points into set trap... errr, anybody EVER use this skill? Aside from the "trap in town" stunts I've never seen/heard of anybody using this skill
I have seen people use it (most notebly in Ruins of Anduin / Halls of Horror). They set traps on the ground, then run around the corner and pull the mobs. By the time the monsters run over the 4 or 5 traps they set you usually only have 1 (or none!) to deal with.
My 40 rog has max set traps, and the take 20 so she can set traps in battle. but then, she's a trapper. they can be a lot of fun to play, but do require some pre-planning & it dosen't always mesh well with the 'charge' type of tactic. the take 20 feat does make setting traps far more practical tho. traps can do some very impressive things, given that there is enough time to set up enough of the right traps to get something done. maybe we could try some pure trapping parties? could be expensive, but the tactics would match.
If you're confused by this, you should try it from my point of view.
All depends on whether you are making a Dex build or Str Build. For instance you cant do a dex build and use a Scimmy. Some advice, stay away from rapiers, use other weapons if you can, they are rare as hell and I am having a VERY hard time getting a rapier that will perform well on my lvl (38) It appears that other finessable weapons will be better for you since they have more availability. Dont look at the build of the weapon in other words dont worry about whether its d6 or d4. Go with something you like.
Rapiers: I have always had a hard time finding them, and they're in high demand (I've only ever found one). But the L29, L35, and DB rapiers are very nice. Handaxe gives you somewhat higher crits but you'll crit less often. Kukri gives you similar crits but costs an extra feat. Rapiers are medium so halflings can't use them with shield, while kukri/handaxe are small so can be used by halflings as well as dual wielded without the -2 ab penalty.
Traps: Common use I've seen is to trap an area where you know rogue spectres will appear or go through. Getting rid of them ASAP is important, preferably before they're near you. I didn't find they did enough damage at the higher level areas to be worth it, though I just tinkered a little in desert and furrow. Might be more use in a party of 1-3 where tactics and strategy matter -- big parties just charge around or follow some other strategy (e.g. mage kill things). I heard of a group of sub-10's "killing" Prissy using traps set by a very high level. Probably terribly expensive, but kind of neat.
Appraise: As Funky pointed out, doesn't seem to be a breaking point for this build. Every point in means a bit more money for all the crud you sell. After playing this build, I find myself picking up all sorts of useless stuff thinking I'll sell it (e.g. owl's leather for 2-3M). This is great with appraise, but you get so little without lots of appraise.
BTW, I love having self conceal 5 with this build. It does help when surrounded or when flatfooted. I played my version without self conceal in the furrow with a mage casting timestop, and she did just fine except every time the TS ended, all the monsters got one free attack with her flatfooted (and due to some weird stacking thing, that was about half the mobs on a map all stacked up on top of her). With SC5, half of the attacks that made it through the AC would turn into misses.
Concerning rapiers, now that random weapons drop in legendary areas, there will probably be a lot more random weapons found. Rapiers will still be in great demand as they are arguably the best finessable weapon for med size characters, but they should be easier to find now than, say, a month or 2 ago.
As for appraise, i carry a generalist +10 amulet on all my builds, the +10 appraise is enough to get a favorable reaction from some store owners most of the time. I usually use the weapon shop, for some reason i get better results there (maybe she has a crush on me ).
In reply to the off topic Assassin stuff, two weapon fighting does not give you two Dev Crit chances as you can only hone one weapon and unless you can max the crit chance with the weapon you're using (ala Weapon Master level seven) you will rarely sucessfully Dev Crit anything. As Dev Crit is the whole purpose of an Assassin there's no point building one which does not optimise the chance such as Rapier at 10-20 (55% crit chance) with keen and WM bonus, if you choose not to take WM the Dev Crit chance reduces from 30% to 20% (you have to sucessfully crit twice in a row) and I know where I'd rather be. Whilst the Assassin self conceal is nice unfortunately it can be dispelled so you can't rely on it to keep your bum out of the fire.
Last Edit: Sept 11, 2006 11:16:00 GMT by chainlink
I think hafling death would only be preferable if you absolutely must have the highest possible rogue abilities. This build gains 50% conceal and 3 ab on the halfling death, at a cost of the 2 epic skill focuses, toughness, epic fortitude and improved expertise.
The base AC is exactly the same - (halfling death has 5 more with improved expertise), the HP only 36 less, fort 4 less and sneak 3d6 less, search DC 10 less and disable trap DC 10 less.
I reckon thats worth losing in favour of SCV and 3 more ab. As far as I'm aware this build can still open every chest in the game (although that may change), and I think the conceal will help you tank better than the 5 more ac, which also drops your ab by 5 so halfling death's 'tank mode' ab is 8 less than this one for 5 more ac (overkill?)
Still, if there are some uber 160+ dc chests on the way it may be better to stick with HD.
Also from experience from playing this build I would change the epic fort on halfling death to epic will. I have more probs with the pharoah's eye and being caught without a mind blank in illithids than I do from the fort based attacks like living sand and stone (which need to hit you to force a check, which rarely happens.)
Actually on page 4 of this thread Yomi did try another build, moving things around in a very similar fashion (SC I-V (dropping epic fort and the 2 epic skill foci), epic will instead of fort, etc), so I wonder how his numbers would compare to those of your Evadey Slapmaster. I'm on the verge of building a character like this, so I'm unsure which one to try!