Gray Disciple

From Paradox Haze

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!Level!!Base<BR>Attack<BR>Bonus!!Fort<BR>Save!!Ref<BR>Save!!Will<BR>Save!! align="left" | !!  !!<BR>Maneuvers<br>Readied!!
!Level!!Base<BR>Attack<BR>Bonus!!Fort<BR>Save!!Ref<BR>Save!!Will<BR>Save!! align="left" | !!  !!<BR>Maneuvers<br>Readied!!

Revision as of 20:30, 6 October 2007

Gray Disciple

Gray Disciples are followers of the way of the ancient Hero, the White Lord. Like their master, they're cunning thieves and acrobats, and deadly with two daggers. Most of the other hero-disciplines think the Gray Disciples to be mere rogues; this isn't too far from the truth. Gray Disciples, while cunning, are not warriors.

Gray Disciples are probably the fewest in number of any of the disciplines; they also tend to work the most independently. They tend to be humans living in large cities in Soathon, but because of their natural will to travel, they've spread over more than than the other disciplines.

They multiclass well with Wind-Callers, using their powers to improve their stealth.

Class Skills

Alignment: Any

Hit Die: d6.


The gray disciple’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level: (8 + Int modifier) x4.

Skill Points at Each Additional Level: 8 + Int modifier.

Weapon and Armor Proficiency: Light Armor, All Simple Weapons


Table: The Assassin
LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save

Maneuvers
Readied
1st+0+0+2+2 Two Weapon Fighting, Skirmish (+1d6, +1 AC) 2
2nd+1+0+3+3 Evasion 2
3rd+2+1+3+3 Skirmish (+2d6, +1 AC) 3
4th+3+1+4+4 Uncanny dodge, Slow Fall 20 feet 4
5th+3+1+4+4 Improved Two-Weapon Fighting, Skirmish (+2d6, +2 AC) 4
6th+4+2+5+5 Slow Fall 30 feet 5
7th+5+2+5+5 Skirmish (+3d6, +2 AC) 5
8th+6/+1+2+6+6 Improved uncanny dodge, Slow Fall 40 feet 6
9th+6/+1+3+6+6 Skirmish (+3d6, +3 AC) 7
10th+7/+2+3+7+7 Improved Evasion, Slow Fall 50 feet 7

Desert Wind Style: Gray Disciples can utilize any stances and maneuvers in the Desert Wind discipline, if he meets the level requirement (Up to level 7 Maneuvers; Gray Disciples cannot learn or utilize Level 8 or 9 maneuvers or stances).

He doesn't need to ready maneuvers ahead of time; per encounter, he can use maneuvers depending on his level, as detailed in the chart above.

Note: For the Gray Disciple, any Desert Wind maneuvers dealing with fire or heat instead use cold.

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