Merc/SoHM style rogue archetype guild
Posted: 01 Mar 2023 02:45
Hi,
NOTE: I am aware that new occupational guilds aren't being considered. This was just for fun.
I'm been theorycrafting an occupational guild that I think fills a niche in the game that is currently unfilled. The mercenary guild provides a generic fighter guild that allows for its members to design their fighter archetype in a myriad of ways. The SoHM fills the same purpose for those who are interested in magic user archetypes. I think an occupational guild that allows the same for rogue archetypes would be an excellent addition to the game.
My proposal is as below. Please note that I have no concept of overall game balance or occupational guild skill allocation.
Thief Mercenary Guild
An occupational guild that gives you baseline thief skills and then allows you to specialize
in a particular archetype of thief. With this as an occupational guild combined with viable
layman guilds a player could build many different high fantasy rogue archetypes.
Thief Skills: 480
Acrobat - Superior Master (90)
Find/Remove Traps - Superior Professional (70)
Hide - Superior Master (90)
Open Lock - Superior Professional (70)
Pick Pocket - Superior Professional (70)
Sneak - Superior Master (90)
Weapon Skills: 75
Missiles - Confident Veteran for Outlaw (75)
Club - Confident Veteran for Bandit (75)
Knife - Confident Veteran for Thief (75)
Fighting Skills: 50
Defense - Superior Journeyman (50)
General Skills: 440
Appraise Enemy - Superior Professional (Superior Master for Bandit) (70/90)
Appraise Value - Superior Professional (70)
Awareness - Superior Professional (Superior Master for Thief) (70/90)
Appraise Object - Superior Professional (70)
Tracking - Superior Professional (Superior Master for Outlaw) (70/90)
Language - Superior Professional (70)
Guild Skill: 100
Tricks of the Trade (Aimed Shot/Sneak Attack/Ambush) - Superior Guru
A backstab-like ability (works the same, extra damage from stealth to initiate combat or regular damage when not tanking)
Outlaw - Aimed Shot (Depends on TotT Skill, Hide Skill, and Quality of Weapon)
Thief - Sneak Attack (Depends on TotT Skill, Hide Skill, and Quality of Weapon)
Bandit - Ambush (Depends on TotT Skill, Hide Skill, and Quality of Weapon)
Archetypes of Thief
1. Outlaw
This archetype specializes in the use of missiles.
They are skilled in tracking.
2. Thief
This archetype specializes in the use of knife.
They are skilled in awareness.
3.Bandit
This archetype specializes in the use of club.
They are skilled in appraise enemy.
Special Abilities:
Acrobat skill greatly reduced when using a shield
Can't use specials when using a shield
Thieves Cant - A secret language only used by others in the guild (Language)
Autosneak - Can enter a sneak mode
Pop Smoke - Briefly darkens a room which allows sneaking out of a room while in combat or hiding in an occupied room when out of combat(Sneak and Hide)
Distract - (Thief) Greatly increase chance of success of their next steal on the distracted target (Awareness)
Stalk - (Outlaw) Can auto-track a target when out of combat (no adrenaline), and not teamed, with increased stealth (Tracking)
Size Up - (Bandit) Can appraise an opponent and exploit weaknesses to physical damage types (Appraise Enemy)
Anyway, thought I'd share.
Cheers!
BB
NOTE: I am aware that new occupational guilds aren't being considered. This was just for fun.
I'm been theorycrafting an occupational guild that I think fills a niche in the game that is currently unfilled. The mercenary guild provides a generic fighter guild that allows for its members to design their fighter archetype in a myriad of ways. The SoHM fills the same purpose for those who are interested in magic user archetypes. I think an occupational guild that allows the same for rogue archetypes would be an excellent addition to the game.
My proposal is as below. Please note that I have no concept of overall game balance or occupational guild skill allocation.
Thief Mercenary Guild
An occupational guild that gives you baseline thief skills and then allows you to specialize
in a particular archetype of thief. With this as an occupational guild combined with viable
layman guilds a player could build many different high fantasy rogue archetypes.
Thief Skills: 480
Acrobat - Superior Master (90)
Find/Remove Traps - Superior Professional (70)
Hide - Superior Master (90)
Open Lock - Superior Professional (70)
Pick Pocket - Superior Professional (70)
Sneak - Superior Master (90)
Weapon Skills: 75
Missiles - Confident Veteran for Outlaw (75)
Club - Confident Veteran for Bandit (75)
Knife - Confident Veteran for Thief (75)
Fighting Skills: 50
Defense - Superior Journeyman (50)
General Skills: 440
Appraise Enemy - Superior Professional (Superior Master for Bandit) (70/90)
Appraise Value - Superior Professional (70)
Awareness - Superior Professional (Superior Master for Thief) (70/90)
Appraise Object - Superior Professional (70)
Tracking - Superior Professional (Superior Master for Outlaw) (70/90)
Language - Superior Professional (70)
Guild Skill: 100
Tricks of the Trade (Aimed Shot/Sneak Attack/Ambush) - Superior Guru
A backstab-like ability (works the same, extra damage from stealth to initiate combat or regular damage when not tanking)
Outlaw - Aimed Shot (Depends on TotT Skill, Hide Skill, and Quality of Weapon)
Thief - Sneak Attack (Depends on TotT Skill, Hide Skill, and Quality of Weapon)
Bandit - Ambush (Depends on TotT Skill, Hide Skill, and Quality of Weapon)
Archetypes of Thief
1. Outlaw
This archetype specializes in the use of missiles.
They are skilled in tracking.
2. Thief
This archetype specializes in the use of knife.
They are skilled in awareness.
3.Bandit
This archetype specializes in the use of club.
They are skilled in appraise enemy.
Special Abilities:
Acrobat skill greatly reduced when using a shield
Can't use specials when using a shield
Thieves Cant - A secret language only used by others in the guild (Language)
Autosneak - Can enter a sneak mode
Pop Smoke - Briefly darkens a room which allows sneaking out of a room while in combat or hiding in an occupied room when out of combat(Sneak and Hide)
Distract - (Thief) Greatly increase chance of success of their next steal on the distracted target (Awareness)
Stalk - (Outlaw) Can auto-track a target when out of combat (no adrenaline), and not teamed, with increased stealth (Tracking)
Size Up - (Bandit) Can appraise an opponent and exploit weaknesses to physical damage types (Appraise Enemy)
Anyway, thought I'd share.
Cheers!
BB