New Base Class-Grimblade


Homebrew and House Rules


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This is a base class I've been working on for my campaign, and I think it's finally ready for critique and/or suggestions.

The Grimblade

Spoiler:
New Class: Grimblade

The power of a curse can affect an entire bloodline, as ill fortune haunts the descendants of the afflicted for many generations. A brush with the infernal, whether willing or not, can have grave consequences as well.

Though infused with malevolent power, the Grimblade is no sorcerer- he is a warrior, albeit one who possesses supernatural abilities that weaken his foes in combat. Perhaps he is a tragic figure, who seeks to subvert his cursed nature by doing good- or perhaps he is a dark soul who revels in spreading misfortune and chaos.

Either way, a Grimblade whose true nature is known is often the subject of fear and prejudice, and thus can rarely settle in one place for long.

Role: the Grimblade is primarily a melee combatant, though by cursing his enemies, he indirectly supports his allies.

Alignment: Any.

Hit Die: d8

Starting Wealth: 3d6 x 10 gold pieces (average 105 gp.) In addition, the Grimblade begins play with an outfit worth 10 gp or less.

Class Skills: the Grimblade's class skills are Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Intimidate, Knowledge-Arcana, Knowledge-Engineering, Knowledge-Planes, Knowledge-Religion, Profession, Sense Motive, Swim, Use Magic Device.

Skill ranks per level: 4+Int modifier.

Table: Grimblade

Level BAB Fort Ref Will Special

1 +1 +2 +0 +2 Malison -1
2 +2 +3 +0 +3 Greater Malison
3 +3 +3 +1 +3 Reject Curse
4 +4 +4 +1 +4 Bonus Feat
5 +5 +4 +1 +4 Malison -2
6 +6/+1 +5 +2 +5 Greater Malison
7 +7/+2 +5 +2 +5 Bestow Curse
8 +8/+3 +6 +2 +6 Bonus Feat
9 +9/+4 +6 +3 +6 Remove Curse
10 +10/+5 +7 +3 +7 Malison -3, Greater Malison
11 +11/+6/+1 +7 +3 +7 Ominous Strike
12 +12/+7/+2 +8 +4 +8 Bonus Feat
13 +13/+8/+3 +8 +4 +8 Sealed Fate
14 +14/+9/+4 +9 +4 +9 Greater Malison
15 +15/+10/+5 +9 +5 +9 Malison -4
16 +16/+11/+6/+1 +10 +5 +10 Bonus Feat
17 +17/+12/+7/+2 +10 +5 +10 Greater Bestow Curse
18 +18/+13/+8/+3 +11 +6 +11 Greater Malison
19 +19/+14/+9/+4 +11 +6 +11 Limited Wish
20 +20/+15/+10/+5 +12 +6 +12 Malison -5, Bonus Feat

The following are the class features of the Grimblade.

Weapon and Armor Proficiency: Grimblades are proficient with all simple and martial weapons. They are proficient with light and medium armor, plus shields (not including tower shields).

Malison (Su): a Grimblade constantly emanates a field of ill fortune, which fills their space, and all spaces adjacent to them. Creatures and objects within the Grimblade's Malison suffer a -1 penalty to attacks, saves, and checks. This penalty increases to -2 at level 5, -3 at level 10, -4 at level 15, and to a maximum of -5 at level 20. The Grimblade and her allies are immune to her Malison, as are Undead and Outsiders with the [Evil] subtype.

The Grimblade's Malison expands in size by 5' at levels 5, 10, 15, and 20.

Greater Malison (Su): the Grimblade can select a Greater Malison from the following list, which permanently modifies his Malison.

Crippling Malison: the penalty of the Grimblade's Malison is increased by 5 for Dexterity and Strength checks, as well as Dexterity and Strength-based skill checks.

Deathbane Malison: Undead creatures are now affected by the Grimblade's Malison.

Entropic Malison: the penalty of the Grimblade's Malison now applies to Armor Class.

Entropic, Greater: creatures and objects within the Grimblade's Malison have any damage reduction, hardness, or resistance decreased by 5. This Greater Malison can be taken multiple times. The Grimblade must possess the Entropic Malison to take this Greater Malison.

Expanded Malison: the Grimblade's Malison reaches further away from him by another 5'. This Greater Malison can be taken multiple times.

Fiendbane Malison: Outsiders with the [Evil] subtype are now affected by the Grimblade's Malison.

