Hey there,
I'm working on a Rogue template at the moment and I'm currently debating whether I should invest in the DD skill or not. Unfortunately I can't remember if disarming traps grants XP rewards. Does it? =)
So long,
Dr.Goodspeed
Hey there,
I'm working on a Rogue template at the moment and I'm currently debating whether I should invest in the DD skill or not. Unfortunately I can't remember if disarming traps grants XP rewards. Does it? =)
So long,
Dr.Goodspeed
It doesn't in the original campaign, but it does in the expansions. The same goes for opening locks.
A rogue without Disable Device would seem to be a waste of a rogue though. Disabling traps with a DC of 20 or more is the only thing rogues can do that no-one else can.
It's not a waste at all. This is a DPS build with insanely high sneak attack / death attack values for example. But that's not really the topic here =)
Thanks for your answer though. Can you tell me how much XP you get for traps/locks in MotB? Does it even matter?
Iirc you can easily reach level 30 before the end of MotB even with ECL penalties and without trap/lock XP. One of the characters I completed both the OC and MotB with was a Drow Necromancer for example and I'm 99% sure he reached 30.
The XP is quite small. I hope you have some non-sneak damage to cope with all the Undead...
The undead can be taken care of with enchanted weapons.
Holy + Disruption + element + Greater Magic Weapon (from casters) + Flame Weapon from the Druidess (if you keep her in your party).
In MotB you can get Epic Precision which makes Sneak Attack relevant again against anything.
Ok, since we're already talking about it my build will be a strength Rogue with Ro(19)/Asn(9)/Cl(1)/Fgt(1). Epic precision at level 21 gives me the full 5d6 Death Attack bonus plus half of my sneak attack value. Since it's a strength build, damage vs Undead/Fey won't be an issue anyway.
I'm going to solo MotB so no spells from companions but I will get fully crafted equipment. Dual-Wielding two 5d6 elemental kukris takes care of everything ;D
The only question that remains is if I spend my skill points on Search + DD or additional conversation skills and/or Appraise. Iirc the crafted equipment(and some shop items) in MotB was expensive as **** and you actually needed to save money for it at certain points.
Can you tell me how much XP you get for traps/locks in MotB? Does it even matter?
The XP scripts attached to traps and locks give three times the disable/unlock DC, so the trickier the lock/trap the more XP you get.
The XP rewards are probably nothing to an epic-level character in MotB, but they're a nice bonus for a lower-level character in SoZ.
Alright thanks! =)
It doesn't in the original campaign, but it does in the expansions. The same goes for opening locks.
A rogue without Disable Device would seem to be a waste of a rogue though. Disabling traps with a DC of 20 or more is the only thing rogues can do that no-one else can.
...
The XP rewards are probably nothing to an epic-level character in MotB, but they're a nice bonus for a lower-level character in SoZ.
Heh, in the project I'm currently working on that's going to be most of them.
Of course now I have to go back and check all the trap DCs!
(Still glad you pointed that out however.)
If you want to make it easy, GCoyote, make new trap blueprints that have the XP script already attached.
Heh, in the project I'm currently working on that's going to be most of them.
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Of course now I have to go back and check all the trap DCs!
(Still glad you pointed that out however.)
It also seems that only rogues can use the search skill to find traps with a search DC greater than 35. Although I expect the Find Traps spell will also do the trick.
There are alternatives to disarming traps though, like shooting at a bashable door or container from a distance, having a party member take one for the team, or summoning a creature on the other side of the trap trigger and waiting for them to run back towards you. It's also the only use I've ever found for familiars - they're possessable, and with some protective buffs you might even manage to steer them through several trap triggers before they head off to the pet cemetery.