Difference between pages "Lion" and "Guile (sage study)"

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{{Bestiarychart
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[[File:Guile.jpg|thumb|380px|]]
| name = Lion
 
| species = [[Feline|feline]]
 
| noapp = 5–15
 
| behaviour = social (family)
 
| range = [[Desert (range)|desert]], [[Savanna (range)|savanna]], [[Steppe (range)|steppe]], [[Veldt (range)|veldt]]
 
| size = 9 ft. 4 in. long
 
| weight = 450 lbs.
 
| int = 2
 
| AC = 5
 
| HD = 5+2
 
| AP = 6
 
| THAC0 = 16
 
| hpdie = 2d4
 
| attack = claw/claw, bite
 
| dmg = 1–8/1–8, 2–16
 
| special = [[Jump (attack)|Leap]], [[Raking|rake]], [[Surprise (combat)|surprised only on a 1]]
 
}}
 
'''Lions''' possess a much wider range in the 17th century than they do in the present, dwelling throughout open grasslands north of  Persia and the Caucasus, spanning the Middle East and throughout Africa; they dislike dense forests, however.  Their preferred prey are hoofed mammals. 
 
  
[[File:Lion.jpg|left|420px]]
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Describes the skill a character has in deceiving others about the character's intent, integrity, appearance and reason for beingThe study enables the character to adopt a disguise or level of confidence, enabling them to spy where they do not belong and even rise within the hierarchy of organizations to which they do not legitimately belongMeanwhile, others will feel inclined to believe the character's words and veracity — and empower the character to move about freely and gain what information and access they need.
They are a social species, forming groups called prides which consist of a few adult males, related females and cubsGroups of females usually hunt together, having been known to pull down creatures as large as an [[Elephant (African)|elephant]]When desperate for food, lions have been known to attack humans, but typically they do not.
 
  
Lions are muscular, varying in colour from light buff to silvery grey, yellowish red and dark brown.  Rarely, lions can be white, though this is not a sign of being albinoIt is the only member of the cat family that displays obvious sexual differences between male and female.  The male lion's mane is the most recognisable feature of the species, which the female does not possess.  Lions spend much of their time resting; they are inactive for about 20 hours a day.  Their activity generally peaks after dusk with a period of socialising, grooming and intermittent bursts of activity that last until dawn, when hunting most often takes place.
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Much of this study preys upon the gullibility of others, who are easily tricked or manipulated into courses of actionThus the sage abilities described below include numerous ways to dupe others and gull them of their respectability, wealth and skepticism, often drawing them into the character's plot so as to make them unknowing participants in their own undoing.
  
== Attacks ==
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== Sage Abilities ==
When the lion attacks, at the end of its rush it will '''leap four [[Combat Hex|combat hexes]]''' following its movement, enabling it to close the distance quickly with its prey, while moving warily.  They will attack with their jaws and forepaws.  If the lion strikes with both forepaws, it will then get two additional attacks, '''raking''' with the rear claws, each causing 2-8 damage.
 
  
The lion is very observant in its habitat and cannot be easily startled. It is therefore only '''surprised on a 1 in 6.'''
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==== Amateur ====
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:*'''[[Acceptance (sage ability)|Acceptance]]''': enable a brief relationship with an individual in authority, gaining their trust and counsel for a day.
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:*'''[[Begging (sage ability)|Beggign]]''': enables unusual skill at encouraging others to give money.
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:*'''[[Find Place (sage ability)|Find Place]]''': provides skill in being hired or in receiving courtesy service from strangers.
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:*'''[[Passing Through (sage ability)|Passing Through]]''': enables the character to fleetingly move past persons of authority without receiving notice.
  
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==== Authority ====
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:*'''[[Gaslight (sage ability)|Gaslight]]''': sows seeds of doubt in a targeted individual's own memory, perception or judgement, leading the victim towards an intended action.
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:*'''[[Insert Memory (sage ability)|Insert Memory]]: plant a plausible, minor memory in an NPC's thoughts regarding an event that took place at least a year ago, such as having met once before at some event.
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:*'''[[Sheeple (sage ability)|Sheeple]]''': motivate people towards a panicked action upon a pre-existing fear or prejudice by direct suggestion.
  
See [[Bestiary]]
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==== Expert ====
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:*'''[[False Cult (sage ability)|False Cult]]''': inveigles others into a deceptively religious cult, the survival of which is ultimately doomed, but which enables the character to exploit a large group of people for a time.
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:*'''[[Swampland (sage ability)|Swampland]]''': successfully entice others to invest in a false scheme or enterprise with a minimum of evidence or personal status.
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==== Sage ====
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:*'''[[True Cult (sage ability)|True Cult]]''': transforms a false cult into a legitimized, widely respected institution, one that will ultimately be expected to outlive it's founder.
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<br>
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<br>
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See Also,<br>
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[[Assassin Sage Abilities |Assassin Sage Abilities]]<br>
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[[Thief Sage Abilities]]

Revision as of 21:07, 21 August 2020

Guile.jpg

Describes the skill a character has in deceiving others about the character's intent, integrity, appearance and reason for being. The study enables the character to adopt a disguise or level of confidence, enabling them to spy where they do not belong and even rise within the hierarchy of organizations to which they do not legitimately belong. Meanwhile, others will feel inclined to believe the character's words and veracity — and empower the character to move about freely and gain what information and access they need.

Much of this study preys upon the gullibility of others, who are easily tricked or manipulated into courses of action. Thus the sage abilities described below include numerous ways to dupe others and gull them of their respectability, wealth and skepticism, often drawing them into the character's plot so as to make them unknowing participants in their own undoing.

Sage Abilities

Amateur

  • Acceptance: enable a brief relationship with an individual in authority, gaining their trust and counsel for a day.
  • Beggign: enables unusual skill at encouraging others to give money.
  • Find Place: provides skill in being hired or in receiving courtesy service from strangers.
  • Passing Through: enables the character to fleetingly move past persons of authority without receiving notice.

Authority

  • Gaslight: sows seeds of doubt in a targeted individual's own memory, perception or judgement, leading the victim towards an intended action.
  • Insert Memory: plant a plausible, minor memory in an NPC's thoughts regarding an event that took place at least a year ago, such as having met once before at some event.
  • Sheeple: motivate people towards a panicked action upon a pre-existing fear or prejudice by direct suggestion.

Expert

  • False Cult: inveigles others into a deceptively religious cult, the survival of which is ultimately doomed, but which enables the character to exploit a large group of people for a time.
  • Swampland: successfully entice others to invest in a false scheme or enterprise with a minimum of evidence or personal status.

Sage

  • True Cult: transforms a false cult into a legitimized, widely respected institution, one that will ultimately be expected to outlive it's founder.



See Also,
Assassin Sage Abilities
Thief Sage Abilities