Bandits
Bandits are the ruffians of the world of Avendar. They specialize in the use of brute force in acquiring material goods. Unlike a thief, a bandit prides himself not on stealth, but rather the swift brutality of a highwayman. Scorning the elegant solution, the bandit uses whatever tools he has at hand to acquire what he wishes. Do to their somewhat brutish tempers, bandits tend not to be noted for obedience to any formal notion of law, and consequently often roam the roads of Avendar.
Bandit Skills Notes From the Legends
Skills
Ordinary Skills Bandit Specific Skills
1 dagger
Daggers are short bladed weapons, most commonly used by the rogueish classes and those of scholarly bent who lack the time to learn more complicated weapons. Dagger attacks usually involve quick thrusting, piercing or stabbing attacks. Daggers offer very little in the way of parrying, but their quick speed makes them hard to dodge.
1 mace
A mace is a blunt weapon, consisting of a block of metal attached to a shaft, occasionally covered with spikes or edges to do more damage.Maces usually attack with crushes or pounds, and are often employed by barbarians, who are known for using their ferocious bludgeoning attacks. Maces are also occasionally employed by footman, or the occasional scholar or templar.
1 sword
Swords are perhaps the most common of weapons in Avendar, known and used by all professions save those of the scholars and druids. A sword typically consists of a hilt (place to hold the sword), a crossbar, and a blade. Blade lengths can be anywhere from 2' to 8', with the very largest swords usable only by the giant races. Blades on swords can either be one or two-sided, curved, straight, or even barbed to inflict more lasting damage. Usually, a sword will inflict stabbing,
slashing, chopping, cutting, piercing, or cleaving damage. Swords have traditionally been the weapon of choice for enchantments and other such magics.
1 axe
Axes are a primarily offense weapon, most favored by the barbarians for its sheer ferocity. Axes come in many varieties (both one handed and two), but most all consist of a short shaft topped by either one or two wedge-like blades, occasionally topped with a spike. Axes usually slash, slice, cleave or chop in their attacks.
1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.
1 dodge
The dodge skill exploits a character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target.
1 trip
The trip command attempts to bring an opponent down by knocking their feet from under them. Tripping is most successfully practiced by the quick and nimble, and fails on opponents who are flying or otherwise not tied to the ground. Trip can either be used to start a fight, or in combat.
1 haggle
The haggle skills allows you to bargain with merchants, lowering their prices.
1 hand to hand
The ability to use one's bare hands to inflict more damage than normal is a skill known to adventurers in Avendar. The skill is automatically attempted whenever no weapons are being used, and will cause these blows to inflict more damage than normal.
3 dirt kicking
The dirt skill attempts to temporarily blind a person by kicking dirt
in their eyes. Dirt may be used either to initiate combat, or during
it. Dirt will not in places lacking suitable quantities of dirt.
(In the air, water, etc.)
6 lore
The lore skill is not currently implemented. Expect it soon, but don't ask, as we've got bigger things to worry about.
7 hide
The hide command is used by rogues to seclude themselves within the shadows. Hiding can only be attempted in civilized locales, and any attempt to move while hidden will result in stepping out of the shadows unless the person hiding is currently sneaking. The nature of hide is that a rogue attempting the skill will not know whether he or she is successful - they must rely on their ability to gauge the reactions of others to determine whether or not they are succesfully hidden.
10 steal
Steal attempts to steal coins, or an object, from a character.
11 plunder
Bandits, long skilled in preying on the corpses of their victims, automatically make an attempt to plunder the corpse of another citizen of Avendar with this ability, as long as they are attempting to loot all corpses automatically. (see AUTOLOOT)
12 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.
13 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.
14 kick
The kick skill is an extra attack performed in combat, used for extra damage. Kick can be attempted each round if desired.
14 peek
Peek is a skill learned by rogues to discern a person or creature's inventory. An attempt to peek is made automatically whenever you look at a target.
14 pick lock
PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill.
