Grimm | |
Age: | 43 |
Fur: | Black |
Eyes: | Red |
Height: | 7'3" |
Weight: | around 400 pounds |
Alignment: | Lawful Good |
Race: | Beastfolk (Half-Minotaur Turos) |
Class: | Monk 8/Shou Disciple 5/Paladin 4/Initiate of the Draconic Mysteries 3 |
Level: | 20 |
Experience: | 190,016/210,000 |
REP Used: | 184+3 special |
Hit Points: | 218 |
Wealth: | 474,817 gp |
Current Status: | Active |
Played by Gideon Kalve Jarvis |
- Description
- Abilities & Skills
- Feats, Racial & Class Abilities
- Equipment
- Background
- Magic
- Questionnaire
Gallery
Towering head and shoulders and upper chest above the crowd around him, this midnight-black-furred male has the powerful, bullish appearance of a minotaur. However, a closer inspection will reveal that, despite his mighty build and red eyes, he has far too civilized an air about him to be a true minotaur, despite the primal aura that seems to surround him. His glossy fur is neatly groomed, so that it clings to his sleek, powerful musculature like a second skin, while the broad blue loincloth and red, gold-trimmed vest he wears are immaculately kept. Despite having hooflike feet, he is almost silent as he walks, his eyes seeming to miss little.
Ability | Score | Mod | Temp Mod |
Strength | 20 | +5 | +5 |
Dexterity | 15 (17) | +2 | +3 |
Constitution | 14 | +2 | +2 |
Intelligence | 14 | +2 | +2 |
Wisdom | 18 | +4 | +4 |
Charisma | 16 | +3 | +3 |
Armor Class | |
Total | Base 10 + 4 Wisdom Bonus + 3 Dexterity +6 Armor +4 Monk Bonus +3 Dodge Bonus = 30 (28 when Enlarged) |
Flat-Footed | 25 (23 when Enlarged) |
Touch | 24 (22 when Enlarged) |
Saving Throws | Base | Stat Bonus | Other Bonuses | Total |
Fortitude | +15 | +2 | +4 | +21 |
Reflex | +14 | +3 | +4 | +21 |
Will | +9 | +4 | +4 | +17 |
BAB | Mod | Total Range/Melee | FoB Base | FoB Total |
+17/+12/+7 | +3 Dex/+5 Str | +20/+15/+10/+22/+17/+12 | +20/+20/+15/+15/+10/+10/+5 | +25/+25/+20/+20/+15/+15/+10 |
Add +1 to Melee attacks when Enlarged
Grapple Bonus |
BAB + Strength: +23/+23/+18/+18/+13/+13/+8; +4 Heavy Build bonus; +4 when Enlarged |
Total Grapple Bonus: +27/+27/+22/+22/+17/+17/+12 |
Total Enlarged Grapple Bonus: +31/+31/+26/+26/+21/+21/+16 |
Grapple Damage: 2d8+1d12+5 |
Enlarged Grapple Damage: 2d10+1d12+5 |
Initiative |
---|
+3 Dex +4 Improved Initiative = +7 |
Class | Skill Name | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total |
C | Appraise (Int) | +0 | +1 | +0 | +0 | +1 |
X | Balance (Dex) | +3 | +2 | -1 | +1 | +5 |
C | Bluff (Cha) | +0 | +2 | +0 | +0 | +2 |
X | Climb (Str) | +3 | +4 | -1 | +0 | +6 |
X | Concentration (Con) | +6 | +2 | +0 | +0 | +8 |
X | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
C | Decipher Script (Int) | +0 | +2 | +0 | +0 | +0 |
X | Diplomacy (Cha) | +5 | +2 | +0 | +0 | +7 |
C | Disable Device (Int) | +0 | +2 | +0 | +0 | +0 |
C | Disguise (Cha) | +0 | +2 | +0 | +0 | +2 |
X | Escape Artist (Dex) | +1 | +2 | -1 | +1 | +3 |
