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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:34
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If you're going to build a meleer, don't add to many rogue levels, as you will get measly hitpoints when leveling up as rogue, and it will spoil your base attack bonus. If you get the rogue levels only for locks and traps, add 3 levels at level 1, 4 and 9. In all three cases max the possible points for open lock, search and disable traps, as the other skills you can get as ranger too. See that you get the three skills to the maximum in level 9 (12 points), that should be enough.
Open locks is DEX based, so if you get a decent DEX (like 20/+5) it is added and you can open DC 37 locks without tools. For higher locks (which are pretty rare btw) take lockpicks, which you'll find plentyful.
Search and disable traps both is INT based, and your INT won't be very good (only 10/0 or at most 12/+1), so the maximum traps you'll be able to disarm are DC 32 or 33. But most ground traps are at most DC 30, so it's enough. Door and chest traps can go over DC 40, but those you can easily open/disable using arrows with elemental damage, which you also will find plentyful. Additionally, you'll find some items like rings and helmets increasing INT, which can help as temporary buff.
EDIT: Some explanation for the three recommended rogue levels:
Level 1: Obviously, for the lot of skill points.
Level 4: Comes around the time you face the first fireballs, and the rogue gets the Evasion feat for free at 2nd level, which is very helpful against elemental attacks.
Level 9: As late as possible but not too late, to get more skill points for locks/traps.
Btw: 2D6 as sneak attack bonus is enough for a meleer.
Last edited by Sir Ralph on 02-04-2004 at 16:51
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