CLANDESTINE SKILLS - THE ROGUE’S PATH
The Rogues Path tends to be for players who want more than a just a combat character. Like combat skills, most of your in game secondary skills will also naturally improve through use depending on your roleplay choices.
Rogue Clandestine Skills
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Stealth - Rogues use natural stealth, hide in shadows, move silently
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Perception - Rogues search for hidden objects, find and understand the nature of traps, surveillance
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Dodge and Evade - Rogues use agility and speed to avoid being hit, as well as get away from dangerous situations
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Surprise and Ambush - Whether it is the art of the backstab or setting an ambush for your enemies, there are many ways Rogues try to gain an advantage against adversaries
Many of the rogue skills require real world talents, but as a rogue, at some challenges you will receive bonuses or extra attempts.
Limitations and Restrictions
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Due to the nature of some Clandestine Skills, as heavy armor restricts movement, tends to make more noise for sneaking, and long weapons/large shields get in the way when trying to dodge, evade, or move in heavy woods - armor and weapons are restricted.
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Shields are limited in size to 26" Round (or no more than 500 square inches)
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Weapons must be under 4 feet in total length
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Armor point max initially limited to 3 per hit location
Tier Advancement Weapon Choices
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Shield Control - Using your shield offensively
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Dagger
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1 Handed
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2 Handed
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Staff/Short Polearm (max 4’)
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Bow
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Dual Wield **
Tier Advancement Skill Choices
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Train a new weapon (repeatable)
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Non Metal Armor Repair (minor)
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Non Metal Armor Repair (major) *
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Disable traps 1
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First Aid
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Weapon Trainer (repeatable - weapon specific)
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Armor training 1
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Rogue Skill Trainer 1 - Must be min Tier 3
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Rogue Skill Trainer 2 - Must be min Tier 5*
* Requires minor or level 1 version first
** Must have already trained individually in weapon(s) to be wielded
Rogue Path Caps
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Thief
You are more interested in using stealth and guile to meet your goals, bypassing traps, locks, and fights.
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Requirements: Disable Traps 1, Lock picking 1+2
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Bonuses:
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You can train disable traps 2 from another Thief, and obtain a master lock picking list at the start of future events.
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You can visit trainers to learn any class skills remaining.
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Night Blade
There’s no such thing as a fair fight when the goal is someone’s death. It’s safer to not even fight.
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Requirements: Disable Traps 1, Lock picking 1, Backstab
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Bonuses:
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You may train with an existing Night Blade, or Master Apothecary, to learn to make poisons.
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You can visit trainers to learn any class weapons, or weapons trainer skills remaining.
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Warder of the Wood
You are at one with your weapons, and your environment, capable of scouting, striking hard, and moving fast.
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Requirements: Bow Usage and one of the following combos;
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Training in 2 other weapon types
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Training in 1 other weapon type and dual wield
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Bonuses:
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You may learn First Aid if not already trained
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You can train with an existing Warder to safely take point blank shots.
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You can visit trainers to learn any class weapons, or weapons trainer skills remaining.
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Scout (Holy or Arcane)
You are connected to the world around you and it’s forces.
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Requirements: Bow Usage and one of the following combos;
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religious training 1+2
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arcane study 1+2
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Bonuses: You can visit trainers to learn any class skills remaining.
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If you are religiously trained:
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You may now train with the Healers to use up to Tier 1 Healing scrolls,
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You can use divine weapons and Tier 1 divine items aligned with your outlook.
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You can train 1 Tier 2 spell that you can use once per event
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You can visit Healer Trainers to become a trainer of tier 0 Healers.
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If you studied the arcane:
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You may now train with the Wizards to use up to Tier 1 Arcane scrolls,
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You can use magic weapons and Tier 1 magic objects.
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You can train 1 Tier 2 spell that you can use once per event
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You can visit Wizard Trainers to become a trainer of tier 0 Wizards.
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Skill Requirements Per Tier