C | Forgery (Int) | +0 | +2 | +0 | +0 | +1 |
C | Gather Information (Cha) | +0 | +2 | +0 | +0 | +2 |
X | Handle Animal (Cha) | +1 | +2 | +0 | +0 | +3 |
X | Heal (Wis) | +4 | +4 | +0 | +0 | +8 |
X | Hide (Dex) | +14 | +2 | -1 | +1 | +16 |
C | Intimidate (Cha) | +0 | +2 | +0 | +0 | +2 |
X | Jump (Str) | +8 | +4 | -1 | +0 | +11 |
X | Knowledge (Int) | +13 | +2 | +0 | +0 | +15 |
X | Listen (Wis) | +20 | +4 | +2 | +0 | +26 |
X | Move Silently (Dex) | +14 | +2 | -1 | +1 | +16 |
C | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Perform (Cha) | +4 | +2 | +0 | +0 | +4 |
X | Profession (Wis) | +1 | +0 | +4 | +0 | +5 |
X | Ride (Dex) | +0 | +2 | +0 | +1 | +3 |
C | Search (Int) | +0 | +2 | +0 | +0 | +2 |
X | Sense Motive (Wis) | +4 | +4 | +0 | +0 | +8 |
C | Sleight of Hand (Dex) | +0 | +2 | -1 | +1 | +2 |
C | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | +0 | +2 | +0 | +0 | +0 |
X | Spot (Wis) | +20 | +4 | +2 | +0 | +26 |
C | Survival (Wis) | +1 | +4 | +0 | +0 | +5 |
X | Swim (Str) | +6 | +4 | +0 | +0 | +10 |
X | Tumble (Dex) | +4 | +2 | -1 | +0 | +5 |
C | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Use Rope (Dex) | +0 | +2 | +0 | +1 | +3 |
Where C is Cross Class and X is a Class Skill
Perform: Street Entertainer (acrobat, fire breathing, etcetera), Sexual.
Profession: Body Servant (cooking, cleaning, mending, other basic chores).
Knowledge: Arcana, Religion, Erotic.
Languages: Common; Undercommon (birth language, instead of Giant or Runnertongue); Literate; Runnertongue; Draconic.
Skill Points/Level: 24 (start) +6 (monk), +4 (Shou Disciple or paladin), +6 (Initiate of Draconic Mysteries)
Current Skill Point Total: 119
Feats:
Power Attack (1st level)
Improved Unarmed Strike (Bonus Monk Feat)
Stunning Fist (Bonus Monk Feat)
Improved Grapple (level 3)
Deflect Arrows (Bonus Monk Feat)
Cleave (level 6)
Improved Trip (Bonus Monk Feat)
Weapon Focus (Unarmed Strike, REP feat)
Dodge (REP feat)
Monastic Training (Paladin) (level 9)
Tantrist (REP feat, found on forums)
Earth's Embrace +1d12 when pinning on grapples
Brutal Strike (level 12)
Great Cleave (level 15)
Improved Initiative (Bonus Shou Disciple feat)
Combat Reflexes (Bonus Shou Disciple feat)
Alertness (REP feat)
Improved Critical (Unarmed) (level 18)
Desired for Later:
Blind Fight
Defensive Throw
Defensive Sweep
Improved Bull Rush
Roundabout Kick
Mobility
Spring Attack
Whirlwind Attack
Fiery Fist
Fiery Ki Defense
Flying Kick
Freezing the Lifeblood
Ki Blast
Karmic Strike
Leap of the Heavens
Bounding Assault
Rapid Blitz
Rapid Metabolism
Toughness
Water Splitting Stone
Statistic Boosts
4th level: +1 to Intelligence (19 is maximum REP limit)
8th level: +1 to Intelligence (20 is maximum REP limit)
12th level: +1 to Charisma (19 is maximum REP limit)
16th level: +1 to Charisma (20 is maximum REP limit)
20th level: +1 to Dexterity (19 is maximum REP limit)
Racial Abilities
+2 Strength, +2 Constitution, -2 Dexterity
-Medium-size.
