Compendium of Osterra
Rules
The Paths
The Warrior's Path
The Rogue's Path
Loot
Detect Trap
Shield Training
Pick Lock
Disarm Trap
Climb Walls
Rogue’s Advanced Weapon Proficiency
Pickpocket
Trap Use 1
Poison Use
Waylay
Locksmithing
Warrior Training 1
Warrior Training 2
Warrior Training 3
Create Poison
Backstab
Track Target
Forgery
Bind
Fence
Trap Use 2
Conceal Item
Reverse Pickpocket
Quick Feet
Interrogate
Slip Bonds
Disguise
Hide In Shadows
Befriend Beast/Monster
Bullseye Shot
Bypass Trap
Area Traps
Destroy Trap
Armor Proficiency (Rogue)
Cooperative Action
The Healer's Path
The Mage's Path
The Professions
Unofficial Larp Adventures Color/Effect Table
Map of Osterra
Lore of Osterra
Factions of Osterra
The Knights and Nobles Council
Inter-Factionary Organizations
Creatures, Beasts, and Foes
Khanate Archives
The Order Archives
Treaties and Declarations
The Marketplace
Arcana, Artifacts, and Key Items
Untitled
  1. The Paths
  2. /
  3. The Rogue's Path
Armor Proficiency (Rogue)

Players learn about the armor that they may wear and about its effective and safe use in play, allowing up to 2 Armor Points (AP) for Rogues. This is a class-specific baseline and cannot be ignored by taking the Armor Proficiency skill in another Skill Tree, like Warrior.


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