Master Rogue List!!
- Gallion

- Administrator

- Posts: 5566
- Thank Yous: 2677
13 years 10 months ago - 13 years 10 months ago #68169
by Gallion (Gallion)
- James C. Kimball Director, Knight Realms
Master Rogue List!! was created by Gallion (Gallion)
Here is the master rogue list. It will go active for this coming event.
Master Rogue List
Prerequisites:
• Backstab Prof +5
• 7th Level
Pilfering Path:
Stealth
Tier: 1
Build: 6
Maximum: N/A
Pre-Req.: None
Traits: Skill (Continuous), Proficiency, Headband (Yellow)
This skill allows the Master Rogue to move at a heel to toe rate and utilize self augmenting alchemy (such as applying blade poisons or drinking a potion of invisibility) while under yellow headband concealment. (Not superior)
Caltrops
Tier: 1
Build: 2
Maximum: 5
Pre-Req.: None
Traits: Skill (Periodic), Defense, Superior
This skill may be called to stop a target from using any one-movement skill against the Master Rogue. This skill may be used during a hold if the rouge is fleeing in some fashion and someone is attempting to use a movement-based skill to pursue her. The attempted movement skill is canceled and the effected character is unable to use another movement based skill for 30 seconds. This skill may only be used on a target who is moving towards the rogue not away from her.
Trap Master
Tier: 2
Build: 2
Maximum: 5
Pre-Req.: 1 Tier 1 Pilfering Ability
Traits: Skill (Periodic), Targets Object, Detection
This skill has multiple uses, but each use can only be used once per use of the skill. First it may be used to allow the rogue to treat a magically hidden trap as a naturally hidden trap for the purposes of detection. Alternatively it will allows a rogue to disarm a complex trap and bypass the number guessing which determines success. In both cases when this skill is used on a trap, any trap kit used in conjunction with the trap may be removed and taken, with the exception of the “Complex” trap kit. The final optional use of this skill is that it may be used to attach the “Superior” trait to any one attack trap trait.
Avoid
Tier: 2
Build: 4
Maximum: 4
Pre-Req.: 1 Tier 1 Pilfering Ability
Traits: Skill (Periodic), Defense, Superior
This skill allows the Master Rogue to dive out of the way of danger, functioning as a superior defense that works only against attacks with the area of effect trait or against a trap. If used to avoid a trap it will defend against all skills associated with one trigger.
Conceal
Tier: 3
Build: 4
Maximum: 4
Pre-Req.: 1 Tier 2 Pilfering Ability
Traits: Skill (Periodic), Defense, Superior
This skill allows a hidden Master Rogue to resist an ability that would allow an adversary to see through a yellow or red headband concealment skill. Once used, they are immune to being detected by any means and any source for 5 minutes.
Vanish
Tier: 4
Build: 8
Maximum: 3
Pre-Req.: 1 Tier 3 Pilfering Ability
Traits: Skill (Periodic), Headband (Yellow), Movement, Defense, Superior
This skill allows a Master Rogue to escape an unfavorable situation. At the time this skill is used (if indoors) the Master Rogue must move outside via the quickest possible method with any armaments or items within arm’s reach not possessed by another character. The Master Rogue is placed under yellow headband concealment for 30 seconds but is not restricted to any pace of movement. The Master Rogue instantly recovers from the conditions paralyzed, stunned, dazed, knocked prone, pinned, held and immobilized when calling this skill. The skill can be called as a defense effectively acting as an Evade, in which case the rogue must still use the movement portion of the skill removing her from battle. The traveled distance during Vanish cannot be tracked. This skill cannot be stopped by movement restricting or stopping skills.
Murder Path:
Skilled Poisoning
Tier: 1
Build: 3
Maximum: 4
Pre-Req.: None
Traits: Skill (Periodic), Targets Object
With this skill the rogue, with the aid of a marshal, may simply stand in the vicinity of a target item to administer an ingested poison. The rogue must stand within arms reach of the target vessel for a minimum of ten seconds.
Evade
Tier: 1
Build: 7
Maximum: 3
Pre-Req.: None
Traits: Skill (Periodic), Defense, Superior
This skill allows the Master Rogue to avoid any non-area of effect attack.
Gouge
Tier: 2
Build: 6
Maximum: 3
Pre-Req.: 1 Tier 1 Murder Ability
Traits: Skill (Periodic), Attack, Melee, Condition (Dazed), Superior
Allows the rogue to attack and disorient the target causing her to be dazed for 1 minute. For the first ten seconds, the rogue is considered to be “Out of Combat” only to the target. During the duration of this skill, any skill requiring a strike to the back may be used against the target from the front as well
Venom Strike
Tier: 2
Build: 5
Maximum: 4
Pre-Req.: 1 Tier 2 Murder ability
Trait: Skill (Periodic), Attack (Backstab), Melee, Condition (Poisoned), Superior
