragon grim can do it only during his action, not in response to someone else’s action.
 
'''{{Anchor|Draconic Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to the essences of ancient dragon spirits affords him protection against [[SRD:Dragon Type|dragons]]. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Dragon Type|dragons]]. This ability increases at a rate of 1 point of bonus per 4 additional dragon grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
 
==== Elemental Grim ====
 
The elemental grim's power originates from a connection to an elemental plane instead of a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. Grim class features that relate to [[SRD:Undead Type|undead]] creatures now relate to [[SRD:Elemental Type|elemental]] creatures. Replace the [[#Grim Transformation|Grim Transformation]] and [[#Grim Favor|Grim Favor]] abilities with the following two abilities.
 
'''{{Anchor|Elemental Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Prime elemental energy flows into his body and weapons. At 1st level, he learns to directly harness the power of various elemental planes, or one specific plane, to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from elemental grim to elemental grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" for ideas).
 
The outpouring of elemental energy temporarily transforms him into a [[SRD:Elemental Type|elemental]] (unless he already has either the [[SRD:Outsider Type|Outsider]], [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types). He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
 
He may [[#Elemental Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). An elemental grim may prematurely end his transformation. As an elemental grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Elemental Transformation|transforms]].
 
At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a fey grim can do it only during his action, not in response to someone else’s action.
 
He gains one of the following subtypes, with its associated power, of his choice. This choice is always the same each time he transforms. Regardless of his elemental subtype, he gains a +2 on checks to resist being turned or rebuked while in elemental form.
 
''[[SRD:Air Subtype|Air]]:'' [[SRD:Fly|Fly speed]] of 10 feet, perfect maneuverability.
 
''[[SRD:Water Subtype|Water]]:'' [[SRD:Movement, Position, and Distance#Swim|Swim speed]] equal to base land speed. He gains a +8 racial bonus on any [[SRD:Swim Skill|Swim]] check to perform some special action or avoid a hazard. The elemental water grim can always can choose to take 10 on a [[SRD:Swim Skill|Swim]] check, even if distracted or endangered. The elemental water grim can use the [[SRD:Full-Round Actions#Run|run]] action while swimming, provided he swims in a straight line. He also gains the ability to breathe water.
 
''[[SRD:Earth Subtype|Earth]]:'' Elemental earth grims have a burrow speed of 10 feet. A burrowing elemental earth grim usually does not make a usable tunnel, but can construct a tunnel; he burrows at half speed when he does so.
 
''[[SRD:Fire Subtype|Fire]]:'' An elemental fire grim gains immunity to [[SRD:Fire Effect|fire]] damage. However, he has vulnerability to [[SRD:Cold Effect|cold]] damage, which means he takes half again as much (+50%) damage as normal from cold, regardless of whether a [[SRD:Saving Throw|saving throw]] is allowed, or if the save is a success or failure.
 
'''{{Anchor|Elemental Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to the essences of elemental energy affords him protection against [[SRD:Elemental Type|elemental]] creatures. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Elemental Type|elemental]] creatures. This ability increases at a rate of 1 point of bonus per 4 additional elemental grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
 
==== Fey Grim ====
 
The fey grim's power originates from a connection to the natural world's spirit instead of a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. Grim class features that relate to [[SRD:Undead Type|undead]] creatures now relate to [[SRD:Fey Type|fey]] creatures. Replace the [[#Grim Transformation|Grim Transformation]] and [[#Grim Favor|Grim Favor]] abilities with the following two abilities.
 
'''{{Anchor|Fey Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Fey magics flow into his body and weapons. At 1st level, he learns to directly harness the spirit energy of the natural world to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from fey grim to fey grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" for ideas).
 
The outpouring of natural spirit energy temporarily transforms him into a [[SRD:Fey Type|fey]] (unless he already has either the [[SRD:Outsider Type|Outsider]], [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types). He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
 
His attacks, natural or manufactured, are treated as [[SRD:Cold Iron|cold iron]] for the purposes of overcoming [[SRD:Damage Reduction|damage reduction]].
 
He becomes elusive and tricky. He gains a +4 bonus on [[SRD:Hide Skill|Hide]] and [[SRD:Bluff Skill|Bluff]] checks.
 
He may [[#Fey Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). A fey grim may prematurely end his transformation. As a fey grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Fey Transformation|transforms]].
 
At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a fey grim can do it only during his action, not in response to someone else’s action.
 
