Bandit: Difference between revisions

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| picture =
| picture =
| level = Variable<!-- This will also be used at the end of the page in the Near level creature template -->
| level = Variable<!-- This will also be used at the end of the page in the Near level creature template -->
| family = Bandit<!-- Add creature to family page list, which will be linked on preview/save -->
| family = Humanoid<!-- Add creature to family page list, which will be linked on preview/save -->
| type = Biped<!-- Creature body type -->
| type = Biped<!-- Creature body type -->
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
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| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| MN1 = Cheapshots<!-- Combat Maneuvers insert up to MN10 -->
| MN1 = Cheapshots<!-- Combat Maneuvers insert up to MN10 -->
| MN2 = Feint
| MN2 = Cutthroat
| MN3 = Shield Bash
| MN3 = Feint
| MN4 = Subdual Strike
| MN4 = Shield Bash
| MN5 = Sweep
| MN5 = Subdual Strike
| MN6 = Sweep
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate -->
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate -->
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info -->
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info -->
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===Traps===
===Traps===
Bandits may lay traps to catch their victims. The traps are activated when the hunter enters the room. There is a chance for the hunter to avoid the trap.
Bandits may lay traps to catch their victims. The traps are activated when the hunter enters the room. There is a chance for the hunter to avoid the trap.

The following formula is used to check if a trap will be avoided:
<pre>
(Survival Ranks + Perception Ranks) &times; 10
/ (Player Level + 1)
+ 30 + d100 > 100
</pre>


====Razor Trip Wire====
====Razor Trip Wire====
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===Types===
===Types===
Bandits can generate with a variety of names. These include bandit, thug, robber, brigand, outlaw, highwayman, mugger, marauder, and thief.
Bandits can generate with a variety of names. These include:
*bandit
*thug
*robber
*brigand
*outlaw
*highwayman
*mugger
*marauder
*thief
*rogue

Latest revision as of 06:56, 7 August 2023

Bandit
Level Variable
Family Humanoid family creatures
Body Type Biped
Classification(s) Living
Area(s) Found
BCS Yes
HP
Speed
Attack Attributes
Combat Maneuvers
Cheapshots
Cutthroat
Feint
Shield Bash
Subdual Strike
Sweep
Defense Attributes
Armor
? ASG
Defensive Strength (DS)
Melee
Ranged
Bolt
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base
Cleric Base
Empath Base
Paladin Base
Ranger Base
Sorcerer Base
Wizard Base
Minor Elemental
Major Elemental
Minor Spiritual
Major Spiritual
Minor Mental
Treasure Attributes
Coins
Gems
Magic Items
Boxes
Skin None
Other

Dressed to kill, the bandit appears rather able to take care of himself. The menacing predatory look in his eyes expresses both greed for wealth and a disdain for life. However this otherwise ordinary person came to an awful life of crime, the bandit's appearance can only mean his next plundering victim is just around the corner, and then he'll move on down the road.

Hunting strategies

This section has not been added yet; please add to it now!

Other information

Killing a certain number of bandits are a task given out by the Adventurer's Guild. Bandits also trouble those protecting a traveller for the Adventuerer's Guild. These bandits generate to the level of the hunter. Bandits more than ten levels above a character will ignore that character unless attacked first.

Bandits have also been present in storylines. Notably, the bandits were responsible for kidnapping the mayor of Wehnimer's Landing.

Dispelling Crystal

Bandits can throw crystals at you that will dispel several spells if they hit. They often do this as an opening attack from hiding or when they are having trouble hitting you with their regular attacks. This is a SMRv2 roll.

Suddenly, a tiny shard of jet black crystal flies from the shadows toward you!
The crystal shatters against your body and releases a pulse of anti-magic!
You feel a slight tingling as the shimmering field fades away.
The silvery luminescence fades from around you.
You feel your extra strength departing.
Your heightened attunement to the flows of mana begins to fade.

Traps

Bandits may lay traps to catch their victims. The traps are activated when the hunter enters the room. There is a chance for the hunter to avoid the trap.

The following formula is used to check if a trap will be avoided:

  (Survival Ranks + Perception Ranks) × 10
  / (Player Level + 1)
  + 30 + d100 > 100

Razor Trip Wire

Causes a leg injury and knockdown.

Suddenly, you feel an intense pain in your  left leg! as you realize that  you've stumbled right into a length of nearly invisible razor wire!
  ... 5 points of damage!
  Slash to your left leg hits high!
  Kinda makes your knees weak, huh?
You fall to the ground!
A human rogue suddenly jumps out of the shadows!
A human thief suddenly jumps out of the shadows!

You spy a nearly invisible length of razor wire just moments before you are about to step into it!
A half-elven thug suddenly leaps from his hiding place!

Inflated Pouch

Lowers stance, knocks down, and gives roundtime.

Suddenly, you hear a soft *whoosh* of air as you realize you've just stepped on a carefully concealed inflated pouch.
Your surroundings begin to spin as you collapse in a heap, sick to your stomach!
 
Roundtime: 7 sec.
A human outlaw suddenly jumps out of the shadows!
A human brigand suddenly jumps out of the shadows!
A human outlaw suddenly jumps out of the shadows!

You spy a carefully concealed inflated pouch on the path just ahead of you!
A human brigand suddenly jumps out of the shadows!

Looped Rope

Knocks down and stuns (no actual injury).

Suddenly, a carefully concealed looped rope springs up from the floor, wrapping around your ankle and tossing you up into the air!
You land square on your head!  You are stunned for 3 rounds!
A human marauder quickly approaches!

Bear Trap

Leg injury and partially immobilizes.

Suddenly, you hear a loud *clink* as a large pair of carefully concealed  metal jaws slam shut on your left leg!
 ... 7 points of damage!
 Torn muscle in your left leg!
A half-elven thug suddenly leaps from her hiding place!

Spiked Pit

Knocks down, does one or more injuries, and gives roundtime.

Suddenly, the ground gives out from under you as you fall into a shallow pit filled with tiny spikes!
  ... 10 points of damage!
  Nice puncture to the back, just grazed the spine!

Roundtime: 3 sec.

You spy a carefully concealed pit on the path just inches ahead of you!

Net

Immobilizes. This can drastically reduce your DS.

Suddenly, a carefully concealed net springs up from the ground, completely entangling you!

Immobilization ending:

The net entangling you rips and falls apart.

Types

Bandits can generate with a variety of names. These include:

  • bandit
  • thug
  • robber
  • brigand
  • outlaw
  • highwayman
  • mugger
  • marauder
  • thief
  • rogue