Hindering Malison: all squares within the Grimblade's Malison are considered to be difficult terrain.

Hungry Malison: creatures within the Grimblade's Malison cannot regain hit points from fast healing or regeneration, nor can they regain hit points naturally. If a creature within the Malison would be subject to magical healing (such as from a spell or supernatural ability), the amount of healing is halved and the Grimblade receives temporary hit points equal to the amount of healing prevented. These temporary hit points are lost after one minute. The Grimblade must possess the Entropic Malison to take this Greater Malison.

Pariah: the penalty of the Grimblade's Malison is increased by 5 for Charisma checks and Charisma-based skill checks.

Trapbane: any creature or object in the Malison that must make a saving throw versus a trap gains a +1 luck bonus to the save (this increases to +2 at level 5, +3 at level 10, +4 at level 15, and +5 at level 20). In addition, the Grimblade can use Disable Device to disable magical traps.

Warping Malison: the penalty of the Grimblade's Malison is increased by 5 for concentration checks.

Weakness: the penalty of the Grimblade's Malison now applies to weapon damage rolls.

Reject Curse (Su): the Grimblade is immune to any effect that would force her to reroll a die against her will or roll twice and take the lower result. Whenever an ally within her Malison would reroll a die against his will, he can roll twice and take the higher result. Whenever an ally within the Grimblade's Malison would be forced to roll twice and take the lower result, he can instead roll three times and take the second-lowest result.

Bonus Feat: the Grimblade gains a bonus Combat feat.

Bestow Curse (Su): once per day, the Grimblade can pronounce a curse upon a creature they have just struck in combat as a free action. This functions as the spell, Bestow Curse, but the Save DC is 10+the Grimblade's level.

Remove Curse (Su): the Grimblade can now alleviate curses, as the spell Remove Curse, using their Grimblade level as their caster level. This ability can be used any number of times per day, but no more than once on a given target per 24 hours.

Ominous Strike (Ex): if the Grimblade scores a critical hit against an enemy within her Malison, that enemy suffers from a short-lived burst of cursed fortune, the effect of which is based on the critical multiplier of the attack, as follows:

(x2): the enemy cannot confirm critical hits, nor do they automatically hit on a result of '20'.
(x3): in addition, the enemy must roll twice for the next d20 roll they make, taking the lower result.
(x4): in addition, the enemy must roll twice for all d20 rolls they make, taking the lower result.

Ominous Strike has a duration of 1 round.

Sealed Fate (Su): Luck bonuses are negated for those affected by the Grimblade's Malison.

Greater Bestow Curse (Su): the Grimblade's Bestow Curse ability now functions as Greater Bestow Curse.

Limited Wish (Su): the Grimblade's Malison now leeches positive karma from their surroundings. This karma can be expended once per day, with the same effect as a Limited Wish. The Limited Wish does not require any material components (not even for duplicated spells), but it can only duplicate spells with the [Curse] descriptor. The save DC for a duplicated spell is 10+the Grimblade's level.

New Feats

Ancestral Curse

Requirements: Grimblade level 1.

Benefit: you gain an Oracle Curse (see the Oracle Curse class feature). Your Grimblade levels count as Oracle levels to determine the effects of the Curse.

Special: if you have Oracle levels, your Grimblade levels stack with them to determine the effects of this Curse, but not your Oracle Curse. Alternately, if you possess this Feat and do not possess any Oracle levels, but then acquire Oracle levels, you can select this Curse to be your Oracle Curse (thus you do not have to choose a new one), and your Oracle and Grimblade levels will stack to determine it's effects.

Enhanced Malison

Requirements: Greater Malison class feature.

Benefit: select an additional Greater Malison.

Intensified Malison

Requirements: Malison class feature.

Benefit: the penalty of your Malison is increased by 1.

Favored Class Bonuses

Aasimar: add +1/4 to saves made against spells with the [evil] descriptor, or the abilities of Outsiders with the [Evil] subtype.

Catfolk: add +1/5 to Reflex saves.

Changeling: the Changeling gains 1/5 of a new Greater Malison.

Dhampir: add +1/4 to saves made against death effects, or the abilities of Undead.

Fetchling: add +1/2 to Knowledge-Planes checks.

Gnome: add +1/2 to Use Magic Device checks.

Goblin: increase the Malison penalty to Concentration checks by +1/4.

Halfling: gain ¼ a use of Adaptable Luck OR +1/5 a use of Halfling Jinx. This has no effect if the Halfling does not already possess these traits.

