Grimm (Rogue Archetype)


Conversions


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One of my wife's favorite TV shows begins its third season tonight. In honor of that, I present for your consideration and critique... the Grimm.

Grimm:

GRIMM (Rogue Archetype)

Almost from the beginning of time, there have been monsters who have taken human form to move unseen among their prey – wolves in sheep’s clothing. And for almost as long, a few humans have exhibited a special sensitivity to these monstrosities – an ability to see things no one else could. This ability to identify the enemies within is usually accompanied by a compulsion to hunt down and destroy these creatures, along with extraordinary abilities in tracking and combat. This “gift” often runs in family bloodlines, manifesting itself in each succeeding generation as the prior recipient dies (of whatever cause). One particular family from Ustalav, the Grimms, became notorious for their possession of this “gift” and their use of it, and so throughout the Inner Sea region their name has become attached to all possessors of these abilities.

Hunt Down the Bad Ones (Ex): Grimms gain Favored Enemies, using the same rules and following the same level progression as Rangers; however, they must choose from the more constricted list given below:

  • Aberration
  • Fey
  • Lycanthropes
  • Outsider (evil)
  • Undead

This ability replaces Sneak Attack.

I Can See Things No One Else Can (Su): Grimms have the ability to immediately identify their Favored Enemies, even when they are in disguise and/or shapeshifted into another form. When a Grimm makes visual contact with a Favored Enemy in disguise and/or shapeshifted, he makes a Sense Motive check (DC 10 + creature's CR). If the skill check is successful, the Grimm knows the true identity of the creature AND the creature (if it has visual contact with the Grimm) makes an opposed Sense Motive check against the Grimm’s Bluff skill. If the creature succeeds, it realizes the character is a Grimm and will take whatever action it deems appropriate (anything from fleeing in terror, to mentally marking the Grimm down for future observation, to attempting to rip his throat out on the spot).

This ability replaces Trapfinding and Trap Sense.

Monster Hunter (Ex): A Grimm of 20th level always makes his I Can See Things No One Else Can check. He can also, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the Grimm's level + the Grimm's Wisdom modifier. The Grimm can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. The Grimm can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

This ability replaces Master Strike.

Class Skills: Grimms replace Appraise and Perform with Heal and Survival as class skills.

Rogue Talents: The following rogue talents complement the Grimm archetype: Combat Trick, Resiliency, Snap Shot, Weapon Training.

Advanced Talents: The following advanced rogue talents complement the Grimm archetype: Improved Evasion, Skill Mastery, Feat, Redirect Attack.


Wouldn't this be a ranger archetype?

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