15 drag
Bandits, adept at quick departures with the loot of their victims, may drag their unconscious victims (or the corpses of their victim) away from the site of their crime, in order to evade capture.
16 fast healing
This skill allows you to regenerate hit points faster.
16 detect hidden
This skill enables the user to detect hidden creatures or characters.
17 stash
Bandits use this skill to stash loot. Stashed items are usually buried, placed under loose cobblestones, other otherwise covered. The only way to detect a hidden item is by searching the room. The target item must be in the bandit's inventory.
18 shield block
Shield block is the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield.
18 disarm
Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon.
19 bind
Bandits may attempt to bind their unconscious victims, tying their legs, and fastening a sack around their head to prevent them from seeing their attackers.
19 pugilism
Bandits, prone to bare-fisted brawling, have developed a certain skill in hand to hand combat. Bandits skilled in pugilism will inflict more damage with their punches, and find it easier to dodge the punches of others.
20 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.
20 bash
The bash skill is a brute force skill used in an attempt to stun your opponent. Successful bashing depends on a number of factors, including the size and dexterity of you and your opponent, as well as skill in bashing. Bash can either be used to start a fight, or during combat.
21 ambush
Striking from camoflauge or while hiding, a bandit may attempt to ambush his prey. This ambush does more damage than normal, as well as having a chance to stun the bandit's target.
22 camouflage
Bandits or Rangers, with their experiences roaming the outdoors, can attempt to camouflage themselves in the surrounding foliage. Unseen by those without SHARP VISION, they may attempt to AMBUSH a foe while camouflaged. Camouflage may only be attempted in the woods.
23 dual wield
The ability to dual wield is a skill which classes with at least some devotion to fighting may master. As its name it implies, it allows the user to attempt to wield two weapons at once. In order for this two occur, the following must be true: You must be wielding a weapon in your "main hand", and have your other hand free (not carrying a held item. etc.). You then must attempt the second weapon. If the weapons are compatible, the second weapon will automatically go into your off hand. If the weapons or not compatible, the second weapon will replace the first. Compatiblity depends on a number of factors, but a good rule is that to ensure the proper balance, the second weapon must be two-thirds the weight of the first. Certain small weapons, such as daggers, are an exception to this rule. Giant sized races, such as the alatharya, may be
able to dual some two-handed weapons due to their enormous sizes. Your skill at dual wield will determine how often you are successfully able to use your second weapon to hit.
24 third attack
The third attack skill allows one to make three attacks per round. Possessing this skill does not ensure three attacks will be attempted, but it does increase the likelihood of this occuring.
24 loot
This skill is used by thieves and bandits to remove an article of clothing from an unconscious or sleeping person. This attempt awakens the victim, and starts a fight. Bulkier articles of clothing cannot be removed through this method (such as torso armor). Bandits tend to be better at this skill than thieves, specializing as they do in brute force.
25 enhanced damage
This skill allows you to strike at your enemies with harder blows.
25 waylay
This skill, learned by thieves and rogues, is used to render a victim unconscious. It is accomplished by a sharp blow to the head, either with a weapon, or at times, a flexible sack that can be swung into the base of the skull.
26 knee shatter
Automatically executed when a bandit attempts a kick, the knee shatter skill allows them to attempt to strike directly at their victims knee, in an attempt to impede their ability to flee or move.
27 stab
While backstab has its precision and potential for life-threatening injuries, the stab skill substitutes finesses for a quick, but damaging stab with a dagger.
27 surprise attack
The surprise attack skill allows bandits to attack victims up to one room away.
28 gag
Bandits may gag their unconscious victims, preventing them from speaking, and interfering with their ability to cast spells.
29 kidney shot
Bandits who are bashed may attempt a punishing punch to an opponent's vital regions, stunning them and inflicting damage.
30 pummel
Bandits may attempt to pummel their victims into unconsciousness. Generally, several such beatings should be administered to properly render a victim unconscious.
30 set ambush
A bandit who is hidden or camoflauged may attempt to set an ambush for a specific person. When that person enters the room, they will be automatically attacked.
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Notes From the Legends
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