-30' Movement.
-Dominating Personality: +2 to Concentration and Intimidation checks.
-Powerful Build: Whenever anyone with this trait is subjected to an opposed check based on size modifiers (such as bull rushes, grapple checks, and trip attempts), they count as one size larger if doing so is advantageous. In addition, characters with this trait count as one size larger to determine how different special abilities affect them (such as improved grab or swallow whole). However, characters with this Feat count as their normal racial size for determining space and reach. The abilities of this Feat stack with powers, abilities, and spells that affect size category.
-Tireless: Large ungulates gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, large ungulates may sleep in light or medium armor without becoming fatigued. This stacks with the Endurance feat, which also allows large ungulates to sleep in heavy armor without becoming fatigued.
-Low-light Vision.
Class Abilities:
- Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
- Shou disciples are proficient with martial weapons and light armor, as well as with the following monk weapons: kama, nunchaku, and siangham. Light armor does not interfere with any of a Shou disciple’s class abilities, but shields and medium or heavy armor do. When wearing medium or heavy armor or using a shield, the Shou disciple loses his class dodge bonus and any flurry of blows ability.
- Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
- AC Bonus: +2 + 4 (Wisdom Bonus)
- Flurry of Blows (thanks to Shou Disciple).
- Unarmed Strike: 1D10.
- Bonus Feats: Stunning Fist (9x/day, Fort DC 20); Deflect Arrows; Improved Trip.
- Evasion: Take no damage on successful Reflex saving throws.
- Fast Movement: +20' (60', 12 hexes total).
- Still Mind (+2 to Enchantment magic).
- Ki Strike: Magic.
- Slow Fall: 40'.
- Purity of Body: Immune to all non-supernatural and nonmagical diseases.
- Wholeness of Body: Can heal x2 monk level hit points per day to himself (16 presently).
- Shou Disciple levels stack with Monk levels for determining Unarmed Damage.
- Shou Disciple Dodge bonus: +3
- Aura of Good (Ex): The power of Grimm's aura of good (see the detect good spell) is equal to his paladin level.
- Detect Evil (Sp): At will, Grimm can use detect evil, as the spell.
- Smite Evil (Su) 1/day, +1 damage: Once per day, Grimm may attempt to smite evil with a melee attack, adding his Charisma bonus to the attack roll and dealing 1 extra point of damage per paladin level. If Grimm accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At the 5th level of paladin, and at every five levels thereafter, Grimm may smite evil one additional time per day, to a maximum of five times per day at 20th level.
- Divine Grace (Su): Adds Charisma bonus to all saves.
- Lay on Hands (Su): Can heal paladin level x Charisma bonus hits per day to anyone by touch. pr deal damage to undead, (presently 16).
- Aura of Courage (Su): Immune to fear effects; allies gain +4 against fear effects.
- Divine Health (Su): Immune to all diseases, natural and supernatural.
- Turn or Rebuke Undead: Can Turn Undead 6/day as cleric of three levels lower (level 1 presently).
- Martial Flurry (Any): Can use Flurry of Blows with any melee weapons.
- Claws of the Dragon (Su): 2nd level Initiate power, can overcome magic DR and deal slashing damage at option.
- Keen Senses (Ex): 3rd level Initiate power, gains 60-foot darkvision and low-light vision.
REP Abilities
3 Points in Strength (Creator Points - does not count against REP or the normal 6-point stat limit)
60 points for +3 Strength
10 points for the Dodge feat
10 points for the Weapon Focus (Unarmed Strike) feat
6 REP for 14,700 gp (at 12th level)
REP Spending Plans:
180 to buy 90 skill points
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range |
Metalline Gloves of Battle +1 | +25/+25/+20/+20/+15/+15/+10 | 2d10+6 | x2 | B/S | Close |
Sling | +17/+12/+7 | 1d4+5 | x2 | Bludgeoning | 50' |
When Enlarged: has +26/+26/+21/+21/+16/+16/+11 to melee attacks, and deals 2d12+7 damage.
