Disciple

Uncommon Class

Prime Attribute: Dexterity

Hit Dice: 1d6 HP per level through Level 9. +1 HP each level thereafter.

Armor: None.

Weapons: Any.

Class Features

Establish Monastery (Level 9)

Free Movement: The Disciple has unmatched bodily control, enabling them to run, leap, and tumble with amazing speed and skill. Their base movement rate increases with level, and they are never slowed by obstacles.

Increased Weapon Damage: The Disciple inflicts +1 damage with weapons for each 2 Levels they have attained.

Improved Armor Class: The Disciple’s AC gains an inherent bonus that increases with Level.

Paths of Enlightenment: A Disciple must choose at Level 1 whether to follow the Light Path, the Dark Path, or the Gray Path. Depending on this choice, they will learn different special powers as they advance in Level. All of these powers require the Disciple to be free of bonds and able to breathe freely.

Unarmed Prowess: The Disciple is a master of unarmed combat, and their Unarmed damage increases with level.

Secret Arts

Choose one of these, and gain the other at Level 6.

Herbalism

Mystic Insight

Disciple Advancement

Level

Experience

HD

Weapon Damage

Base AC

Unarmed Damage

Base Movement

1

0

1d6

+0

9

1d6

12

2

2,500

2d6

+1

8

1d6

13

3

5,000

3d6

+1

7

1d6

14

4

10,000

4d6

+2

6

1d8

15

5

20,000

5d6

+2

5

1d10

16

6

40,000

6d6

+3

4

1d12

17

7

80,000

7d6

+3

3

2d8

18

8

160,000

8d6

+4

2

2d8+1

19

9

320,000

9d6

+4

1

2d8+2

20

10

420,000

9d6+1

+5

1

2d8+4

21

11

620,000

9d6+2

+5

0

3d8+1

22

12

820,000

9d6+3

+6

0

3d8+2

23

13

1,020,000

9d6+4

+6

-1

3d8+4

24

14

1,320,000

9d6+5

+7

-1

4d8+1

25

15

1,720,000

9d6+6

+7

-2

4d8+2

26

16

2,220,000

9d6+7

+8

-3

4d8+4

27

17

2,720,000

9d6+8

+8

-3

4d8+5

28

18

3,220,000

9d6+9

+9

-3

4d8+6

29

19

3,720,000

9d6+10

+9

-3

4d8+7

30

20

4,220,000

9d6+11

+10

-3

4d8+8

31

21+

+500,000

+1

+10

-3

+1

32

THE DARK PATH

Level 1 – Drain Land. The Disciple may drain the life force of plants within a 10’ radius as a combat action. If they do so, all small plants and grasses in the area wither and fade an dthe Disciple regains 1D6 HP. The Disciple can use this ability once per Level per day. It may not be used in an area without natural vegetation.

Level 3 – Walk In Silence. The Disciple gains the Shadow-Walking Secret Art. In addition, when Shadow-Walking, they make absolutely no sound whatsoever.

Level 5 – Drain Life. Once per day, the Disciple may heal Constitution damage by draining the life of large vegetation such as trees. The area drained is 10’ radius per 2 Disciple levels, and 1 point of Constitution can be restored per 10’ radius area drained. Large and healthy natural vegetation must be present in order to use this power. The trees dry and crumble into ash as they are drained.

Level 6 – Armor of Death. In combat, the Disciple’s Armor Class improves by 1 for each 5 HP of damage he or she inflicts. This bonus AC fades at the end of the battle.

Level 9 – Sphere of Destruction. The Disciple can unleash a lethal ball of dark energy against their enemies. This is a Ranged Attack with a range of 10’ per Disciple Level, and affects all targets within 5’ per Disciple level of the primary target. It inflicts 1D6 damage per Disciple level. This power can be used once per day per 2 Disciple Levels.

Level 12 – One With Darkness. The Disciple gains the ability to Step Into Shadows as a Sorcerer does. In addition, they may choose to wholly enter the Shroud and vanish from the material world. This power is usable at will.

THE GRAY PATH

Level 1 – Pass Through Danger. Once per day, the Disciple can invoke this power. For the next 10 minutes, the Disciple gains a +5 bonus to any roll made to avoid harm.

Level 3 – Discern Realities. The Disciple gains a +5 bonus to all rolls made to resist or disbelieve illusions. This bonus cannot be combined with the one from Pass Through Danger.

Level 5 – The Law of Five. Each time the Disciple succeeds in a Skill Roll or an Attack Roll, they gain a Karma token. Any time they fail a Skill or Attack Roll, they lose all accumulated Karma tokens. The Disciple may spend 5 Karma tokens before any roll in order to gain a +5 bonus to that roll. This bonus stacks with all other modifiers.

Level 6 – Commune With Nature. The Disciple is so attuned to the natural world that they can speak with plants and animals, and even sense the emotional state of inanimate natural objects within a 500’ radius.

Level 9 – Restore The Balance. Once per day, the Disciple can cause the land within a 250’ radius to be restored to its intact state. Any destruction that has been visited on the area by unnatural forces will be reversed – shattered cliffs rebuilt, withered trees restored, and even slain beasts returned to life. Only natural, non-human creatures and structures can be affected by this power, and only destruction caused by unnatural forces or human intervention can be restored.

Level 12 – Strengthen Reality. Once per day, the Disciple may create a 250’ radius spherical area in which forces from Outside cannot operate. Others and Shades cannot enter, and those within the area must flee or be destroyed. No sorcery operates within the area, and any Gates are temporarily sealed. The effect remains for 1 full day, after which it can be renewed seamlessly by the Disciple if they choose to do so.

THE LIGHT PATH

Level 1 – Healing Hands. Once per day per Disciple level, the Disciple may restore 1d6 HP or 1d4 Constitution to a character by laying on hands.

Level 3 – Sense Evil. The Disciple gains the Sense Evil Secret Art, but it is always active and requires no roll to detect evil within 25’ of the Disciple. In addition, the Secret Art may be used to detect mere human evil (defined as active ill intent toward the Disciple) with a Wisdom roll.

Level 5 – Sanctuary of Peace. By entering a focused state of meditation, the Disciple creates an 25’ radius area that is peaceful and calm. All conflict in the area ceases, and any creature with violent or wicked intent becomes confused and disoriented for 2d6 minutes. While in this Sanctuary, lost HP are restored at a rate of 1d6 per minute. If the Disciple’s meditation is interrupted, the Sanctuary vanishes. This ability can be used once per day for each 2 Disciple levels.

Level 6 – Sphere of Light. The Disciple creates a ball of brilliant light that they can unleash against creatures of darkness. This is a Ranged Attack with a range of 10’ per Disciple Level, and affects all targets within 5’ per Disciple Level of the primary target. It inflicts 1d6 damage per Disciple Level to all Others and creatures of Shadow, but is harmless to all other creatures. Note that Sorcerers count as creatures of Shadow if they are currently Stepping Into Shadow, as do Shadow-Walking characters.

Level 9 – Purge Corruption. By laying hands on a willing creature, the Disciple removes all Corruption and/or Taint of Chaos afflicting that creature.

Level 12 – Wave of Tranquility. Once per day, the Disciple can create a Wave of Tranquility in a cone reaching 10’ per Disciple Level from their outstretched hand. All creatures caught in the Wave are immediately pacified, abandoning all violent or wicked intent for 2d6 rounds. Creatures of Shadow and Others are confused and weakened while under the effects of the Wave, suffering -5 penalties to AC and Skill.

Disciple

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