Career Skill List Dexterity Discipline

Rogue Basic Career

21 Skills
Available on List

Core dexterity skills, subterfuge, trap handling, and mobility for scoundrels and scouts.

Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career, Rogue Basic Career

This skill improves the characters ability to wear armor. It lowers the degradation number by one, so for a suit made of normal materials, it will lose 4 Armor Points instead of 5. This effect stacks with all other crafting, enchanting, and skill bonuses with a minimum of 1 point.

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Build Cost: 6
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Waylay
Skill List: Rogue Basic Career

When this skill is purchased the character gains a +1.5 Damage Bonus to all their attacks from behind with any weapon. This skill is not hand specific and applies to both their right and left hand weapons. The character must be approximately 90 degrees behind their target to be considered behind them. The character cannot reach their arms around the target to gain their Damage Bonus.

Additionally, if the target character is Disadvantaged, the character gets their Backstab Bonus. A character is considered to be Disadvantaged if they are under the following effects: Stunned, Paralyzed, Enfeebled, Pain, Confusion, Sleep, Unconscious, Unarmed or if both arms are: Bound, Disabled, Broken, Withered, or Severed. A character is not Disadvantaged if they are: surprised, blind, weakened, etc.

This skill is stackable with itself and all Backstabs learned are cumulative. So a Backstab +4 would allow the character to cause 7 points of damage with their Small Weapon.

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Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Dexterity
Prerequisites: Waylay
Skill List: Rogue Basic Career

When this skill is used, the target character cannot take any actions or use any non-defensive skills, abilities, or items. While the target is under the effects of the Blather, they may do nothing but stand there and look at the character. The target character is unaware of their surroundings for the duration. The effects of the Blather ends should the character stop talking for more than 3 seconds, the character or target character is attacked, or there is combat within 20 feet of the target character. The target character may use any defensive ability if they are attacked, i.e., Crit Parry, Dodge, Vigilance, Spell Shield, etc.

To use this skill, the character needs to engage the target in a conversation for 5 seconds and the target needs to acknowledge the character by either looking at the character or verbally acknowledging the character. The Blather skill will last so long as the character continues talking. They do not need to be saying anything intelligent or sensible, but they do need to be speaking words not just mumbling sounds. The maximum duration is 10 minutes.

This skill is stopped by Iron Will. Any character that is immune to charms (i.e. has the Immunity: Charms ability) is immune to this skill. The target character needs to be able to hear the character, so people who are deaf cannot be effected, and understand the character, so animals (unless the character can speak to animals) are not affected. If the target does not speak the character’s language, this skill still works on the target Character.

This skill can only be used on one character at a time. While this skill forces the target character to pay attention to the character, it does not prevent the target character from maintaining their concentration for purposes of spells like Magic Sanctuary.

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Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 10 Seconds
Skill Type: Dexterity
Prerequisites: Backstab
Skill List: Rogue Basic Career

This skill renders the target character blind for 10 seconds by using some dirty combat trick suck as a flash of light in the opponent’s eyes, flicking sand, dirt or rocks in their eyes, throwing powder, etc. Out-of- game, the character does not throw anything at the target player. To deliver the attack, the character must strike the target character with any melee weapon they know how to use in any legal combat location but must be delivered to the target character’s front 180° arc. Attacks from the side or back fail and the skill is used for that Tag Cycle. The character should call, “Cheap Trick” when they use this skill. Cheap Trick is not stopped by Damage Resistance and therefore does not rely on the quality of the weapon being used.

There is nothing that will reduce the duration of this attack, the target is blinded for a full 10 seconds once the attack lands successfully. The skill will not work on characters that do not have a normal humanoid physiology, like most undead.

The skill is not used if the character fails to connect with the target, but is used once it successfully hits the target or if the character attacks the target character’s side or back. The skill is stopped by any defense that stops physical attacks.

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Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: None
Skill List: Rogue Basic Career

With this skill, a character may attempt to disarm traps the character comes across while playing the game. This skill does not allow the character to automatically disarm a trap, the player must actually disarm the trap they find during game play.

Without this skill, any character that attempts to disarm a trap will automatically set it off, even if the player successfully disarmed the trap. Any character can detect any trap they can see in-game; this skill is not required to detect traps.