Deals +1d6 damage and can perform critical hits on undead.
Ghost Touch effect in melee.
Can overcome Damage Resistance as if wielding a weapon of alchemical silver, cold iron, or adamantine.
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Mithral Breastplate | +5 | +5 | -1 | 15% | 30' | 15 lbs |
Slot | Item |
Head | Spriggan Headband |
Face | Mask of Spiderclimbing |
Neck | Amulet of Dexterity +2 |
Shoulders | Paldrons of Resistance +1 |
Torso | Healing Vest |
Arms | Bracers of Armor +1 |
Hands | Gloves of Battle +1 |
Right Ring | Ring of Sustenance |
Left Ring | Item name goes here |
Waist | Monk's Belt |
Feet | Greaves of Endure Elements |
Pack | Item name goes here |
List of Items Here (Magic Item Spending Limit: 11,250gp):
Basic Adventuring kit: Backpack (2 gp, 2 lbs.); Bedroll (1 sp, 5 gp); scrollcase (1 gp, 1/2 lb.); Flint and Steel (1 gp); beltpouch (1 gp, 1/2 lb.); 50' silk rope (10 gp, 5 lbs.); sack (1 sp, 1/2 lb.); sewing needle (5 sp); 2 waterskins (2 gp, 8 lbs.); whetstone (2 cp, 1 lb.); Cost: 19 gp, 7 sp, 2 cp.
20 Sling Bullets - 2 sp, 10 lbs.
Mithral Breastplate - Counts as Light armor, 4,200 gp.
Ring of Sustenance - 2,500 gp; needs only 2 hours of sleep, needs no food or drink. Takes Ring slot.
Paldrons of Resistance +1 - 1,000; +1 to all saves, takes Shoulders slot.
Greaves of Endure Elements - 2,000 gp, constant Endure Elements effect, takes Feet slot.
Metalline Gloves of Battle +1 - 18,600 gp, +3 weapon, black, fingerless gloves that meld with his hands so that they are not easily detectable; counts as being unarmed for monk skills and abilities; takes Hands slot; can overcome adamantine, silver, or cold iron damage resistance. Variant of Amulet of Natural Attacks (600 gp). Has Greater Truedeath weapon crystal attached (10,000 gp) - deals +1d6 to undead, acts as a ghost touch weapon, and can perform critical hits on undead.
Mask of Spiderclimbing - 4,800 gp, allows continual spider climb effect. Takes Face slot.
Amulet of Dexterity +2 - 4,000 gp, +2 Dexterity, simple gold torc, takes Neck slot.
Healing Vest (same as Healing Belt) - 750 gp, +2 competence bonus to Heal checks. Also has 3 charges that can be used as follows: 1 charge heals 2d8 dmg.; 2 charges heals 3d8 dmg.; 3 charges heals 4d8 dmg. This can be used to heal oneself or others, or to harm undead. Takes Torso slot.
Spriggan Headband - 2,000 gp, can activate Enlarge Person for 1 minute at will. This increases damage categories by one, and grants a +2 size bonus to Strength, -2 size penalty to Dexerity, and a -1 size penalty to attack rolls and AC. This totals to -2 AC, +1 damage, and one size up in damage dice.
Hat of Disguise - 1,800 gp, can use disguise self at will. Takes Head slot (only used when needed).
Monk's Belt - 13,000 gp, +5 levels of Monk for purposes of determining AC bonus and unarmed strike damage, +1 use of Stunning Fist. Takes Waist Slot.
Character History:
Born as the result of a twisted experiment by drow, Grimm was considered a near-miss by his creators, and thus allowed to live. The drow who owned his mother, a full-blooded minotaur slave, attempted to fertilize her with raw evil energy. However, the attempt went slightly awry, and instead of producing a single, purely evil offspring, the experiment resulted in the minotaur female becoming pregnant with three offspring, each one with a strong tendency towards one of the poles: good (Grimm, black-furred), evil (Grizz, his older sister, red-furred barbarian), and neutrality (Gast, grey-furred mage). Of the three, Grizz was considered a success, while the other two were noted for having odd tendencies (their alignment variations were not yet known), but seen as useful nevertheless.
