Okay time to make more cool things for skills... and fix a problem =P
The concept is, Slight of Hand vs Chest Tier, = either you break stealth/invis or dont.
We had chests break stealth because of ninja looting, which is no longer an issue here do to some clever scripting. Now sneaking into a chest while the NPCs, Spirits, Environment isn't aware takes some good training! More then just stealth, it takes Slight of Hand.
What I propose is, and to my knowledge there is 5 tiers of chests in the game.
tier 5 - dc40
teir 4 - dc 35
teir 3 - dc 30
teir 2 - dc 25
teir 1 - dc 10
anything that isnt a teir chest.. that would break stealth is just dc 25 to make it clean and simple.
If you fail the DC your stealth/invisibility is broken. (be creative there is a thousand things that could have caused it).
If you get hit by a trap on a chest, your stealth or invisibility is broken.
((I personally believe invisibility should always be broken on chest opening, as the spell does not confer the skill to remain silent while doing so, how not to draw attention, timing of "npcs" oiling parts, not opening the chest fully. This is about a skill and having the ability to do so, not a one off spell that does one specific thing.))
I was saving this for a Rogue Class Kit idea... but figure maybe it should be open to anyone who takes slight of hand and builds heavy stealth.
Slight of Hand vs Chests
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Slight of Hand vs Chests
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Re: Slight of Hand vs Chests
I really like this idea for a Rogue Kit -- something like "Second-Story Man" (Or woman, of course -- it's an out-dated term)
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Sev'ltas Zau'afin, The Black Crow (Bio) || Journal: "Finding The Way through the Darkness"
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