The Untold Adventures of Grimalkin, the Witch Eradicator

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Grimalkin the witch eradicator is a fascinating character in the realm of folklore and mythology. She is depicted as a powerful and skilled witch hunter, feared and admired by both witches and mortals alike. Grimalkin's story is one of adventure, courage, and determination as she relentlessly pursues and eliminates witches who pose a threat to society. Grimalkin's origins are shrouded in mystery, with various tales suggesting that she was either born with her extraordinary abilities or was granted them by a higher power. Regardless of her origins, Grimalkin possesses an exceptional set of skills that make her a formidable adversary to witches everywhere. Her keen senses, agility, and mastery of arcane arts allow her to track down and eliminate witches with ease.

Tome of nagic

Her keen senses, agility, and mastery of arcane arts allow her to track down and eliminate witches with ease. Driven by a deep sense of justice, Grimalkin sees it as her duty to rid the world of witches who use their powers to cause harm and chaos. She is known to travel across vast lands, following leads and rumors, always one step ahead of her adversaries.

Tome of nagic

1 A shadowcaster can select this feat as one of his path-based bonus feats.

2 You can gain this feat multiple times, but its effects do not stack. Each time you take the feat, apply it to a new path.

3 You can gain this feat multiple times. Its effects stack.

Spells

BARD SPELLS

1ST LEVEL

Beckon Person: Force a humanoid to approach you against its will.

Scramble True Position: Teleport your foes 10 feet in a random direction, knocking them over.

2ND LEVEL

Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.

Horror of the Spoken Name: Frighten creature that hears its own truename.

3RD LEVEL

Beckon Monster: Force a creature to approach you against its will.

4TH LEVEL

Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.

6TH LEVEL

Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.

Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.

CLERIC SPELLS

1ST LEVEL

Scramble True Position: You teleport your foes 10 feet in a random direction, knocking them over.

2ND LEVEL

Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.

Horror of the Spoken Name: Frighten creature that hears its own truename.

True Prayer of the Faithful: Allies gain +1 bonus on most rolls.

3RD LEVEL

Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.

4TH LEVEL

True Prayer of the Chosen: You gain +3 AC and save bonus.

5TH LEVEL

Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.

6TH LEVEL

Hidden Truename: Subject’s personal truename is hard to discover through research.

8TH LEVEL

Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.

Ritual of Renaming: You give a creature a new personal truename, expunging the old one.

True Banishment: Banishes an extraplanar creature whose personal truename you know.

Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.

9TH LEVEL

Word of Genesis: You instigate a new demiplane on the Astral Plane.

DRUID SPELLS

2ND LEVEL

Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.

4TH LEVEL

Warp Truename: Gives foe a temporary form that’s grotesque and useless.

5TH LEVEL

Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.

6TH LEVEL

Hidden Truename: Subject’s personal truename is hard to discover through research.

8TH LEVEL

Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.

Ritual of Renaming: You give a creature a new personal truename, expunging the old one.

Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.

PALADIN SPELLS

2ND LEVEL

True Prayer of the Faithful: Allies gain +1 bonus on most rolls.

3RD LEVEL

Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.

True Prayer of the Chosen: You gain +3 AC and save bonus.

SORCERER/WIZARD SPELLS

1ST LEVEL
Conjuration

Bulwark of Reality: Bonus to AC equal to half your level (+5 minimum).

Scramble True Position: You teleport your foes 10 feet in a random direction, knocking them over.

Enchantment

Beckon Person: Force a humanoid to approach you against its will.

2ND LEVEL
Necromancy

Horror of the Spoken Name: Frighten creature that hears its own truename.

Transmutation

Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.

3RD LEVEL
Abjuration

Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.

4TH LEVEL
Enchantment

Beckon Monster: Force a creature to approach you against its will.

Transmutation

Warp Truename: Gives foe a temporary form that’s grotesque and useless.

5TH LEVEL
Abjuration

Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.

Conjuration

Truename Binding, Lesser: Enslaves extraplanar creature of CR 6 or less with the power of its truename.

6TH LEVEL
Abjuration

Hidden Truename: Subject’s personal truename is hard to discover through research.