Taken from an early age and raised on the milk of his drow House's Matriarch, Grimm was trained well in drow martial arts and tantric meditation, all the better to serve as a bodyguard and plaything for his drow mistresses, especially the youngest daughter of the House Matriarch, who he cared for deeply. While Grimm was intensely loyal to this youngest daughter, who was good-hearted, this loyalty gradually ceased to apply to other drow. Tragedy struck when Grimm's young mistress was caught reading forbidden books, telling the true story of how the drow fell. Before she could be taken and executed, however, she and Grimm fled the city, and tried to make their way to the surface, where the young drow hoped to find elves sympathetic to her plight. However, while escaping, the pair were caught by drow hunters, and she was killed, while Grimm was badly wounded and left for dead.
Surviving despite the odds, even while maddened by drow venom, Grimm made his way to the surface, and found his way into the company of Turos mercenaries, who eventually took him back to their city in the Freeholds, where he furthered his studies in tantric meditation to attempt and achieve greater enlightenment. Feeling discontent, however, and lacking true connections to those of his own kind (or close enough, as he was a civilized minotaur, rather than a pure-blooded Turos), Grimm took to the seas as a body servant for an elderly, feeble wizard, and arrived in Avalon City a few months later, leaving the wizard with relatives, where he hoped to find the enlightenment he sought in the whirl of many races, rather than simply through the eyes of one.
Character Notes
Presently has three children, Lace, Silk, and Satin, by Saya; also has six children by Seren Arc (under a Change Sex spell at the time).
Spells/Level:
1: 1
2: (1)
3: (1)
4: (1)
DC Against Spells: 10 + 4 + Spell Level
Has access to all Paladin Spells plus E-spells of sufficient level.
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, ect?)
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behaviour?
Towering head and shoulders and upper chest above the crowd around him, this midnight-black-furred male has the powerful, bullish appearance of a minotaur. However, a closer inspection will reveal that, despite his mighty build and red eyes, he has far too civilized an air about him to be a true minotaur, despite the primal aura that seems to surround him. His glossy fur is neatly groomed, so that it clings to his sleek, powerful musculature like a second skin, while the broad blue loincloth and red, gold-trimmed vest he wears are immaculately kept. Despite having hooflike feet, he is almost silent as he walks, his eyes seeming to miss little.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, ect?) happen about the same time, with which some people might still associate your birthdate?)
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
5) How did you get along with your family?
Born as the result of a tainted experiment of the drow (see his history in the last section of the questionnaire for more information), along with his two siblings, Gast and Grizz, Grimm started life as little more than a living automaton. He did little thinking for himself until quite late in his development, and often engaged in acts that would have been considered evil in anyone that had made a conscious decision to do them. When he learned to read and write, however, he began to realize the extent of what he'd done, and violently rejected his past as a willing and eager slave of the drow, instead making a bid for freedom that wrenched him free of the Underdark's brutal grip. Gast also escaped through his mystical powers, and Grizz broke free in a bloody slave rebellion with herself at its head, so both of Grimm's siblings are loose in the world at present, though their locations are not currently known. They are generally keeping themselves less visible so as to avoid the attention of their former drow mistresses. Grimm himself has only recently started to break free of this state of constant caution, after slaying a drow vampire who had turned Gast as well as corrupted the holy site of an ancient monastery, which Grimm has now taken as his own. The body of Gast was never found, however, and so he is to be presumed still at large, location unknown. How he will react to Grimm on their next meeting is, also, unknown. However, Grimm does know that a part of his being is tied in his siblings, and they to him. Because of this, they are drawn to each other, and violently. Should they meet and clash, they draw great power from the conflict. Should one of them overpower another, then even greater power awaits. For this reason, Grimm seeks to avoid his siblings, knowing that only violence will result, while it is likely that Grizz and Gast seek to hasten their inevitable final meeting, all the better to gain ultimate power to accomplish their goals, whatever they might be.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
The harsh lash of the whip was Grimm's first teacher, besides the other many and creative torments of the drow, devised to teach their slaves what not to do. Enduring these punishments also helped to make Grimm strong and durable. He was trained by drow in their styles of fighting, which regularly incorporated sex as a lethal weapon in a too-literal sense. Of course Grimm was only one of many, and he learned at that time to think of himself less as an individual and more as a part of a group. This way of thinking was slowly shattered when he was taught to read and write by one of his young mistresses, with whom he later tried to escape from the drow - he made it, but she did not, a lingering sadness of his past. Every time he reads he remembers his young and first true love, and is gripped with sweet melancholy at the recollection.