Half-Orc: add +1/2 to Intimidate checks made against creatures within their Malison.

Ifrit: add +1/5 to the save DC of the Grimblade's (Su) abilities.

Kitsune: add +1/2 bonus on Disguise checks.

Kobold: add +1/2 to Disable Device checks.

Tengu: add a +1/2 bonus on critical confirmation rolls made against creatures within their Malison. This does not stack with Critical Focus.

Tiefling: expand the size of the Tiefling's Malison by 1'. This has no effect until it has been selected five times (or another increment of five).

Wayang: add +1/4 to saves made against curses.

EDIT: added bonus combat feats and altered Greater Malison progression. Removed reference to Trapfinding on class table.


Based on my quick analysis seems pretty cool.

Just some things to compare to. Fighter gets weapon training at about the same rate as well as armor training. That is effectively the same as the Malison giving the enemies -1 hit and AC, except the Grimblade gets that from the beginning. The fighter's bonus only applies to himself, where as this ability affects all enemies adjacent(or nearby at higher levels) so effectively all allies gain this bonus as well. On top of the pentalty to attacks, their saves get hit, and they have the option to add all sorts of goodies to the effect like decreased AC, no fast healing, lessened DR, difficult terrain.
They still get lots of other options like curses and such.
The ranger can do similar things to allies as a standard action to give them half his favored enemy bonus but that only applies to one type and doesn't have all the extra effects.
This is effectively an ongoing bane spell with reduced radius that numerically increases and gains other effects which in some cases can't otherwise be done to my knowledge (taking away fast healing).

It's a cool concept but I think it is more powerful than the fighter.

Some suggestions to consider, but maybe not all of them: reduce its effect, keep range at adjacent, make it an activated ability (standard action, or swift action) that lasts a certain amount of time, useable a few times a day, less Greater Malaison abilities in the level tree, lesser effects for some Greater Malaisons, level requirements for certain Greater Malaisons.

RPG Superstar Season 9 Top 16

A martial with a debuff aura. Not a bad concept. For the most part, it looks okay. However, there just isn't enough meat on the bones of this class. They don't have enough cool class features. Giving them 4-level spell progression or bonus feats might help.

My biggest problem with malison is that passive auras don't have much in the way of gameplay. The character will just run up and attack things -- there's no decision making on part of the player. Another problem is that this is a bookkeeping nightmare for the GM. If I were designing this class feature, I'd keep the aura something simple and useful (-2 to attack rolls and saves at 1st level), and have greater malisons be swift actions that target a creature in the aura for some greater effect. The Strength/Dexterity penalties greater malisons also seem way more powerful than other effects.

Also, you need to have each ability description indicate what level the class receives it. Don't make the player have to cross reference the table constantly.


Originally this concept started as a hybrid of Fighter and Witch, but took on a life of it's own. Being stronger than a Fighter wasn't really a concern in design, as I was shooting for something closer to the Ranger or possibly the Paladin in power level.

The fact that having a Grimblade around is an advantage for everyone in the party, even casters, at all levels of play, is definitely a Good Thing.

I shied away from uses per day because of recent experience with a Bloodrager- once you run out of uses of bloodrage, your power level seems roughly that of an NPC class, which isn't terribly fun.

As for action-based activations, I'm leery of these, as my personal experience is that Pathfinder has become overloaded with this sort of thing, forcing some hard choices when deciding which abilities and feats to use each turn.

The PITA nature of passive debuffs isn't something I'd considered, and there is a fair point, but when I GM, I'm already having to deal with various effects, so I'm not sure if this is worse than the usual magical loadout of a party.

The lack of choices in game play, on the other hand, is a problem, and one I hadn't considered at all. I don't really want to slap spells on the class, as I'm pretty sure I'd have to downgrade BAB to make it worth it. Bonus Feats would be better, maybe...say ditch half the Greater Malison upgrades in lieu of bonus feats (since you can spend feats to get more Greater Malisons)?

RPG Superstar 2012 Top 16

The debuff is huge. It dwarfs what most classes gain for themselves only, and instead applies it as an area effect that basically stacks with all others.

COmpare to the Anti-paladin's aura of unluck, which is fixed in size and only affects saves.

Affecting AC is effectively giving everything a +TH bonus.
Affecting enemy damage is +DR.
Affecting saves is massive.
Area annulment of luck bonuses.
Area penalty of stat checks (and note, all skill checks are stat checks!)
Nullifies all fast healing and regeneration! WOW! IN an AREA, no less! AND then sucks up the healing to boot!!! Get this guy a regenerating familiar and you'll never have to heal him!

