An essential tool to any Rogue. The Lockpick can be crafted in various ways to easily break into the most secure of locations. The stronger the metal used for such tools, the more resistant they are to bending or possibly breaking.
Normal Lockpicks - 1,000 gp (Roll of 97-100 on d100 results in breaking of lockpicks)
Adamantine Lockpicks - 10% to Lockpicking Skills - 1,500 gp (Roll of 100 on d100 results in breaking of lockpicks)
Sentient Lockpicks - 15% to Lockpicking Skills - 3,000 gp (Immune to breakage)
Traps, one of the craftiest tools in subduing your opponents. Rogues tend to favor a less direct manner of attack, and this has proven a useful tool for any, as only one of their own could possibly recognize, disarm, or set one against them. Traps can come in the form of trip wire, pressure sensitive, or a form of magical sensor, the latter of which seen only in the one time traps. (A failure on trap setting, falling between 96-100, results in the traps effects backfiring on the one setting it. Failure to disarm between 96-100 results in the trap setting off on the one attempting to disarm.)
::One Time Use
Poison Traps: D6 over D5 Rounds - 500 gp
2D6 over D5 Rounds - 1,000 gp
3D6 over D5 Rounds - 2,500 gp
Fire Traps: D10 - 500gp (Fire Soak only)
2D10 - 1,000 gp (Fire Soak only)
3D10 - 2,500 gp (Fire Soak only)
Lightning Traps: D10 - 500gp (Lightning Soak Only)
2D10 - 1,000 gp (Lightning Soak Only)
3D10 - 2,500 gp (Lightning Soak Only)
Magical Sensor traps cost an additional 2,500 gp
Poison Trap: 10,000 gp (The Trap itself stays intact, while a cartridge of a varying poison is expended on the triggering. Additional Cartridges are purchasable)
Fire Trap: 10,000 gp (Replacable Cartridge)
Lightning Trap: 10,000 gp (Replacable Cartridge)
::Re-Usable Trap Cartridges (Details on Poison found at Fang and Root and Shaman’s Lot, as well as anti-toxin’s)
Poison: Mandrake Poison - 6,000 gp (Two Cartridges)
Dragons Fire Poison - 10,000 gp (One Cartridge)
Serpents Venom - 12,000 gp (Two Cartridges)
Night-Thorn Poison - 14,000 gp (One Cartridge)
Serpents Fang Poison - 20,000 gp (Three Cartridges)
Stone Blood Poison - 17,000 gp (Three Cartridges)
Dagger’s Pain Poison - 70,000 gp (One Cartridge)
Basilisk Blood Poison - 100,000 gp (One Cartridge)
Fire: D10 Fire Soak Dmg - 1,000 gp (Three Cartridges, or one for 500gp)
2D10 Fire Soak Dmg - 2,500 gp (Three Cartridges, or one for 1,000gp)
3D10 Fire Soak Dmg - 5,000 gp (Three Cartridges, or one for 2,500 gp)
4D10 Fire Soak Dmg - 10,000 gp (Three Cartridges, or one for 5,000 gp)
5D10 Fire Soak Dmg - 17,500gp (Three Cartridges, or one for 7,500 gp)
6D10 Fire Soak Dmg - 35,000 gp (Three Cartridges, or one for 15,000 gp)
Lightning: D10 Lightning Soak Dmg - 1,000 gp (Three Cartridges, or one for 500gp)
2D10 Lightning Soak Dmg - 2,500 gp (Three Cartridges, or one for 1,000gp)
3D10 Lightning Soak Dmg - 5,000 gp (Three Cartridges, or one for 2,500 gp)
4D10 Lightning Soak Dmg - 10,000 gp (Three Cartridges, or one for 5,000 gp)
5D10 Lightning Soak Dmg - 17,500gp (Three Cartridges, or one for 7,500 gp)
6D10 Lightning Soak Dmg - 35,000 gp (Three Cartridges, or one for 15,000 gp)
(If Traps are set in a home as a form of protection, exact locations must be named. We don’t want any appearing out of nowhere after all.)
-Trap Disarming Tools-
Basic Trap Disarming Kit - 10,000 gp. The kit comes equipped with all the essentials for disarming or working around a trap. A good Rogue knows that not every trap can be disarmed, but the effects of such can be prevented by merely halting the trigger sequence. The Kit ranges in supplies from scissors, to wedges, to mirrors for dealing with those pesky traps holding magical sensors.
Deluxe Disarming Kit - 30,000 gp - +10% Trap Disarming skills. This kit is for the elite Rogue, housing better and a few more supplies - and even easily transportable in a small pouch.
Trap Disarming Bracers - 4,000 gp. The bracers simply allow for the Rogue to carry their disarming tools on their forearms, so they are easily accessible.
-Miscellaneous- (The Rogue’s Alcove is not a tailoring shop, and thus anything that relates to such might be preferred as a special order from Designs by Blackrose)
Disguise Kit - 15,000 - The kit comes with various make ups and other items to distort your features.
Master Disguise Kit - 25,000 gp - +2 Intel for Disguise Checks(Assassins) - The kit comes with various make ups and other items to distort your features, as well as a booklet with other tactics and tips that aid in appearing as someone else - a section devoted to each race specifically.
Pickpocketing Gloves - 5,000 gp - +10% Pickpocket - These gloves conform to the hand of the Thief, aiding them in their attempt to take an individual for all they have.
Spider-Climb Gloves - 15,000 gp - (Ninjas: +2 Dex to Climb Rolls, Other Rogues: +10% Climb Checks) - Small spines lift from the palm of the glove, outlining the hands and fingers to aid in clinging to surfaces.
Garroting Wire - 4,500 gp - A sharp wire that is used for choking opponents. If the Rogue is stealthed, they can assault an individual with this wire and strangle them over the course of four rounds, each round the victim rolling a strength check to escape. For every round, the wire deals d5 damage to the individual being choked.
Mask of Disguise - 100,000 gp - As mask is sold for every race in the lands of Orthos, effectively shaping the person to look just as the race the mask is designated for. Each mask covers one race, and it doesn’t go into the details of a specific person, only magically forms an illusion for the body structure of said creatue - i.e. Demon, Wings, Tail. Assassins alone can use this mask, and still must make an intel check where 28 or lower passes. If crit failed, 29 or 30, then they have a flaw in the disguise that they can’t quite notice, and any attempting to discover the flaw must roll their own Intel. (One Mask for each race, each sold separately, specify what race you wish the mask to be)