Shadowbranch1
19th November 2005, 01:16 AM
The Grim
Requirements
Evil Alignment, Move Silently (8 ranks) , Hide (8 ranks), Gather Information (8 ranks) , Intimidate (8 ranks), Perform: Rituals (8 ranks)
FEATS: Track, Evil Brand <<<This information can be found in the BOVD (The brand is the symbol of the BoneRose)
Hit Dice: D8
Skill points: 4+ Intelligence Modifier
Class Skills: Craft (any), Knowledge (Nobility), Profession (Any), Balance, Listen, Spot, Search, Intimidate, Perform, Gather Information, Move Silently, Hide
Level........Attack bonus........Fort......Reflex.....Will.
1.......................+1...................+0... ......+2.........+0
2.......................+2...................+0... ......+3.........+0
3.......................+3...................+1... ......+3.........+1
4.......................+4...................+1... ......+4.........+1
5.......................+5...................+1... ......+4.........+1
Special Abilities:
1. Sneak Attack +1d6, Weapon Focus (Feat)
2. Family knowledge
3. Sneak Attack +2d6
4. Grim Talisman`
5. Sneak attack +3d6
The Grim are an elite group of assassins. They are deadly in their every action. They are an ancient order dedicated to the eradication of entire family lines. They have no qualms about who they kill. They are emotionless and methodical in their actions. The mere mention of them is enough to send most into fits of fear. When one finds the sign of the “BoneRose” (The Grim’s symbol) upon them, they can pretty much give up hope.
The Grim were originally a small tribe of Gypsy like people. They were hated and feared throughout the world for their foul deeds and strange ways. They were a vagabond people rarely working to pay their way, rather they stole and leeched off of anyone they could. One thing that they did excel in was doing the things that nobody else wanted done. They excelled in assassinations.
Over time the most elite of the tribe ventured out on their own. They became a tribe of cutthroat assassins. They were perfect in their craft, and earned a hefty price as well as a infamous reputation. They soon got to the point where they tired of their weaker brethren, and so exterminated their own lineage down to the last child.
This only served to strengthen their already foul reputation. Their mere name became outlawed in some areas. However due to their particular reputation their services became even more in demand. They specialized in a type of selective genocide. They exterminated not just individuals, but entire family lines.
The leader of the Grim became embroiled in a particularly evil plot and scheme with the priesthood of Vearmon (God of the Undead). What became of this, nobody knows but the leader was never seen again. Some rumors persist that he was made into an undead lord, while others say that he was slain by the priesthood. Only the Grim know for sure.
Special Ability Descriptions:
1: Weapon Focus feat: This weapon is the weapon of choice for the Grim. It can be any type of weapon, but it becomes a type of calling card for the individual Grim. All of his special abilities become tied to this particular weapon type.
Sneak Attack 1d6: The Grim gains the ability to sneak attack as per a rogue for an additional 1d6 damage. It confers in all ways to the rogue’s special ability. This attack must be made with the Grim’s “Trademark” weapon.
2: Family Knowledge: This ability allows the Grim to confer with infernal and diabolical powers to glean information about a family line. The information gained allows the Grim to make all dice rolls dealing with that particular family at +2. This includes attacks, Damage, Skill checks, and any other misc. dice rolls. This ability may only be used against a single family line at any given time. The Grim may not change this until all members of a particular line are dead.
3: Sneak Attack 2d6: This give the Grim the ability to sneak attack as a rogue for an additional 2d6 damage. It is in all other ways the same as a rogue’s special ability. This attack must be made with the Grim’s “Trademark” weapon.
4: Grim Talisman: The Grim is able to make a talisman from the body parts of his past victims. Against people from that family line, the talisman has several powers. All the powers are cast at the minimum level required to cast the spells: Doom, Hold Person, Bestow Curse, and Cause Critical Wounds. The talisman also gives the wielder an additional +1 to all dice rolls against that particular family line.
5: Sneak Attack 3d6: This give the Grim the ability to sneak attack as a rogue for an additional 3d6 damage. It is in all other ways the same as a rogue’s special ability. This attack must be made with the Grim’s “Trademark” weapon.