Full BAB....why? He relies on luck.

WIll save...Why? This is a luck manipulator...he's entitled maybe to a good Reflex save.

FC benefits to up saves...odd.

Limited Wish capstone...interesting.
=

I think his aura is way overpowered. Turn all the bonuses around, and apply them as bonuses to allies, instead of penalties to enemies, and you'll see what I mean. In addition, he can fight normally while laying down this stuff, and its typeless, and it stacks...

yeah, pretty much too much of a good thing. You're going to have to tone this way down or change the focus of it. If the debuffs affected all allies, too...you'd have an argument, but a class nobody in their right mind would want to play alongside. He'd be a near ultimate loner.

==Aelryinth

RPG Superstar Season 9 Top 16

I still think having greater malison target a single creature for a greater is a good way to give some gameplay choices. Also, keep in mind that the ranger and paladin both get 4-level spells and they're full BAB classes.

Bonus feats might work. I'd say a greater malison at 2nd level and every three levels after. A bonus feat at 3rd level and every three levels after. Give them spellcasting at 4th level or some kind of spell-like ability progression centered around curses.


Hm. The Greater Malisons might need some tuning, but as for the penalties of the Malison itself, I took inspiration from the Bard (but reversed, obviously).

The Hungry Malison only leeches magical healing, but I do admit it's potentially quite powerful. It may have to go, but it's really dependent on having enemies who actually heal in combat, which is very situational.

Entropic Malison would be balanced by reducing BAB somewhat...I think. The problem is that Entropic Malison would almost be a tax, and it would make it harder for the Grimblade to get full use out of their combat feats.

Then again, +5 to hit by level 20 isn't really a big deal by itself; the issue is that it "stacks" with other things.

It does appear that the class might not need a good Will save, I think it mostly has it because a bad Will save isn't a balanced weakness- failed Will saves tend to mean "go on a food run because you don't get to play".

I can't totally justify the good Fort progression, so I think I'll ditch that.

The Favored Class benefits need work, I'll be the first to admit. Especially since, IMO, Changeling and Tiefling are top shelf choices, and most of the rest will be ignored- but that's really a problem with Favored Class benefits in general.

On another note, I'm looking at the limitations of the Malison vs. undead and evil outsiders. It's flavorful, but depending on your campaign, having to take a Greater Malison to remove them is a pure tax.


The bard is limited in how many rounds his buffs last, and it requires an action to get them going. The grimblade's constant aura is more powerful than that.


You're not wrong about the duration, but in practice, I've never actually seen a Bard run out of performance, even at low levels, so I don't really have a good framework for analysis.

I'm thinking though that having the Malison "turn off" when the Grimblade is unconscious is probably a very good idea- a Grimblade is going to be a priority target for enemies, so no sense giving them a valid reason for a coup de grace...

RPG Superstar Season 9 Top 16

On entropic malison, I cannot recommend lowering the BAB for the sake of a single, problematic ability. Especially one that doesn't add much gameplay or flavor to the class. If you lower the BAB, then you need to give them 6-level spells. No class in the game has a 3/4 BAB without any spells. The only exceptions (monk and rogue) Paizo intends to fix that in Pathfinder Unchained.


That's true, but I already reduced the Grimblade's Hit Die to d8, and it's an unwritten rule that full BAB classes have d10's (Barbarians being a legacy case).

I appreciate everyone's feedback on the class so far. I have to concede it probably will be a nightmare to GM for, since most battles will quickly devolve into "kill the @$#&^ Grimblade!" for Team Monster. But I can't really justify any further changes until I get someone to play the damn thing.

Since I'm apparently only allowed to edit a post once, here's the current Grimblade.

The Grimblade

Spoiler:

The power of a curse can affect an entire bloodline, as ill fortune haunts the descendants of the afflicted for many generations. A brush with the infernal, whether willing or not, can have grave consequences as well.

Though infused with malevolent power, the Grimblade is no sorcerer- he is a warrior, albeit one who possesses supernatural abilities that weaken his foes in combat. Perhaps he is a tragic figure, who seeks to subvert his cursed nature by doing good- or perhaps he is a dark soul who revels in spreading misfortune and chaos.

Either way, a Grimblade whose true nature is known is often the subject of fear and prejudice, and thus can rarely settle in one place for long.

