Rogue Gambits

The official GemStone IV encyclopedia.
Revision as of 09:26, 21 December 2005 by Maintenance script (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
A somewhat more lighthearted aspect of the rigors of guild training, gambits is a series of acrobatic skills and sleight-of-hand tricks designed more for entertainment purposes than for combat. There are eight different subsets to the skill, each with its own individual facets.
  • Tumble - The simplest of all gymnastic maneuvers, the tuck'n'roll somersault is a starting point for anyone studying acrobatics. Those who become adept are often able to perform several tumbles in a row.
  • Cartwheel - Requiring just enough strength to stay upright, the cartwheel is a marriage of balance and grace, and is a skill of moderate difficulty for those of average dexterity.
  • Flip - The truly agile need not be confined to the ground. Although difficult to perform, a series of backflips makes for an impressive entrance.
  • Dagger - A staple of the roguish image, a small blade has more uses than a kobold has lice. Stealthy assassins, humble locksmiths, swashbuckling freebooters, and ignoble highwayman all have reason to carry one, so it's only fitting that a rogue skill would center around this underrated weapon.
  • Display - The first of several sleight-of-hand tricks to be learned, this focuses on ways to draw your audience's attention where you want, which is not necessarily where the action is.
  • Get - Potentially as flashy as Display, but slightly more useful, the second sleight-of-hand trick teaches the enterprising rogue new and clever ways to produce items from their own person, including concealing their actions entirely if necessary.
  • Vanish - Something every good pickpocket should be skilled at, the art of "getting rid of the evidence". Initial studies in this skill lean towards making a skilled thief seem merely playful, while adepts will find their actions draw no more attention than breathing.
  • Stealth - Very little defines rogues so universally as their love for the shadows. The last subset of five skills are all designed to take advantage of the ability most rogues have to become one with their surroundings.