Dirty Tricks (Tag)
Dirty Tricks | Dirty Tricks Mercenary Tag | ||
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These tags are available to mercenaries that have taken the dirty tricks specialization. Their abilities may be displayed with the Abilities command.
Dirty Tricks tags may be learned from Doulb in Kaezar. | |||
Name | Requirements | Cost | Description |
Shiv | None | 1 Stamina per hit | The mercenary's piercing attacks with a precision weapon hit weak points in armor and armor-like effects, allowing it to bypass some or all of the resistance. The amount bypassed scales with tactics skill and caps at ignoring 25% of the armor bonus. |
Distract | 20 Stealth | None | The mercenary distracts its target, lowering the target's observation and tactics. The penalty scales with larceny skill. Failing to distract may reveal one when hiding. |
Vanish | 30 Stealth | Passive | The mercenary becomes skilled in the art of hiding, greatly increasing its chances of concealing itself. Provides Good stealth to mercenaries with Dirty Tricks secondary. |
Toxicology | 36 Alchemy | Passive | Passively allows the mercenary to use toxicology formulae in alchemy. Mercenaries with a Dirty Tricks Secondary also gain Alchemy as a Normal skill prior to innates. |
Steady Fingers | 50 Lockpicking 50 Mechanisms |
Passive | Passively allows the mercenary to have a significantly smaller chance of setting off traps when failing an attempt to disarm one. Gives a bonus to disarming traps that scales with Lockpicking and Reflexes and allows the mercenary to learn Larceny while Lockpicking and disarming traps. Mercenaries with a Dirty Tricks Secondary also gain Lockpicking and Mechanism as a Normal skill prior to innates. |
Ambush | 60 Stealth | None | The mercenary ambushes its target, catching it by surprise, knocking it prone, and stunning it. |
Puncture | 90 Melee | None | Allows the mercenary to have a guaranteed chance to inflict poisons from its attacks for a limited period of time that ends when a poison is delivered. Also adds a second roll to inflict poisons using tactics + dexterity. |
Deception | 110 Stealth | 1 Stamina per avoidance | The mercenary moves in a manner confusing to its opponents, granting a small chance that its enemies will flat out miss. This is a primary defensive ability. The mercenary also gains an increase to its resistance to physical damage that scales with Stealth and Reflexes, but is disrupted by any armor heavier than heavy leather. This is an armor resistance effect. |
Misdirection | 150 Stealth | 1 Stamina per second | The mercenary moves in such a manner as to make its allies stand out more than itself, giving it less of a chance of being targeted. Also provides the mercenary with a physical bonus to Evasion that scales with Stealth and Reasoning. |
Pilfer | 170 Larceny | Passive | Allows the mercenary to passively attempt to pilfer from humanoid targets it searches, boosting the value of the treasure found from it by performing a Larceny + Dexterity vs Level check. The increased treasure scales with Larceny and Dexterity. |
Chicanery | 210 Larceny | Passive | Passively provides the mercenary with a physical bonus to Alchemy, Lockpicking, Mechanisms, and Stealth that scales with Larceny and Reasoning. |