This skill allows the Master Rogue to instantly apply a blade poison and deliver that poison as well as a superior attack that deals twice the Master Rogue’s damage (including backstab proficiencies) in poison damage. Note that this is not a surprise attack, but it must be delivered to the targets back. The way this skill would be called, would be “VenomStrike, Sleep Blade Poison, 13 Poison” This would be delivered as one superior attack.
Poison Bomb
Tier 3
Build: 5
Maximum: 3
Pre-Req.: 1 Tier 2 Murder ability
Traits: Skill (Periodic), Attack, Spray, Superior
This skill allows the Master Rogue to alter any one blade poison into a Spray gaseous attack. When used the character must extend thier arms before them in a 90 degree arc and call “Poison Bomb” followed by the effect of the poison used, for instance “Poison Bomb Sleep Poison” or “Poison Bomb 32 Poison.” If a Poison Bomb strikes anyone inside a sphere or sanctuary of any sort the attack gains the area of effect trait and affects everyone inside the sphere or sanctuary in which the attack was delivered.
Assassinate
Tier: 4
Build: 10
Maximum: 4
Pre-Req.: 1 Tier 3 Murder ability
Traits: Skill (Periodic), Attack (Surprise), Melee, Superior, Piercing, Lethal
This skill allows the Master Rogue to strike a devastating blow on an adversary, dropping them directly to the critical stage of their death count and removing any death count increasing on the target. This attack will do a maximum amount of 800 body points. This surprise attack is considered both superior and piercing. If the Master Rogue wishes, he may apply (specifically) a greater blade poison before delivering the attack, adding the poison trait to this attack, if this is done, then the poison MAY be defended against as a separate attack.
Organized Crime Path:
Hidden Pocket
Tier: 1
Build: 5
Maximum: N/A
Traits: Skill (Continuous), Creation, Targets Object
The Rogue has a hidden pocket on their person. The pocket cannot be found when searching, and cannot be pick pocketed. The pocket is large enough to fit one item of dagger size or smaller, as well as up to twenty coins or gems as well as five potions or scrolls. You must designate one pocket or pouch as the hidden pocket and keep all these items separate from others while also noting the hidden pocket location on your character card.
Tools of the Trade:
Tier: 1
Build: 5
Maximum: 3
Pre-Req.: None
Traits: Skill (Periodic), Creation
With this skill the rogue is able to fashion a simple trinket that will allow the user use of one of the following skills. Lock Picks (Pick Complex Locks), Trap Tools (Disarm Traps), Sap (Waylay), Shadow Wraps (Hide in Shadows), Emergency kit (Advanced Entry Escape), Disguise (Advanced Disguise) The item must be chosen at time of creation and due to the makeshift workmanship the device fails to work at the end of the event. Crafting one of the tools of the trade takes one minute of uninterrupted RP, and when finished may be noted on the recipients character card.
Quick Reflexes
Tier: 2
Build: 5
Maximum: 3
Pre-Req.: 1 Tier 1 Organized Crime Ability
Traits: Skill (Periodic), Defense, Superior
This skill defends against any skill from a rogue profession or the master rogue list.
Death Wish
Tier: 2
Build: 2
Maximum: 5
Pre-Req.: 1 Tier 1 Organized Crime Ability
Traits: Skill (Periodic), Naming
The Master Rogue may call a Death Wish down upon a selected individual, when doing so it will allow all rogue to use backstab profs as regular weapon profs on the specified individual for a duration of 1 minute.
Safe House / Hidden Stash
Tier: 3
Build: 10
Max: 3
Pre-Req.: 1 Tier 2 Organized Crime Ability
Traits: Skill (Periodic), Creation, Targets Object
This skill allows the rogue to create a small hidden area in a room by placing a small token in any area of a building to signify it’s entrance. If the rogue places items in this area, the area cannot be discovered by any in-game means. Alternatively the rogue may hide another single person in the area. If a person is in the area, the area may be discovered with a use of the skill “Find Hidden Doors”, however will only have a 50% chance of working each time it is used.
Secret Passage
Tier: 4
Build: 8
Maximum: 4
Pre-Req.: 1 Tier 3 Organized Crime Ability
Trait: Skill (Periodic), Headband (White/Yellow), Concentration, Movement, Superior
The Master Rogue knows the existence of many secret passages throughout Arawyn. The Master Rogue role-plays for thirty seconds getting to and opening a secret passage then calls out Secret Passage and their destination and they (along with anyone within 20 feet of her with the fence skill that they wish to take with them, and one person without the fence skill) slips into the Secret Passage and puts on a white headband. They have to travel in a direct route and may not delay getting to their appointed position. Once there, they must appear at least 50 feet from any sentient being, and the rogue and her allies are under the effects of a superior hide in shadows for one minute.
This skill may also be used to naturally hide the Master Rogue and up to 3 allies with a superior yellow headband for up to 5 minutes per use.
