![]() ![]() ![]() His Dread Smite deals an additional 7 cold and necrotic damage automatically, and if the triggering attack hits, an additional 5 ongoing. In addition, Grimm has additional ways to lay on the damage. If Grimm or an adjacent creature is bloodied, that increases to 2d8 + 15. At +9 to hit, his Virtuous Strike deals 2d8 + 5 damage once per turn, or 2d8 + 13 damage (with +11 to hit) against a foe that is granting combat advantage. In battle, Grimm is best when he can gain combat advantage, like a rogue in plate armor. However, he gains many (often Charisma-based) secondary benefits when making basic attacks, and since he's a Paladin he can take the at-will basic Virtuous Strike, which capitalizes on his maxed Charisma and additionally provides a nifty +2 to saves when he hits. With such low Strength and Dexterity, most of his class powers are useless. Mechanically, Grimm is an amazing one-trick pony: The Pony of Damage. He never turns down a job when it involves justice being served. When he returned, the settlement (and the portal) was overrun and destroyed by slaads.Įnraged by the slaughter of his people, but unable to avenge them immediately, Grimm turned his back on the ruins of his home and soon found work as a hired sword. Instead yearning for adventure, Grimm left to spend some time wandering in the wild. Born to hold back the chaos, Grimm was trained in battle from a young age, and when he reached adulthood he too was tasked with protecting the town's secret portal to the Elemental Chaos. Grimm grew up a clandestine ironwrought society. ![]()
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