7TH LEVEL
Conjuration

Truename Binding: Enslaves extraplanar creature of CR 10 or less with the power of its truename.

8TH LEVEL
Abjuration

Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.

Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.

Transmutation

Ritual of Renaming: You give a creature a new personal truename, expunging the old one.

9TH LEVEL

Conjur Truename Binding, Greater: Enslaves extraplanar creature of CR 14 or less with the power of its truename.

Necromancy

Unname: Erase a creature from reality.

Pact Magic

Shadow Magic

FUNDAMENTAL MYSTERIES

Arrow of Dusk: Ray deals 2d4 nonlethal, �3 crit.

Black Candle: As the spell darkness or light.

Caul of Shadow: Shadows grant deflection bonus to AC.

Liquid Night: Create ink by manifesting surrounding shadows.

Mystic Reflections: As the spell detect magic.

Shadow Hood: Subject takes �1 penalty on attack rolls and Dexterity-based checks.

Sight Obscured: +5 bonus on Hide, Sleight of Hand, or other checks to conceal your movements, actions, or presence.

Umbral Hand: As the spell mage hand, but can affect heavier objects and magic items.

Widened Eyes: Gain low-light vision.

APPRENTICE PATH MYSTERIES
CLOAK OF SHADOWS

1 Steel Shadows: Gain +3 armor bonus and +3 shield bonus to AC.

2 Sight Eclipsed: Hide even when observed.

3 Sharp Shadows: Foes striking you take piercing damage.

DARK TERRAIN

1 Carpet of Shadow: Transform the ground into shadowstuff, impeding movement.

2 Black Fire: Create fire in several squares that deals cold damage.

3 Clinging Darkness: Root foes in place.

EBON WHISPERS

1 Voice of Shadow: As the spell command, but also affecting intelligent undead and constructs.

2 Congress of Shadows: Hold two-way conversation at a distance.

3 Flicker: Flash through several locations via conduits of shadow.

EYES OF DARKNESS

1 Bend Perspective: Change point of view, as though you were standing elsewhere.

2 Piercing Sight: Gain darkvision 60 ft. and see invisible creatures.

3 Killing Shadows: Gaze attack that deals damage.

SHUTTERS AND CLOUDS

1 Dusk and Dawn: Create an area of shadowy illumination.

2 Shadow Skin: Thicken your flesh with the power of shadow.

3 Dancing Shadows: Make subjects harder to hit.

TOUCH OF TWILIGHT

1 Life Fades: Deal nonlethal damage and cause fatigue.

2 Flesh Fails: Deal minor ability damage.

3 Umbral Touch: Deal damage and slow with a touch.

UMBRAL MIND

1 Mesmerizing Shade: Daze subject for 1 round or cause �1 penalty on attack rolls, checks, saves.

2 Thoughts of Shadow: Briefly enhance mental abilities.

3 Afraid of the Dark: Create a shadowy reflection of the subject that deals ability damage.

INITIATE PATH MYSTERIES
BLACK MAGIC

4 Warp Spell: Steal the energy of another caster�s mystery or spell.

5 Echo Spell: Repeat a mystery or spell cast in the previous round.

6 Flood of Shadow: Casting in area is difficult; shadow mysteries and spells are empowered.

BODY AND SOUL

4 Bolster: Grant subject temporary hit points.

5 Languor: Shadows weigh subjects down.

6 Shadow Investiture: Grant subject cold resistance 15, evasion, and ability to see in darkness.

DARK REFLECTIONS

4 Shadow Evocation: Mimic evocation below 5th level, but only 20% real.

5 Feign Life: Animate objects and give them concealment.

6 Shadow Evocation, Greater: Mimic evocation below 7th level, but only 60% real.

EBON ROADS

4 Step into Shadow: Short-range travel through shadow.

5 Pass into Shadow: As the spell plane shift, but must involve the Plane of Shadow.

6 Voyage into Shadow: As the spell shadow walk, but faster.

ELEMENTAL SHADOWS

4 Aura of Shade: Subject is protected from cold and deals cold damage with attacks.

5 Dark Air or Water: As the spell control winds or control water.

6 Shadow Storm: Arcs of cold and electricity strike multiple targets.