For any use of this skill, an RP time of thirty seconds is required
Master Rogue List
Prerequisites:
• Backstab Prof +5
• 7th Level
Pilfering Path:
Stealth
Tier: 1
Build: 6
Maximum: N/A
Pre-Req.: None
Traits: Skill (Continuous), Proficiency, Headband (Yellow)
This skill allows the Master Rogue to move at a heel to toe rate and utilize self augmenting alchemy (such as applying blade poisons or drinking a potion of invisibility) while under yellow headband concealment. (Not superior)
Caltrops
Tier: 1
Build: 2
Maximum: 5
Pre-Req.: None
Traits: Skill (Periodic), Defense, Superior
This skill may be called to stop a target from using any one-movement skill against the Master Rogue. This skill may be used during a hold if the rouge is fleeing in some fashion and someone is attempting to use a movement-based skill to pursue her. The attempted movement skill is canceled and the effected character is unable to use another movement based skill for 30 seconds. This skill may only be used on a target who is moving towards the rogue not away from her.
Trap Master
Tier: 2
Build: 2
Maximum: 5
Pre-Req.: 1 Tier 1 Pilfering Ability
Traits: Skill (Periodic), Targets Object, Detection
This skill has multiple uses, but each use can only be used once per use of the skill. First it may be used to allow the rogue to treat a magically hidden trap as a naturally hidden trap for the purposes of detection. Alternatively it will allows a rogue to disarm a complex trap and bypass the number guessing which determines success. In both cases when this skill is used on a trap, any trap kit used in conjunction with the trap may be removed and taken, with the exception of the “Complex” trap kit. The final optional use of this skill is that it may be used to attach the “Superior” trait to any one attack trap trait.
Avoid
Tier: 2
Build: 4
Maximum: 4
Pre-Req.: 1 Tier 1 Pilfering Ability
Traits: Skill (Periodic), Defense, Superior
This skill allows the Master Rogue to dive out of the way of danger, functioning as a superior defense that works only against attacks with the area of effect trait or against a trap. If used to avoid a trap it will defend against all skills associated with one trigger.
Conceal
Tier: 3
Build: 4
Maximum: 4
Pre-Req.: 1 Tier 2 Pilfering Ability
Traits: Skill (Periodic), Defense, Superior
This skill allows a hidden Master Rogue to resist an ability that would allow an adversary to see through a yellow or red headband concealment skill. Once used, they are immune to being detected by any means and any source for 5 minutes.
Vanish
Tier: 4
Build: 8
Maximum: 3
Pre-Req.: 1 Tier 3 Pilfering Ability
Traits: Skill (Periodic), Headband (Yellow), Movement, Defense, Superior
This skill allows a Master Rogue to escape an unfavorable situation. At the time this skill is used (if indoors) the Master Rogue must move outside via the quickest possible method with any armaments or items within arm’s reach not possessed by another character. The Master Rogue is placed under yellow headband concealment for 30 seconds but is not restricted to any pace of movement. The Master Rogue instantly recovers from the conditions paralyzed, stunned, dazed, knocked prone, pinned, held and immobilized when calling this skill. The skill can be called as a defense effectively acting as an Evade, in which case the rogue must still use the movement portion of the skill removing her from battle. The traveled distance during Vanish cannot be tracked. This skill cannot be stopped by movement restricting or stopping skills.
Murder Path:
Skilled Poisoning
Tier: 1
Build: 3
Maximum: 4
Pre-Req.: None
Traits: Skill (Periodic), Targets Object
With this skill the rogue, with the aid of a marshal, may simply stand in the vicinity of a target item to administer an ingested poison. The rogue must stand within arms reach of the target vessel for a minimum of ten seconds.
Evade
Tier: 1
Build: 7
Maximum: 3
Pre-Req.: None
Traits: Skill (Periodic), Defense, Superior
This skill allows the Master Rogue to avoid any non-area of effect attack.
Gouge
Tier: 2
Build: 6
Maximum: 3
Pre-Req.: 1 Tier 1 Murder Ability
Traits: Skill (Periodic), Attack, Melee, Condition (Dazed), Superior
Allows the rogue to attack and disorient the target causing her to be dazed for 1 minute. For the first ten seconds, the rogue is considered to be “Out of Combat” only to the target. During the duration of this skill, any skill requiring a strike to the back may be used against the target from the front as well
Venom Strike
Tier: 2
Build: 5
Maximum: 4
Pre-Req.: 1 Tier 2 Murder ability
Trait: Skill (Periodic), Attack (Backstab), Melee, Condition (Poisoned), Superior
This skill allows the Master Rogue to instantly apply a blade poison and deliver that poison as well as a superior attack that deals twice the Master Rogue’s damage (including backstab proficiencies) in poison damage. Note that this is not a surprise attack, but it must be delivered to the targets back. The way this skill would be called, would be “VenomStrike, Sleep Blade Poison, 13 Poison” This would be delivered as one superior attack.