Requirements
Evil Alignment, Move Silently (8 ranks) , Hide (8 ranks), Gather Information (8 ranks) , Intimidate (8 ranks), Perform: Rituals (8 ranks)
FEATS: Track, Evil Brand <<<This information can be found in the BOVD (The brand is the symbol of the BoneRose)
Hit Dice: D8
Skill points: 4+ Intelligence Modifier
Class Skills: Craft (any), Knowledge (Nobility), Profession (Any), Balance, Listen, Spot, Search, Intimidate, Perform, Gather Information, Move Silently, Hide
Level........Attack bonus........Fort......Reflex.....Will.
1.......................+1...................+0... ......+2.........+0
2.......................+2...................+0... ......+3.........+0
3.......................+3...................+1... ......+3.........+1
4.......................+4...................+1... ......+4.........+1
5.......................+5...................+1... ......+4.........+1
Special Abilities:
1. Sneak Attack +1d6, Weapon Focus (Feat)
2. Family knowledge
3. Sneak Attack +2d6
4. Grim Talisman`
5. Sneak attack +3d6
The Grim are an elite group of assassins. They are deadly in their every action. They are an ancient order dedicated to the eradication of entire family lines. They have no qualms about who they kill. They are emotionless and methodical in their actions. The mere mention of them is enough to send most into fits of fear. When one finds the sign of the “BoneRose” (The Grim’s symbol) upon them, they can pretty much give up hope.
The Grim were originally a small tribe of Gypsy like people. They were hated and feared throughout the world for their foul deeds and strange ways. They were a vagabond people rarely working to pay their way, rather they stole and leeched off of anyone they could. One thing that they did excel in was doing the things that nobody else wanted done. They excelled in assassinations.
Over time the most elite of the tribe ventured out on their own. They became a tribe of cutthroat assassins. They were perfect in their craft, and earned a hefty price as well as a infamous reputation. They soon got to the point where they tired of their weaker brethren, and so exterminated their own lineage down to the last child.
This only served to strengthen their already foul reputation. Their mere name became outlawed in some areas. However due to their particular reputation their services became even more in demand. They specialized in a type of selective genocide. They exterminated not just individuals, but entire family lines.
The leader of the Grim became embroiled in a particularly evil plot and scheme with the priesthood of Vearmon (God of the Undead). What became of this, nobody knows but the leader was never seen again. Some rumors persist that he was made into an undead lord, while others say that he was slain by the priesthood. Only the Grim know for sure.
Special Ability Descriptions:
1: Weapon Focus feat: This weapon is the weapon of choice for the Grim. It can be any type of weapon, but it becomes a type of calling card for the individual Grim. All of his special abilities become tied to this particular weapon type.
Sneak Attack 1d6: The Grim gains the ability to sneak attack as per a rogue for an additional 1d6 damage. It confers in all ways to the rogue’s special ability. This attack must be made with the Grim’s “Trademark” weapon.
2: Family Knowledge: This ability allows the Grim to confer with infernal and diabolical powers to glean information about a family line. The information gained allows the Grim to make all dice rolls dealing with that particular family at +2. This includes attacks, Damage, Skill checks, and any other misc. dice rolls. This ability may only be used against a single family line at any given time. The Grim may not change this until all members of a particular line are dead.
3: Sneak Attack 2d6: This give the Grim the ability to sneak attack as a rogue for an additional 2d6 damage. It is in all other ways the same as a rogue’s special ability. This attack must be made with the Grim’s “Trademark” weapon.
4: Grim Talisman: The Grim is able to make a talisman from the body parts of his past victims. Against people from that family line, the talisman has several powers. All the powers are cast at the minimum level required to cast the spells: Doom, Hold Person, Bestow Curse, and Cause Critical Wounds. The talisman also gives the wielder an additional +1 to all dice rolls against that particular family line.
5: Sneak Attack 3d6: This give the Grim the ability to sneak attack as a rogue for an additional 3d6 damage. It is in all other ways the same as a rogue’s special ability. This attack must be made with the Grim’s “Trademark” weapon.