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Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 5 Seconds
Skill Type: Martial
Prerequisites: Any Weapon Skill
Skill List: Warrior Basic Career, Rogue Basic Career, Arcane Grifter

A character can use this skill to disarm another character’s weapon or any other in-game or in-play (you cannot disarm a coffee cup or a spell packet for example) item held in that arm. To use the skill, the character only has to hit the weapon or target character – but not their shield if they are wielding it – to disarm the character.

If your target is wielding a one-handed weapon or holding an object in one hand, you only have to hit them once, and use one purchase of the Disarm skill to disarm them. If the target character is wielding a two- handed weapon or holding an object with two hands, you would need to hit them twice, and use two purchases of the Disarm skill. However, one limb is still unusable for 5 seconds, but the target character can still hold their weapon with the other hand.

To use this skill, the character must call “Disarm” after the blow is delivered followed by any special damage modifiers, such as “Magic”, “Silver”, etc., and the arm – either left or right. For example, “Disarm Magic, Right Arm”. If the character does not designate an arm, then the target can choose which limb – even if there is nothing in that hand – and, if struck multiple times with multiple disarms, can choose the same arm for all attacks.

A character that has been disarmed must drop what is in that hand and cannot use that arm for 5 seconds. They cannot pick up their weapon nor do any other in-game action with that arm for 5 seconds. The character should drop their weapon at their feet; they cannot throw the weapon behind them or to another character.

If the item in the character’s hand is attuned to the character, then the character does not have to drop the item, but they still cannot use that arm for the full 5 seconds. An Attachment spell or a Paste of Stickiness will not prevent the character from losing the weapon or item in their hand.

This skill can be used with ranged attacks. The same rules as above apply, so you only have to strike the target in a legal combat location to disarm a limb.

Shields cannot be disarmed if wielded, but if the character is simply holding the shield then it can be disarmed by striking that character.

This skill can be used to parry a Disarm skill. It cannot be used to parry any other martial attack or for another character. The character should call “Retain” when they use this skill to stop a disarm attempt. This skill is stopped by any defense that stops martial attacks.

When this skill is used offensively, it is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense the skill is used. This skill is always used when used to parry a Disarm skill.

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Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Any One-Handed Weapon Skill
Skill List: Warrior Basic Career, Rogue Basic Career

This skill allows the character to use an Edged Weapon, Blunt Weapon, or Small Weapon in one hand and a Small Weapon in the other. The character must strike and call damage separately for each weapon. Any Strength Bonus the character has adds to the damage of both hands, unless that Strength Bonus is for only one attack – such as the Strength Bonus from a Giant Strength spell, then the character can only apply it to one hand for one attack. The character may block an attack with either weapon.

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Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: None
Skill List: Rogue Basic Career

This skill allows the character to attempt to pick an in-game lock. Without this skill a character cannot even attempt to pick the lock.

This skill does not guarantee success; the player must pick the lock with what ever tools they have on hand.

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Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Herbal Lore, Literacy
Skill List: Rogue Basic Career

This skill allows the character to recognize alchemical reagents. This is the basic skill for learning the Poison School only and grants the character the knowledge of how to brew, distill, mix, and perform the other basic skills needed to create poisons. It does not grant the character the ability to actually make anything; a separate skill is required for that. This skill is required to read and identify poison recipes in-game.

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Build Cost: 1
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Dexterity
Prerequisites: Disarm Trap
Skill List: Rogue Basic Career

The player with this skill should read the section in Chapter 7 dealing with setting and removing traps and general in-game thievery before they use this skill.

The character with this skill can set traps that vary in effect and damage based on how many ranks of the Set Trap skill they have. There are many different types of approved traps that can be set at LAIRE and the character can set any of them with this skill alone.

For every rank of the Set Trap skill the character has they can make a trap that deals 5 points of normal damage, up to a maximum of 25 points per trap that only effects the character that set off the trap. The trap can be made to affect an area. For every rank used, the radius can be extended by 5 feet, up to a maximum of 10 feet. A rank can only either add to the damage or increase the radius of effect. So, a character with five ranks of the Set Trap skill can make a trap that will affect a single character dealing 25 points of normal damage, a trap that deals 20 points of damage in a 5 foot radius, or 15 points of damage in a 10 foot radius. The character can make traps using less than their maximum number of ranks. In the above case, a character can make a trap that deals 5 points of damage to a single person even though they have five ranks of the Set Trap skill.