Poison Bomb
Tier 3
Build: 5
Maximum: 3
Pre-Req.: 1 Tier 2 Murder ability
Traits: Skill (Periodic), Attack, Spray, Superior
This skill allows the Master Rogue to alter any one blade poison into a Spray gaseous attack. When used the character must extend thier arms before them in a 90 degree arc and call “Poison Bomb” followed by the effect of the poison used, for instance “Poison Bomb Sleep Poison” or “Poison Bomb 32 Poison.” If a Poison Bomb strikes anyone inside a sphere or sanctuary of any sort the attack gains the area of effect trait and affects everyone inside the sphere or sanctuary in which the attack was delivered.
Assassinate
Tier: 4
Build: 10
Maximum: 4
Pre-Req.: 1 Tier 3 Murder ability
Traits: Skill (Periodic), Attack (Surprise), Melee, Superior, Piercing, Lethal
This skill allows the Master Rogue to strike a devastating blow on an adversary, dropping them directly to the critical stage of their death count and removing any death count increasing on the target. This attack will do a maximum amount of 800 body points. This surprise attack is considered both superior and piercing. If the Master Rogue wishes, he may apply (specifically) a greater blade poison before delivering the attack, adding the poison trait to this attack, if this is done, then the poison MAY be defended against as a separate attack.
Organized Crime Path:
Hidden Pocket
Tier: 1
Build: 5
Maximum: N/A
Traits: Skill (Continuous), Creation, Targets Object
The Rogue has a hidden pocket on their person. The pocket cannot be found when searching, and cannot be pick pocketed. The pocket is large enough to fit one item of dagger size or smaller, as well as up to twenty coins or gems as well as five potions or scrolls. You must designate one pocket or pouch as the hidden pocket and keep all these items separate from others while also noting the hidden pocket location on your character card.
Tools of the Trade:
Tier: 1
Build: 5
Maximum: 3
Pre-Req.: None
Traits: Skill (Periodic), Creation
With this skill the rogue is able to fashion a simple trinket that will allow the user use of one of the following skills. Lock Picks (Pick Complex Locks), Trap Tools (Disarm Traps), Sap (Waylay), Shadow Wraps (Hide in Shadows), Emergency kit (Advanced Entry Escape), Disguise (Advanced Disguise) The item must be chosen at time of creation and due to the makeshift workmanship the device fails to work at the end of the event. Crafting one of the tools of the trade takes one minute of uninterrupted RP, and when finished may be noted on the recipients character card.
Quick Reflexes
Tier: 2
Build: 5
Maximum: 3
Pre-Req.: 1 Tier 1 Organized Crime Ability
Traits: Skill (Periodic), Defense, Superior
This skill defends against any skill from a rogue profession or the master rogue list.
Death Wish
Tier: 2
Build: 2
Maximum: 5
Pre-Req.: 1 Tier 1 Organized Crime Ability
Traits: Skill (Periodic), Naming
The Master Rogue may call a Death Wish down upon a selected individual, when doing so it will allow all rogue to use backstab profs as regular weapon profs on the specified individual for a duration of 1 minute.
Safe House / Hidden Stash
Tier: 3
Build: 10
Max: 3
Pre-Req.: 1 Tier 2 Organized Crime Ability
Traits: Skill (Periodic), Creation, Targets Object
This skill allows the rogue to create a small hidden area in a room by placing a small token in any area of a building to signify it’s entrance. If the rogue places items in this area, the area cannot be discovered by any in-game means. Alternatively the rogue may hide another single person in the area. If a person is in the area, the area may be discovered with a use of the skill “Find Hidden Doors”, however will only have a 50% chance of working each time it is used.
Secret Passage
Tier: 4
Build: 8
Maximum: 4
Pre-Req.: 1 Tier 3 Organized Crime Ability
Trait: Skill (Periodic), Headband (White/Yellow), Concentration, Movement, Superior
The Master Rogue knows the existence of many secret passages throughout Arawyn. The Master Rogue role-plays for thirty seconds getting to and opening a secret passage then calls out Secret Passage and their destination and they (along with anyone within 20 feet of her with the fence skill that they wish to take with them, and one person without the fence skill) slips into the Secret Passage and puts on a white headband. They have to travel in a direct route and may not delay getting to their appointed position. Once there, they must appear at least 50 feet from any sentient being, and the rogue and her allies are under the effects of a superior hide in shadows for one minute.
This skill may also be used to naturally hide the Master Rogue and up to 3 allies with a superior yellow headband for up to 5 minutes per use.
For any use of this skill, an RP time of thirty seconds is required
- James C. Kimball Director, Knight Realms
Last edit: 13 years 10 months ago by Gallion (Gallion).
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- Matt D