UNBINDING SHADE

4 Shadows Fade: As the spell dispel magic.

5 Unravel Dweomer: As the spell break enchantment.

6 Shadows Fade, Greater: As the spell greater dispel magic.

VEIL OF SHADOWS

4 Shadow Vision: Subject takes penalties on most actions and has 50% miss chance.

5 Curtain of Shadows: Block line of sight and deal cold damage.

6 Unveil: Remove many adverse conditions.

MASTER PATHS
BREATH OF TWILIGHT

7 Life Fades, Greater: As the mystery life fades, but more potent and affecting more subjects.

8 Flesh Fails, Greater: As the mystery flesh fails, but more potent and affecting more subjects.

9 Ephemeral Storm: Targets must save or die, success results in 5d6 damage.

DARK METAMORPHOSIS

7 Ephemeral Image: Create a shadow duplicate through which you can cast your magic.

8 Umbral Body: Transform into an incorporeal being of shadow.

9 Shadow Time: Act freely for 3 rounds.

EBON WALLS

7 Prison of Night: Entrap subject in a shadow prison.

8 Tomb of Night: Prison of shadow drains levels from subject inside.

9 Consume Essence: Slay creature and instantly reanimate it as a dark creature under your control.

EYES OF THE NIGHT SKY

7 Truth Revealed: As the spell true seeing, with additional, but possibly misleading, information.

8 Far Sight: As the spell greater scrying, in conjunction with the mystery truth revealed.

9 Reflections of Things to Come: Gain limited insight into the future.

HEART AND SOUL

7 Dark Soul: Compel a subject to attack a target of your choice.

8 Soul Puppet: As the spell dominate monster.

9 Shadow Surge: As the spell dominate monster, but affects multiple targets for 1 round.

SHADOW CALLING

7 Summon Umbral Servant: Summon shadow elementals to serve you.

8 Shadow Plague: A cloud of shadow energy deals 4d6 cold damage/round.

9 Army of Shadow: Summon shadow elementals to serve you.

Truename Magic

LEXICON OF THE EVOLVING MIND
1ST-LEVEL UTTERANCES

Defensive Edge: Grant ally +1 AC, or an enemy �1 AC.

Inertia Surge: Grant creature freedom from restricting effects, or root an enemy to the ground and prevent it from moving.

Knight�s Puissance: Ally gains +2 on attack rolls, or enemy gains �2 on attack rolls.

Universal Aptitude: Subject gains +5 on skill checks for 5 rounds, or enemy gains �5 on skill checks for 5 rounds.

Word of Nurturing, Minor: Give ally fast healing 1, or deal 1d6 damage each round for 2 rounds.

2ND-LEVEL UTTERANCES

Archer�s Eye: Give ally ability to ignore concealment with ranged attacks, or protect ally from projectiles.

Hidden Truth: Grant creature +10 bonus on a Knowledge check, or a +10 bonus on a Bluff check.

Perceive the Unseen: Give creature the benefit of the Blind-Fight feat, or grant a creature concealment.

Silent Caster: Ally gains benefit of Silent Spell feat, or creature is silenced.

Speed of the Zephyr: Subject�s speed increases by 20 feet and he can run up walls, or reduce foe�s speed by 10 feet.

Strike of Might: Target�s next weapon damage roll deals +10 damage, or target�s next weapon damage roll deals �5 damage (minimum 0).

Temporal Twist: Ally gains one free attack, or enemy is dazed for 1 round.

Word of Nurturing, Lesser: Give ally fast healing 3, or deal 2d6 damage each round for 2 rounds.

3RD-LEVEL UTTERANCES

Accelerated Attack: Give an ally Spring Attack feat, or allow ally to move while casting a spell.

Energy Negation: Grant an ally resistance 10 to one energy type, or deal energy damage to a foe.

Incarnation of Angels: Creature gains the celestial template, or creature gains the fiendish template.

Seek the Sky: Give creature ability to fly, or force a flying creature gradually to the ground.

Speed of the Zephyr, Greater: Give ally benefit of haste spell, or enemy suffers from the effect of a slow spell.