'''{{Anchor|Forest Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to the essences of fey magic affords him protection against [[SRD:Fey Type|fey]] creatures. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Fey Type|fey]] creatures. This ability increases at a rate of 1 point of bonus per 4 additional fey grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
 
==== Planar Grim ====
 
The planar grim's power originates from other planes or possibly deities instead of a connection to the [[SRD:Ethereal Plane|Ethereal Plane]]. Grim class features that relate to [[SRD:Undead Type|undead]] creatures now relate to [[SRD:Outsider Type|outsiders]]. Replace the [[#Grim Transformation|Grim Transformation]] and [[#Grim Favor|Grim Favor]] abilities with the following two abilities.
 
'''{{Anchor|Planar Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Planar magic flows into his body and weapons. At 1st level, he learns to directly harness energy directly from a plane or deity to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from planar grim to planar grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]]" for ideas).
 
The outpouring of planar energy temporarily transforms him into a [[SRD:Outsider Type|Outsider]] (unless he already has either the [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types). He is considered a creature of his new type but gains no other benefits of this type than those benefits listed below.
 
His attacks, natural or manufactured, are treated as aligned to his alignment for the purposes of overcoming [[SRD:Damage Reduction|damage reduction]]. For example, a [[SRD:Chaotic Good|chaotic good]] planar grim's weapons would be treated as both [[SRD:Anarchic|anarchic]] and [[SRD:Holy|holy]]. A [[SRD:Lawful Neutral|lawful neutral]] planar grim's weapons would only be [[SRD:Axiomatic|axiomatic]].
 
He gains [[SRD:Darkvision|darkvision]] out to 60 feet.
 
He may [[#Planar Transformation|transform]] at will as a [[SRD:Swift Actions|swift action]] on his turn. His transformation lasts for a number of rounds equal to 3 + his [[SRD:Wisdom|Wisdom]] modifier (minimum of 1 round). A planar grim may prematurely end his transformation. As a planar grim gains levels, he will have his choice of [[#Alteration|Alterations]] to modify the abilities he gains when he [[#Planar Transformation|transforms]].
 
At 1st level he can use his transformation ability once per day as a [[SRD:Swift Actions|swift action]]. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes almost no time itself, but a planar grim can do it only during his action, not in response to someone else’s action.
 
'''{{Anchor|Outsider's Favor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' His connection to planar essences or deities affords him protection against [[SRD:Outsider Type|outsiders]]. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Outsider Type|outsiders]]. This ability increases at a rate of 1 point of bonus per 4 additional planar grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
 
=== Sample Encounter ===
 
The following encounter is for DMs to get an idea of how to use a grim NPC in the game. The example NPC is helpful for players to see a worked out character.
 
===== The Hook =====
 
There is a tomb. It contains some item the PCs need (a McGuffin or other plot device of the DM's choice), or perhaps is just renowned for having valuable loot. Whatever the DM comes up with to get the PCs to check into it more and take the bait, that's what's in the tomb. Conveniently, the tomb may be placed less than a day's travel from town, or, if the DM wishes, he may incorporate this encounter into a broader scale adventure and increase that distance.
 
===== The Scene =====
 
Ian Jackdaw, a rough and uncouth wandering supernatural mercenary, has begun questing to seek out a recently discovered tomb, which he has no intentions of letting others despoil, making his purpose publicly known. Any would-be grave robbing adventurers would do well to steer clear of him, lest they find themselves on the receiving end of his punishment. The location of the tomb is a secret, if only to those who don't have the gold to spare to pay those with the knowledge of its location (an old man, local priest or other figure with access to such information). However, upon first meeting Ian Jackdaw in town (conveniently have him show up where ever the PCs happen to be), overhearing their attempt to [[SRD:Gather Information Skill|gather information]], or even warned by locals, the PCs can learn that Ian Jackdaw wants no part in others attempting to plunder the tomb, defiling graves and looting the place of its ancient treasures. Ian intends to check the tomb for wayward spirits and undead and then seal it once again. The more Ian acts like a jerk to the PCs, the more willing the PCs will be to fight him, regardless of alignment or intentions.
 
Outside of the tomb, deep in a dense forest (or other difficult to access area), away from civilization, Ian goes about his business. If the PCs happen upon him, they must convince him that they have no intention of defiling the place (a highly unlikely prospect, as they traveled all the way to the tomb) or be met with hostile reactions. If they do not heed his warnings about the dangers, he will let them enter the tomb (typically by retreating to visibly superior forces and circumstances so long as he is not acted upon with hostility), though once inside, he will enter in behind and attack in the narrow corridors. He casts spells upon himself first before going in, and may use other spells to confuse and frighten the PCs. Once in melee, he transforms, increasing in power and danger. If he gets wounded right away, he may back off (with ''[[SRD:Expeditious Retreat|expeditious retreat]]''), blocking the PCs from following in order to recover.
 
