Gray Disciple

From Paradox Haze

(Difference between revisions)

Revision as of 03:48, 29 September 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 Gray Disciple
LevelBase Attack BonusFort SaveRef SaveWill Save Special
1st+0+0+2+0 Two Weapon Fighting, Canny Defense, Skirmish (+1d6, +1 AC)
2nd+1+0+3+0 Evasion
3rd+2+1+3+1 Skirmish (+2d6, +1 AC)
4th+3+1+4+1 Uncanny dodge, Slowfall 20ft
5th+3+1+4+1 Improved Two-Weapon Fighting, Skirmish (+2d6, +2 AC)
6th+4+2+5+2 Hide in Plain Sight, slow fall 30 ft.
7th+5+2+5+2 Skirmish (+3d6, +2 AC)wai
8th+6/+1+2+6+2 Improved Uncanny Dodge, slow fall 40 ft.
9th+6/+1+3+6+3 Improved Evasion, Skirmish (+3d6, +3 AC)
10th+7/+2+3+7+3 slow fall 50 ft.
Personal tools