Anyone a Set Trap user? Is it fun? What are the minimum Skill Points you'd suggest? What is the biggest drawback in your opinion?
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Utilizing Set Trap Skill Ability
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Utilizing Set Trap Skill Ability
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Re: Utilizing Set Trap Skill Ability
I think the minimum you want is 35 modified score which would allow you to set all the deadly traps save 1 type (gas?). I'm not sure of the specifics as I never played a dedicated trapper and this is just going off memory... I know of at least 1 dedicated trapper, but my guess is he just maxed the stat out.
edit: I should clarify...since you get to roll a d20 you could theoretically get by with 25, which would allow setting deadly gas (I think the DC is 45). If you don't care about Deadly gas you should be good at ~15-20.
edit: I should clarify...since you get to roll a d20 you could theoretically get by with 25, which would allow setting deadly gas (I think the DC is 45). If you don't care about Deadly gas you should be good at ~15-20.
Last edited by chad878262 on Mon Jan 30, 2017 2:56 pm, edited 2 times in total.
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Re: Utilizing Set Trap Skill Ability
i played along side another player that was a trap setter and it was really effective . we did a few places together as a group (4) and we could take on areas WAY above our CR. one reason was if there was a mob that was really tough and we could not stand toe to toe with. we could weaken it alot with set traps. it was sometimes a bit of a long process, but effective 100% of the time. we were just level 10 and we could clear some of the lower epic level dungeons.
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Re: Utilizing Set Trap Skill Ability
trappers are fun till you hit epics then its just a pain because of epic traps not working
-if- however you are making a trapper you can not half ass it, traps are different than any other skill use and the critical failure for setting traps is missing the DC by more than 5, a 20 will not save you and a 1 will not kill you
if the DC is 45 and you have 19, rolling a 20 is a 39 and the trap will explode in your face
if the DC is 45 and you have a 50, you can roll a 1 and it will still set
so long story short if you are doing a trapper you -need- max set trap as well as max disable so you can recover anything and reuse it (minus epics were are broken, can sell em tho)
-if- however you are making a trapper you can not half ass it, traps are different than any other skill use and the critical failure for setting traps is missing the DC by more than 5, a 20 will not save you and a 1 will not kill you
if the DC is 45 and you have 19, rolling a 20 is a 39 and the trap will explode in your face
if the DC is 45 and you have a 50, you can roll a 1 and it will still set
so long story short if you are doing a trapper you -need- max set trap as well as max disable so you can recover anything and reuse it (minus epics were are broken, can sell em tho)
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Re: Utilizing Set Trap Skill Ability
I did have a non-sneak trapper at one stage and I used one of my Rogue bonus feats to take the Skill Mastery feat, meaning you cannot roll less than 5 on Disable Device, Set Trap or Open Lock. Using that as a base, you'll need 35 modified skill ranks to never fail setting a trap and you don't need to have high Dex either.
The main issue for me was having a constantly full inventory since traps are unstackable
The main issue for me was having a constantly full inventory since traps are unstackable
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