Temporal Spiral: Target gains one extra move action, or enemy is dazed for 3 rounds.

Vision Sharpened: Subject gains benefit of see invisibility, or subject becomes invisible.

Word of Nurturing, Moderate: Give ally fast healing 5, or deal 4d6 damage each round for 2 rounds.

4TH-LEVEL UTTERANCES

Breath of Cleansing: Allow ally second save against ongoing effect, or nauseate an enemy.

Caster Lens: Increase ally�s caster level by 2, or reduce enemy�s caster level by 2.

Confounding Resistance: Grant ally ability to avoid partially harmful effects, or remove evasion from an enemy.

Magic Contraction: Ally gains spell resistance, or grant a creature benefit of Empower Spell feat.

Morale Boost: Remove fear from a creature, or frighten an enemy.

Spell Rebirth: Restore a dispelled or dismissed spell, or dispel one spell.

Word of Bolstering: Cure 1d6 points of ability damage or drain to one ability score, or cause �1d6 penalty to one enemy�s Str, Dex, or Con.

Word of Nurturing, Potent: Give ally fast healing 10, or deal 6d6 damage each round for 2 rounds.

5TH-LEVEL UTTERANCES

Eldritch Attraction: Move a creature 40 feet closer to you, or 40 feet farther away from you.

Energy Negation, Greater: Ally gains immunity to one energy type, or give ally an energy shield that damages attackers.

Essence of Lifespark: Remove one negative level from creature, or one enemy gains one negative level.

Preternatural Clarity: Give an ally a +5 floating bonus for attacks, saves, or checks, or make an enemy confused.

Seek the Sky, Greater: Give creature fly speed of 120 feet (perfect), or cause a flying creature to fall and take damage.

Sensory Focus: Creature gains blindsight, or creature is blinded and deafened.

Ward of Peace: Ally cannot be attacked, or temporarily banish target to extradimensional pocket.

Word of Nurturing, Critical: Give ally fast healing 15, or deal 8d6 damage each round for 2 rounds.

6TH-LEVEL UTTERANCES

Breath of Recovery: Remove conditions from an ally, or paralyze an enemy.

Ether Reforged: Creature gains the benefit of defenses against incorporeal foes and can affect them normally, or creature can become ethereal.

Knight�s Puissance, Greater: Ally gains +5 on attack and damage rolls, or enemy gains �5 on attack and damage rolls.

Mystic Rampart: Ally gains DR 5/� and +5 on saves, or enemy incurs �5 AC and saves.

Singular Mind: Free subject from enchantments, curses and possession, or dominate one creature.

Word of Nurturing, Greater: Give ally fast healing 20, or deal 10d6 damage each round for 2 rounds.

LEXICON OF THE CRAFTED TOOL
1ST-LEVEL UTTERANCES

Fortify Armor: Make a creature�s armor able to negate critical hits and sneak attacks.

Keen Weapon: Improve the threat range of a weapon.

2ND-LEVEL UTTERANCES

Agitate Metal: Cause a creature�s metal equipment to radiate painful heat or cold.

Analyze Item: Discern the properties of a magic item.

3RD-LEVEL UTTERANCES

Rebuild Item: Restore an item destroyed within the last round to perfect form and functionality, including any magic properties it had.

Suppress Weapon: Suppress the energy property of a weapon.

4TH-LEVEL UTTERANCES

Suppress Item: Suppress the properties of a magic item.

Transmute Weapon: Change a weapon�s special material.

5TH-LEVEL UTTERANCES

Metamagic Catalyst: Give a potion or scroll the benefit of a metamagic feat.

Seize Item: Bring an object within range instantly to your hand.

LEXICON OF THE PERFECTED MAP
1ST-LEVEL UTTERANCES

Fog from the Void: Create a cloud of fog that obscures sight and might make movement difficult.

Shield of the Landscape: Alter the land to temporarily negate or provide cover.

Shockwave: A violent pulse of energy knocks creatures from their feet.

2ND-LEVEL UTTERANCES

Energy Vortex: Fill the area with energy that damages your foes.