Presently, Grimm works as the owner of a successful bakery in the trade district of Avalon City; so successful, in fact, that these days he does not have to be in the shop much, except to check up on things at times, to make sure his employees are doing their jobs properly. Recently, Grimm has started to develop a reputation as a martial trainer, in armed as well as unarmed styles. While he has not received much attention yet, mostly due to his race, Grimm is slowly but steadily gaining respect as a master teacher.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
2) How many of these people are still alive? How many are you still friends with?
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
4) What do you look for in a friend?
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
While in the Underdark, Grimm had many friends (see his history in the last section for more on this). Besides his drow owners and their children and also his siblings, Grimm also had several monstrous races for playmates. A lost young beholder by the name of Vortigar was taken in by his drow mistresses and trained as a bodyguard, and also developed a liking for Grimm, the two treating each other with astonishing kindness and playfullness over the years. Hracka the ogre was another of Grimm's friends, and the one with whom he regularly sparred while growing up, forming a rivalry as well as a deep friendship as battle brothers. Karvan the xill slave ranger, bound to the prime material to serve her drow mistresses, was also one of Grimm's battle comrades, and a deep friend; he made sure to destroy her prime material body during his escape from the drow, freeing her back to her home.
On the surface, Grimm developed a host of friendships with various adventurers, including an all-turos mercenary company, with whom he still corresponds. One of the first groups he met when leaving the Underdark were avian birdfolk, who regarded him with great suspicion at first, but who he demonstrated his usefulness in fighting their foes, as they also defended him from drow slave hunters who were after him, and they parted ways on amicable terms.
Grimm is very eager to make friends, as much because of a naturally friendly nature as because he has an unending curiosity of what it would be like to make love to someone, as an individual as well as a member of that individual's race. Sex, for Grimm, is the simplest and most direct way to find out a vast amount of information about someone, including if he is compatible as a friend, and to what degree. This also leads to his strength of love, as he does indeed love easily but deeply when he senses an answering pull in someone else's soul.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
3) What gods, religions, or priesthoods will you have nothing to do with?
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
5) How committed are you to seeing through something (a task, quest, bargain, ect) that you have started?
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to aquire or preserve these things?
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Grimm is a firm believer in the Tao, the Way, the path of enlightenment. He believes that all creatures, monsters and gods and spirits and mortals alike, are a part of this great path and circle, always rising or falling to the next stage of enlightenment, depending on the choices made in life. Reincarnation is a part of his beliefs, and it is highly likely, provided that his soul is not hindered in some way from its appointed course, that he will indeed find his way into another body being born when he finally dies. The undead, in his belief system, are an abberation that need to be purged from their present state, so as to restore balance to the path of enlightenment, and the proper course of the soul. Some may choose, if they wish, to progress in a linear path towards the outer planes, but Grimm prefers to remain where he is, until his soul has properly acquired all that it needs from the prime material, and can ascend to another plane at last.