Role: the Grimblade is primarily a melee combatant, though by cursing his enemies, he indirectly supports his allies.

Alignment: Any.

Hit Die: d8

Starting Wealth: 3d6 x 10 gold pieces (average 105 gp.) In addition, the Grimblade begins play with an outfit worth 10 gp or less.

Class Skills: the Grimblade's class skills are Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Intimidate, Knowledge-Arcana, Knowledge-Engineering, Knowledge-Planes, Knowledge-Religion, Profession, Sense Motive, Swim, Use Magic Device.

Skill ranks per level: 4+Int modifier.

Table: Grimblade

Level BAB Fort Ref Will Special

1 +1 +0 +0 +2 Malison -1
2 +2 +0 +0 +3 Greater Malison
3 +3 +1 +1 +3 Reject Curse
4 +4 +1 +1 +4 Bonus Feat
5 +5 +1 +1 +4 Malison -2
6 +6/+1 +2 +2 +5 Greater Malison
7 +7/+2 +2 +2 +5 Bestow Curse
8 +8/+3 +2 +2 +6 Bonus Feat
9 +9/+4 +3 +3 +6 Remove Curse
10 +10/+5 +3 +3 +7 Malison -3, Greater Malison
11 +11/+6/+1 +3 +3 +7 Ominous Strike
12 +12/+7/+2 +4 +4 +8 Bonus Feat
13 +13/+8/+3 +4 +4 +8 Sealed Fate
14 +14/+9/+4 +4 +4 +9 Greater Malison
15 +15/+10/+5 +5 +5 +9 Malison -4
16 +16/+11/+6/+1 +5 +5 +10 Bonus Feat
17 +17/+12/+7/+2 +5 +5 +10 Greater Bestow Curse
18 +18/+13/+8/+3 +6 +6 +11 Greater Malison
19 +19/+14/+9/+4 +6 +6 +11 Limited Wish
20 +20/+15/+10/+5 +6 +6 +12 Malison -5, Bonus Feat

The following are the class features of the Grimblade.

Weapon and Armor Proficiency: Grimblades are proficient with all simple and martial weapons. They are proficient with light and medium armor, plus shields (not including tower shields).

Malison (Su): a Grimblade constantly emanates a field of ill fortune, which fills their space, and all spaces adjacent to them. Creatures and objects within the Grimblade's Malison suffer a -1 penalty to attacks, saves, and checks. This penalty increases to -2 at level 5, -3 at level 10, -4 at level 15, and to a maximum of -5 at level 20. The Grimblade and her allies are immune to her Malison.

The Grimblade's Malison expands in size by 5' at levels 5, 10, 15, and 20.

Greater Malison (Su): the Grimblade can select a Greater Malison from the following list, which permanently modifies his Malison.

Crippling Malison: the penalty of the Grimblade's Malison is increased by 5 for Dexterity and Strength checks, as well as Dexterity and Strength-based skill checks.

Entropic Malison: the penalty of the Grimblade's Malison now applies to Armor Class.

Entropic, Greater: creatures and objects within the Grimblade's Malison have any damage reduction, hardness, or resistance decreased by 5. This Greater Malison can be taken multiple times. The Grimblade must possess the Entropic Malison to take this Greater Malison.

Expanded Malison: the Grimblade's Malison reaches further away from him by another 5'. This Greater Malison can be taken multiple times.

Hindering Malison: all squares within the Grimblade's Malison are considered to be difficult terrain.

Hungry Malison: creatures within the Grimblade's Malison cannot regain hit points from fast healing or regeneration, nor can they regain hit points naturally. If a creature within the Malison would be subject to magical healing (such as from a spell or supernatural ability), the amount of healing is halved and the Grimblade receives temporary hit points equal to the amount of healing prevented. These temporary hit points are lost after one minute. The Grimblade must possess the Entropic Malison to take this Greater Malison.

Pariah: the penalty of the Grimblade's Malison is increased by 5 for Charisma checks and Charisma-based skill checks.

Trapbane: any creature or object in the Malison that must make a saving throw versus a trap gains a +1 luck bonus to the save (this increases to +2 at level 5, +3 at level 10, +4 at level 15, and +5 at level 20). In addition, the Grimblade can use Disable Device to disable magical traps.

Warping Malison: the penalty of the Grimblade's Malison is increased by 5 for concentration checks.

Weakness: the penalty of the Grimblade's Malison now applies to weapon damage rolls.