===== The Tomb =====
[[Image:Grim-Dungeon.gif|thumb|right|A simple tomb.]]
 
The tomb is hidden in a rocky hillside. Its doorway is a pair of two-ton granite slabs leaning into a stone frame and set in a groove at the bottom. Each stone slab, five feet wide by ten feet tall, is decorated with worn runes and the figures of two people. A noble man covers the right slab while a noble woman is carved on the left slab. Additionally, each slab covered with dangling roots and moss as well as four steel anchors. Typically these anchors are used with pulleys and ropes or chains to pull the stone slabs sideways, opening the tomb as the slab slides in its groove. However, the rope is rotted away on the ground around the stone slabs (DC 15 [[SRD:Spot Skill|Spot]] check to notice the rotted ropes in the leaves and dirt). Opening the tomb will require either breaking the stone slabs or using a great strength to pull them away. The rope and pulley system, if used, will reduce any check to do so by 10 (starting DC to move each slab is 30 for a [[SRD:Strength|Strength]] check).
 
Entering the tomb, there is a section of stairs leading down a ten-foot wide passage into a twenty-foot wide crypt. Two crude stone statues stand in each corner near the entrance stairs. The opposite end of the room is illuminated by a pair of continual flames near the ceiling. The walls are marked with sealed crypts and carved with names. The air is musty and dry. The main entry chamber leads to two sets of stairs that head down into the main crypt, while also leading north to the main ceremonial room. A great statue of a noble robed figure looms darkly in a northern alcove while two more continual flames illuminate the large stone alter in the center. The alter is roughly three feet tall and solid stone, decorated with wavy carvings (DC 20 [[SRD:Knowledge Skill|Knowledge]] History will mark the style as reminiscent of a common style from 200 years previous). The walls are decorated with rough bas relief carvings of standing figures.
 
The stairs down into the main crypt are narrower. The main crypt itself loops around, however, in the center, a passage leads to the north that contains the main crypt and a mighty sarcophagus. A DC 20 [[SRD:Search Skill|Search]] check will locate the name Jackdaw on one of the smaller crypts in the main crypt area. The mighty sarcophagus contains the remains of an old noble and his wife. Much like the door, the sarcophagus has a split lid, with each side carved to resemble a figure (the noble man on the right and his wife on the left).
 
Ian takes any intrusion into the tomb as an act of aggression against him. Turns out, he has ancestors buried there.
 
===== Treasure =====
 
If Ian Jackdaw is killed, note what gear he has. In addition, the tomb itself holds various mundane goods and a few minor magical trinkets.
 
So long as the PCs actually defile the tomb, if he is unsuccessful in his sneak attack and fear and confusion, he will retreat and try again at another opportunity, hounding the PCs until he kills them or they kill him.
 
===== Ian Jackdaw =====
 
The DM is free to describe Ian however he wishes, but here is a default appearance.
 
'''Appearance:''' Ian Jackdaw appears to be a rather scruffy and unkempt traveling shaman, but with a big sword. His ragged clothes are adorned with small skulls and worthless trinkets, covering most of his chain shirt. His hair dangles loosely about.
 
'''Transformed Appearance:''' As he transforms, his face becomes like a skull, except for his fierce eyes. His hair drifts and waves in the air, turning pale.
 
'''Behavior:''' He prefers to wait to fight until the situation is in his favor. Rather than being cowardly, is simply isn't foolhardy, taking his time with situations and gaging them as they come. He however does have a temper and isn't shy with insults when given disrespect.
 
'''Special:''' If slain within the tomb, he rises as a ghost in 1d4+1 minutes later.
 
''EL 8:'' {{:Ian Jackdaw (3.5e NPC)}}
 
===== Ian Jackdaw's Ghost =====
 
Much like in life, Ian will not rest so long as the tomb is open, in danger of being looted. He will hound anyone who removes anything from the tomb.
 
''EL 10:'' {{:Ian Jackdaw's Ghost (3.5e NPC)}}
[[Category:Class]]
[[Category:Base Class]]
 
[[Category:Divine Spellcasting]]
 
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