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'SHADOW' Ethos: any Align: any In the first days of Serin, those that lacked the might to be a warrior but the acuteness of senses to anticipate danger, and the nimbleness to escape it, turned their talents to a new guildhall - the guild of rogues. Made up of a versatile range including spies, scouts, tricksters and thugs, and skilled in trap evading and looting, they relied on sneak attacks to compete with the warriors. At its peak, the rogue guildhall was perhaps the most versatile guild of the early days, but it was doomed to fall. During the time of The Alliances, when allegiances over cabals were drawn and adhered to, these solo artists began to slowly dwindle in numbers, as they were gradually killed in battle over the items, and adventurers began to shun their guild and ways, for its danger was too much to handle. The few surviving original rogues moved into hiding, and lamented their dislike for the items which had brought doom upon their guildhall. A new guild was formed, one which developed its defences, reinforcing its ties, and honed its abilities to prey on the unsuspecting. For a long time, the guild remained a secret, a myth. Keeping the traditional loner-like conduct of its ancestor, the shadow is a versatile and developed fighter. Their art specializies in two modes, making a strong, surprise attack, and a swift, effective escape. They are often found hiring their services to others, for a price. While their study of magic has came at the price of less familiarity with weaponry, a shadow is nevertheless effective for as long as his defences hold out. Shadows have learned to store and use KI for many of their abilities. Clan chosen during creation may be switched later with CLANCHANGE. The following races can be a shadow: human, drow, avian, half-elf
7.12. SUMMARY > CLASSES > SHADOW

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