- Platinum Member

- Photographer extraordinaire!
- Posts: 1998
- Thank Yous: 557
13 years 10 months ago #68182
by Matt D (MattD)
Elias Ashby
Proprietor of the Ashby Family General Store
Lord Templar Rayven Nightwing of the Order of Holy Light
(OOG - Matt D. - Photographer)
Replied by Matt D (MattD) on topic Master Rogue List!!
How many uses are on the trinket created by Tools of the Trade?
Elias Ashby
Proprietor of the Ashby Family General Store
Lord Templar Rayven Nightwing of the Order of Holy Light
(OOG - Matt D. - Photographer)
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- Draknar DoKanen

- Elite Member

- Posts: 813
- Thank Yous: 79
13 years 10 months ago #68183
by Draknar DoKanen (Draknar DoKanen)
Skimmel
RP Marshal, Rules Marshal, Storyteller
Replied by Draknar DoKanen (Draknar DoKanen) on topic Master Rogue List!!
Tools of the trade creates a 1-use trinket.
Sean
Sean
Skimmel
RP Marshal, Rules Marshal, Storyteller
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- rivanyasi

- Premium Member

- Opportunity lets you find, Skill lets you procure.
- Posts: 382
- Thank Yous: 42
13 years 10 months ago #68184
by rivanyasi (rivanyasi)
Replied by rivanyasi (rivanyasi) on topic Master Rogue List!!
Do you have to designate which Tool you're a maker of (i.e., do you buy Tools: Sap, or is that designated when you actually make the item per period?)
Caltrops - small typo:
"if the rouge is fleeing"
Can a player have more than one Hidden Pocket?
Caltrops - small typo:
"if the rouge is fleeing"
Can a player have more than one Hidden Pocket?
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- Tim P

- Elite Member

- Posts: 720
- Thank Yous: 379
13 years 10 months ago #68185
by Tim P (OrganicGolem)
[hr]
-Tim P
Replied by Tim P (OrganicGolem) on topic Master Rogue List!!
I.... I have no questions.
well written.
well written. [hr]
-Tim P
The following user(s) said Thank You: T. Grumblegut (Yngwie)
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- Woolsey Bysmor

- Platinum Member

- Posts: 3110
- Thank Yous: 357
13 years 10 months ago #68186
by Woolsey Bysmor (Osred)
-OOG Michael Smith
Replied by Woolsey Bysmor (Osred) on topic Master Rogue List!!
1) Tools of the Trade allows you to make any of those Trinkets. It is designated when you make your one use Trinket
2) It's weird, but N/A in maximum denoted a single continuous skill. Usually it is obvious that you wouldn't buy more than one, but I see how this isn't as obvious. The bonus is your specific hidden pocket is always hidden, no matter how many pilfer or search attempts a person makes on that pocket, as long as you have it written on your card.
2) It's weird, but N/A in maximum denoted a single continuous skill. Usually it is obvious that you wouldn't buy more than one, but I see how this isn't as obvious. The bonus is your specific hidden pocket is always hidden, no matter how many pilfer or search attempts a person makes on that pocket, as long as you have it written on your card.
-OOG Michael Smith
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