Speak Rock to Mud: Turn solid ruck into cloying mud.

Transform the Landscape: Add or remove difficult terrain in the area.

3RD-LEVEL UTTERANCES

Lore of the World: The world gives you information you request.

Master of the Four Winds: Bend the winds to your will.

Thwart the Traveler: Prevent extradimensional travel in

4TH-LEVEL UTTERANCES

Anger the Sleeping Earth: Shake the earth, as the earthquake spell.

Conjunctive Gate: Create a portal between two planes.

Deny Passage: Prevent creatures from entering or leaving an area.

Word of Nurturing, Minor: Give ally fast healing 1, or deal 1d6 damage each round for 2 rounds.
Grimalkin the witch eradicator

Her dedication to her cause is unwavering, and she will stop at nothing to ensure that all witches are held accountable for their actions. Despite her fearsome reputation, Grimalkin is not without compassion. She understands that not all witches are evil and acknowledges that some use their powers for good. In her quest to eradicate witches, Grimalkin carefully discerns between those who deserve to be eradicated and those who should be spared. This discernment demonstrates her wisdom and integrity, further enhancing her unique character. Grimalkin's legend has inspired countless stories, books, and even movies, ensuring that her legacy lives on. Her tale serves as a reminder of the eternal struggle between good and evil, and the courage it takes to stand up against injustice. Grimalkin embodies the belief that one person can make a difference, no matter how daunting the task may seem. In conclusion, Grimalkin the witch eradicator is a captivating character whose story captivates audiences. She exemplifies bravery, determination, and justice as she relentlessly hunts down witches who pose a threat to society. Grimalkin's legacy continues to inspire and remind us of the power of one person's resolve in the face of darkness..

Reviews for "Grimalkin's Arsenal: The Tools and Equipment of a Witch Eradicator"

1. Samantha - 2/5 - I was really excited to read "Grimalkin the witch eradicator" based on the rave reviews I saw, but I was so disappointed. The story was slow-paced and lacked depth. The main character felt one-dimensional, and I couldn't connect with her at all. Furthermore, the world-building was weak, and I found myself constantly confused about the magical system and the overall setting. Overall, this book just didn't live up to the hype for me.
2. Ethan - 1/5 - I really disliked "Grimalkin the witch eradicator." The writing style was bland and uninspiring, making it hard for me to stay engaged. The plot felt predictable and nothing special, and I found myself losing interest halfway through. The narrative lacked any sort of tension or excitement, leaving me feeling bored and uninvested. I was also disappointed with the lack of character development and the shallow relationships between the characters. It's safe to say I won't be recommending this book to anyone.
3. Jessica - 3/5 - "Grimalkin the witch eradicator" had its moments, but overall, it fell short for me. The story had potential, but the execution was lacking. The pacing was inconsistent, with some parts dragging on while others felt rushed. Additionally, I found the dialogue to be stiff and unrealistic, making it difficult to connect with the characters. While there were a few interesting aspects, such as the unique magical creatures, it wasn't enough to save the book for me. Overall, it was an okay read, but I wouldn't necessarily recommend it.
4. Benjamin - 2/5 - I had high hopes for "Grimalkin the witch eradicator," but unfortunately, it didn't meet my expectations. The plot felt disconnected and disjointed, with various subplots that didn't tie together well. This made it difficult for me to stay engaged and invested in the story. Additionally, the writing style was lackluster, lacking the descriptive elements that I usually enjoy in fantasy novels. I was hoping for more depth and complexity, but unfortunately, it fell flat. Overall, I found "Grimalkin the witch eradicator" to be a forgettable read that I wouldn't recommend to fellow fantasy fans.
5. Jennifer - 2/5 - "Grimalkin the witch eradicator" had an interesting concept, but the execution left much to be desired. The pacing was uneven, with slow sections that made it challenging to stay engaged. I also found the character development to be lacking. The main character felt underdeveloped and I struggled to connect with her. The romantic subplot was also forced and lacked chemistry. While there were some intriguing magical elements, they weren't enough to make up for the book's flaws. Overall, I was disappointed with "Grimalkin the witch eradicator" and wouldn't recommend it to others.

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