Reject Curse (Su): the Grimblade is immune to any effect that would force her to reroll a die against her will or roll twice and take the lower result. Whenever an ally within her Malison would reroll a die against his will, he can roll twice and take the higher result. Whenever an ally within the Grimblade's Malison would be forced to roll twice and take the lower result, he can instead roll three times and take the second-lowest result.

Bestow Curse (Su): once per day, the Grimblade can pronounce a curse upon a creature they have just struck in combat as a free action. This functions as the spell, Bestow Curse, but the Save DC is 10+the Grimblade's level.

Remove Curse (Su): the Grimblade can now alleviate curses, as the spell Remove Curse, using their Grimblade level as their caster level. This ability can be used any number of times per day, but no more than once on a given target per 24 hours.

Ominous Strike (Ex): if the Grimblade scores a critical hit against an enemy within her Malison, that enemy suffers from a short-lived burst of cursed fortune, the effect of which is based on the critical multiplier of the attack, as follows:

(x2): the enemy cannot confirm critical hits, nor do they automatically hit on a result of '20'.
(x3): in addition, the enemy must roll twice for the next d20 roll they make, taking the lower result.
(x4): in addition, the enemy must roll twice for all d20 rolls they make, taking the lower result.

Ominous Strike has a duration of 1 round.

Sealed Fate (Su): Luck bonuses are negated for those affected by the Grimblade's Malison.

Greater Bestow Curse (Su): the Grimblade's Bestow Curse ability now functions as Greater Bestow Curse.

Limited Wish (Su): the Grimblade's Malison now leeches positive karma from their surroundings. This karma can be expended once per day, with the same effect as a Limited Wish. The Limited Wish does not require any material components (not even for duplicated spells), but it can only duplicate spells with the [Curse] descriptor. The save DC for a duplicated spell is 10+the Grimblade's level.

New Feats

Ancestral Curse

Requirements: Grimblade level 1.

Benefit: you gain an Oracle Curse (see the Oracle Curse class feature). Your Grimblade levels count as Oracle levels to determine the effects of the Curse.

Special: if you have Oracle levels, your Grimblade levels stack with them to determine the effects of this Curse, but not your Oracle Curse. Alternately, if you possess this Feat and do not possess any Oracle levels, but then acquire Oracle levels, you can select this Curse to be your Oracle Curse (thus you do not have to choose a new one), and your Oracle and Grimblade levels will stack to determine it's effects.

Enhanced Malison

Requirements: Greater Malison class feature.

Benefit: select an additional Greater Malison.

Intensified Malison

Requirements: Malison class feature.

Benefit: the penalty of your Malison is increased by 1.

Favored Class Bonuses

Aasimar: add +1/4 to saves made against spells with the [evil] descriptor, or the abilities of Outsiders with the [Evil] subtype.

Catfolk: add +1/5 to Reflex saves.

Changeling: the Changeling gains 1/5 of a new Greater Malison.

Dhampir: add +1/4 to saves made against death effects, or the abilities of Undead.

Fetchling: add +1/2 to Knowledge-Planes checks.

Gnome: add +1/2 to Use Magic Device checks.

Goblin: increase the Malison penalty to Concentration checks by +1/4.

Halfling: gain ¼ a use of Adaptable Luck OR +1/5 a use of Halfling Jinx. This has no effect if the Halfling does not already possess these traits.

Half-Orc: add +1/2 to Intimidate checks made against creatures within their Malison.

Ifrit: add +1/5 to the save DC of the Grimblade's (Su) abilities.

Kitsune: add +1/2 bonus on Disguise checks.

Kobold: add +1/2 to Disable Device checks.

Tengu: add a +1/2 bonus on critical confirmation rolls made against creatures within their Malison. This does not stack with Critical Focus.

Tiefling: expand the size of the Tiefling's Malison by 1'. This has no effect until it has been selected five times (or another increment of five).

Wayang: add +1/4 to saves made against curses.


@Lynceus - for more inspiration or mechanic ideas you may want to check out the Direlock or Malefactor both martial (or at least 3/4 BAB and d8 HP) debuffers with an eldritch/cursed motif.

RPG Superstar 2012 Top 16

His Malison is simply too strong.

If he debuffed ONE of those things at a time, you might be okay. But all of them, together?

Not seeing it happen.

Especially with a stacking effect.

==Aelryinth


This does strike me as very interesting. A non-raging melee bloodline class. I'll go over it more in depth later.

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