With this understanding of the connected nature of all things, and the path of enlightenment that all follow, Grimm strongly dislikes killing, and avoids it whenever possible. Killing someone means an end to their potential for progression, interrupting the natural cycles. Grimm does not feel this way about the undead, as breaches in the proper course of existence, or outsiders, who he regards as simply part of their home planes, and who will simply be directly reborn according to the dictates of that plane should he kill them. The only other time when he will kill is when someone is obviously a danger to the lives and happiness of others, and Grimm recognizes that their very existence threatens the paths of others on the circle of enlightenment. This is seldom done with any malice on Grimm's part: it is simply something that must be done, to heal the cycle of enlightenment back to its proper balance.
Power is often an outward demonstration of enlightenment, though this is not always the case, and Grimm seeks for power only as it grants him greater mastery over himself. Wealth means nothing to Grimm personally, but he recognizes that it has the ability to help others, and allows him to better help others when wisely used. As such, he acquires it, but has no qualms against spending it whenever it is needed; he does not hoard wealth for its own sake. Family, friends, and love are all vitally important to Grimm, and he tends to love deeply and passionately, though he does not always know how to show this love, as formal and stiff in mannerism that he can sometimes be. Knowledge is important to Grimm, but something that he will not kill for. After all, if it was discovered once, it can be discovered again. As he seldom sleeps, Grimm also seldom dreams, and so he finds his focus through meditation rather than sleep.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarassing) secrets?
3) Do you have any enemies? How much trouble do those conflicts cause you?
The talent which Grimm regards with the greatest pride is his cooking skills. While he does not require food for sustenance, thanks to a magical ring, he nevertheless enjoys the taste of it, and most of all enjoys the reactions of others when they taste his food, and find it favorable to their palattes. Besides this, as a tantrist martial artist, Grimm excels at defeating opponents without killing them, and also at lovemaking. That the two skills, battle and sex, can be so tightly joined is something that many find odd, but which Grimm finds to be part of a naturally united whole: yin and yang, death and life, fire and water, light and dark. He does, however, have a bad habit of not controlling his fertility when he makes love to people, and as such has produced a fair number of children over the years, though he does take pains to ensure their training and upkeep and affection on his part whenever possible. His greatest enemies are also his greatest fears (see the next sections), and he knows that encounters with these shadows of the past are inevitable.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
2) What do you hate? How do you typically react to these hated things?
3) What do you fear? What is your worst nightmare?
It is probably a fortunate thing that Grimm is fairly calm and at peace with much of the world. Despite his paladin calling, he is astonishingly willing to live and let live, so long as evildoers do not actively breach the peace of others. His favorite food is fresh-baked bread, and also various rice dishes (he has found that he never gets tired of the taste of rice), and so he has learned how to make a living from this love by becoming a more-than-decent baker. Grimm has very few things that he truly hates. Even evil in its purest form is something that he regards as an unfortunate reality that must be cleared away to make room for healthier growth, in individuals as well as nations, or removed like a cancer if it is too deeply-ingrained. If this means killing, then so be it, though this final solution saddens him greatly. He fears facing the nightmares of his past: his siblings Grizz and Gast, and his former owners among the drow. He did battle with Gast in a quest (see below) and killed the vampiric minotaur-blooded male, but the body was never found, leading Grimm to fear a future encounter with his less morally-aligned brother, to say nothing of his evil sister, and his now-epic-level drow mistresses and their many allies.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, ect that you grew up with, but feel free to mention them too)
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
3) If you have an animal companion or familiar, describe how you aquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, ect)
4) If you have any unusual possessions, describe how you aquired them. Is their value practical, monetary, sentimental or some combonation of these?
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Born as the result of a twisted experiment by drow, Grimm was considered a near-miss by his creators, and thus allowed to live. The drow who owned his mother, a full-blooded minotaur slave, attempted to fertilize her with raw evil energy. However, the attempt went slightly awry, and instead of producing a single, purely evil offspring, the experiment resulted in the minotaur female becoming pregnant with three offspring, each one with a strong tendency towards one of the poles: good (Grimm, black-furred), evil (Grizz, his older sister, red-furred barbarian), and neutrality (Gast, grey-furred mage). Of the three, Grizz was considered a success, while the other two were noted for having odd tendencies (their alignment variations were not yet known), but seen as useful nevertheless.