The basic trap deals normal physical damage. The type of damage can be changed by expending the additional cost given below. So, a character can make a trap that deals fire damage, silver damage, or Dwarven damage, but not a combination of these effects. With five ranks of the Set Trap skill, the character can incorporate an alchemical item into their traps. The character must choose to deal damage or an alchemical item, not both. If the alchemical item affects a single character then it must be a contact item. The Set Trap skill cannot augment the alchemy in anyway; therefore an alchemical item that is contact cannot be made to affect an area with this skill. The character must acquire the alchemy separately in addition to the appropriate cost for setting a Rank 5 trap.

A Trap Tag must be purchased from the Treasure Marshal or a Rogue Marshal ahead of time. The character declares what the trap’s effect will be when they purchase it and it is recorded on the tag. This cannot be changed later. The character pays the required in-game money and provides any extra cost for making the desired trap at the time the tag is acquired. A character must have the required number of ranks of the Set Trap skill to set a trap. For example, a character finds a Rank 5 trap but only has two ranks of the Set Trap skill; they cannot use that trap. Setting a trap takes 1 minute per rank of the trap. A trap must be placed on an object and cannot be set on a character. A character cannot set a trap on a Skeleton, a Golem, an Elf or any other character. Each trap must have its own independent trigger and each trigger can only have one trap. You cannot string traps together. You can set a trap to go off on a box when it is opened, and on an object in the box, but could not set two traps to go off when the lid is opened, ever, with this skill.

There is no targeting of traps and no chance the trap will miss. The player needs to call the appropriate defense that stops physical attacks to avoid damage. A character many not use marital defenses like the Slay Parry, Master Parry or Critical Attack skills. A trap can only be disarmed with the Disarm Trap skill.

A character can teach another how to disarm a specific trap on a particular object. For example, a character can set a trap on a box and teach his friends how to disarm that specific trap. Even if the character comes across another trap of the exact same type, they cannot disarm it. A trap must always be able to be disarmed.

The cost of a trap is given in the table below.

 


EffectCost
Each Rank of the Trap5 Copper Pieces
Fire Damage5 Copper Pieces
Copper Damage1 Copper Pieces
Silver Damage1 Silver Piece
Gold Damage5 Silver Pieces
Mithril Damage10 Silver Pieces

 

So, a rank 3 trap that deals 10 points of silver damage in a 5 foot radius would cost the character 25 copper pieces. A rank 3 trap that deals 5 points of fire damage in a 10 foot radius would cost the character 20 copper pieces. All traps are purchased whole and cannot be augmented later or disassembled for parts. Once a trap is set, it normally cannot be reused unless it is disarmed without damaging the physical trap itself

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Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Set Trap Rank 1
Skill List: Rogue Basic Career

This skill allows the Character to make more complex traps as defined in Set Traps Rank 1.

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Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Set Trap Rank 2
Skill List: Rogue Basic Career

This skill allows the Character to make more complex traps as defined in Set Traps Rank 1.

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Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Set Trap Rank 3
Skill List: Rogue Basic Career

This skill allows the Character to make more complex traps as defined in Set Traps Rank 1.

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Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: None
Skill List: Rogue Basic Career

This skill allows the character to avoid any physical or magical attack that does damage only. The attack can be augmented by any damage type, for example fire, ice, silver, magic, etc. Sidestep will stop skills that deal, augment, or increase damage such as Critical Attack, Assassin Strike, Crit Backstab, Power Strike, Magic Knife, etc., but it will not stop attacks that do damage and additionally have an effect such as Stun, Scourge Your Hands spell, Thunder and Lightning spell, etc. This skill will not stop any attack augmented with Eldritch damage. This skill will not stop skills or monster abilities such as Speed, Perfect Aim, True Aim, Slay, etc. Or any Spell Songs. Finally, the Sidestep skill cannot be used on area effect attacks even if they only do damage.

The character must have both feet free and able to move, so if they are under the effects of a Pin spell, Bind spell, Ice Cast spell, Paste of Binding, etc, they cannot use this skill.

To use this skill, the character must call, “Sidestep” and it is used when called.

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Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 30 Seconds
Skill Type: Dexterity
Prerequisites: Waylay
Skill List: Rogue Basic Career

A character can deliver a blow with a melee weapon to another character and render them mute for 30 seconds. While the skill indicates the target is struck in the throat, the character must NOT hit the target in the throat! The head is not a legal combat target! Instead, the blow needs to hit the target in elbow to knees.