Taken from an early age and raised on the milk of his drow House's Matriarch, Grimm was trained well in drow martial arts and tantric meditation, all the better to serve as a bodyguard and plaything for his drow mistresses, especially the youngest daughter of the House Matriarch, who he cared for deeply. While Grimm was intensely loyal to this youngest daughter, who was good-hearted, this loyalty gradually ceased to apply to other drow. Tragedy struck when Grimm's young mistress was caught reading forbidden books, telling the true story of how the drow fell. Before she could be taken and executed, however, she and Grimm fled the city, and tried to make their way to the surface, where the young drow hoped to find elves sympathetic to her plight. However, while escaping, the pair were caught by drow hunters, and she was killed, while Grimm was badly wounded and left for dead.
Surviving despite the odds, even while maddened by drow venom, Grimm made his way to the surface, and found his way into the company of Turos mercenaries, who eventually took him back to their city in the Freeholds, where he furthered his studies in tantric meditation to attempt and achieve greater enlightenment. Feeling discontent, however, and lacking true connections to those of his own kind (or close enough, as he was a civilized minotaur, rather than a pure-blooded Turos), Grimm took to the seas, and arrived in Avalon City a few months later, where he hoped to find the enlightenment he sought in the whirl of many races, rather than simply through the eyes of one.
Grimm's first meeting with monsters was with the ogre and full-blooded minotaur servants of the drow, and with illithids and neogi. One of his first battles, to prove his worth as a bodyguard, was to covertly strangle a neogi overseer, and then escape without being captured or killed by the neogi's slave umber hulks. Being raised by such a magic-heavy race as the drow, Grimm's life has always been saturated with the presence of the supernatural, and he sees little wrong with its use. He was actually quite astonished to discover that most of his race, the turos, has a strong distrust of arcane magic, when he finally managed to escape and merge back with his proper people. This, sadly, has left a rift between him and most turos, leading Grimm to describe himself as a minotaur or "half-minotaur" more frequently than as a turos, though he may do so for the sake of those with prejudice against monstrous races, or when he wishes to identify with other turos more strongly.
The quest, The Search for Gast, was the source of two great magical items, the full extent of their powers which Grimm has yet to properly ascertain. He is still experimenting with them, still delving steadily deeper into their inherent abilities. When he fully masters the use of the trappings of Oogway, and the Duanda Beads, then it is likely that he will become quite literally the greatest martial artist on Therafim, tapping into the skills and knowledge and abilities of legendary martial artists and their styles thousands of years dead and gone and past, including many styles that have gone extinct. This same quest gave Grimm his most prized possession, the monastery he has decided to call Mournmont, where he has started to gradually establish a great school. Presently he is slowly spreading the word that there is a place for the ultimate martial training now available, though this is slow going work, in no small part because he is a beastfolk, and most other races on Therafim look down on his kind to one degree or another. In order for Grimm to fully prove the worth of his training methods, he will have to engage in a great many battles all over the world, a pilgrimage of battle that he knows will require a great deal of preparation before he undertakes it.
Besides these more epic items, Grimm is also the possessor of a number of specialized magical items that he had specially made for him. The Gloves of Battle are a set of leather guantlets inset with metal lacing and plates, which Grimm was given by the drow after he bathed them in the blood of a deep dragon that was menacing their caravans beneath the surface, an act that makes them appear to be a part of his body most of the time. He has since continued to upgrade them with additional magical powers, so that they are steadily more formiddable weapons for barehanded fighters. He also makes use of the Spriggan Headband, a gnomish invention to increase the size of the wearer for short periods, the mask of spiderclimbing, a device frequently used by changeling assassins to climb walls, and regularly wears a healing vest along with a ring of sustenance for sake of practicality. His old canvas belt, after it was so stained with his sweat and blood that it turned almost black, he had enchanted so that it would stop smelling bad and giving away his position. This also made it into a monk's belt, the enchanted item, as the enchantment that stopped the soiling of the belt also managed to enhance the martial essence of the wearer.