To use this skill the character should call, “Throat Punch X...”, where X is the amount of damage dealt and suffix the verbal with the damage type of the weapon. For example, a character using their silver sword and normally deals 2 points of damage, they would call “Throat Punch, 2 silver”. The skill will not work on characters that do not have a normal humanoid physiology, like most undead.

This skill is stopped by any defense that stops physical attacks. Additionally, neck armor will also protect against a Throat Punch. When armor is evaluated by an Arms Marshal, the armor is assigned a certain number of Armor Points. In order for a Throat Punch to silence a character, it must do more damage than the Armor Points in the neck armor. For example, if the target is wearing a gorget worth 2 Armor Points, and you call “Throat Punch 1 damage”, then the target is not silenced but still takes 1 point of damage. The Armor Points in the neck are the second to last ones to go for purposes of Throat Punch protection.

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Build Cost: 5
Purchase: Once
Tagged: No
Duration: 5 Minutes
Skill Type: Dexterity
Prerequisites: Small Weapon Skill
Skill List: Rogue Basic Career

This skill will render a target character Unconscious by striking them with a small weapon. The character should tap the target player between the shoulder blades with the weapon and prefix their damage with the word “Waylay”. All Damage Bonuses and Strength Bonuses will add to the damage done by a Waylay. The character must call damage to be effective; a “Waylay Zero” or less has no effect.

This skill must be delivered from behind. The character must be approximately 90 degrees behind their target to be considered behind them. The character cannot reach their arms around the target to use their Waylay skill. A Waylay does not have to be delivered from surprise, but cannot be delivered against a character who is currently engaged in combat. Once a character has been hit with a Waylay, they are considered to be in-combat, therefore you cannot hit the same character with another waylay immediately after. A character cannot Waylay two characters simultaneously even if they have the Florentine skill. Additionally, a character cannot use the Waylay skill with a ranged attack, even if it is augmented by the True Aim skill.

A defense that stops physical attacks will protect the character from both the effect and damage done by a waylay. Additionally, a helmet that covers the back of a character’s head and neck will also protect against a Waylay. When armor is evaluated by an Arms Marshal, the helmet is assigned a certain number of Armor Points. In order for a Waylay to knock a character unconscious, it must do more damage than the Armor Points in the helmet. For example, if the target is wearing a helmet worth 2 Armor Points, and you call “Waylay one”, then the target does not fall unconscious but still takes 1 point of damage. The Armor Points in the helmet are the last ones to go for purposes of waylay protection.

In-game, a Waylay should be perceived as a strong, hard blow to the back of a character’s head, accompanied by a meaty “thunk”. It is not possible to make this a quiet attack; the character must say – not whisper – the word “Waylay”; everyone who hears that word knows that a strong blow has been struck.

A character can be woken up by healing them at least 1 Body Point by any means.

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Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career, Rogue Basic Career

This skill gives the character the ability to call damage with Bows. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

A bow does not block damage unless it is magical or unshatterable. These special weapons can be used to block attacks but can NOT be used to strike in melee combat.

The base damage for a 3 when wielded in both hands.

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Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Rogue Basic Career, Warrior Basic Career

This skill gives the character the ability to call damage with Crossbows. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

A Crossbow does not block damage unless it is magical or unshatterable. These special weapons can be used to block attacks but can NOT be used to strike in melee combat.

The base damage for a 4 when wielded in either hand, and never gains the benefit of the character's Strength Bonus.

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Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career, Rogue Basic Career

This skill gives the character the ability to call damage with One-Handed Edge weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

If the character has both Weapon Skill: One-Handed Edge and Weapon Skill: Two-Handed Edge, they automatically gain Weapon Skill: Bastard Edge.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

The base damage for a one-handed edge weapon is 2 with either hand.

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Build Cost: 0
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Mage Basic Career, Warrior Basic Career, Rogue Basic Career

This skill gives the character the ability to call damage with Small Weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding be struck, they take that damage anyway.

Small Weapon costs 0 build and anyone can learn this skill. The character does not need to start with it, but then they cannot use Small Weapons. However, any character that learns any Weapon Skill automatically learns Small Weapon and has it added to their character card.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

The base damage for a Small Weapon is 1 in either hand.

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Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Rogue Basic Career, Warrior Basic Career

This skill gives the character the ability to call damage with Thrown weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

Thrown Weapons can be used to block damage when held, but are usually too small to be able to hold effectively.

The base damage for most Thrown weapons is 1 with either hand. Javelins however have a base damage of 2.

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