Playing without a thief
MrSexton
Member Posts: 396
Hi!
How do you find and disarm traps etc.? I know that you can force locks.
I'm looking to play a three man party (Defender, Priest of Helm, Sorcerer) on insane so I want to know if it's feasible first.
How do you find and disarm traps etc.? I know that you can force locks.
I'm looking to play a three man party (Defender, Priest of Helm, Sorcerer) on insane so I want to know if it's feasible first.
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Because you'll need to know what a trap does so that you can protect your sorcerer against the effect in question then have them trigger the trap. In some cases, "Mirror Image" will do the trick. The sorcerer walks into the trap, triggers it, mirror images are reduced by 1, trap is "disarmed".
Problem is, that some traps, as far as I remember, trigger more than once.
And, as far as I remember, some traps have effects where Mirror Image won't help. (Might be wrong, though.)
The exact mechanics of getting potions (or other quickslot items) on a familiar:
- Put the items you want in a character's inventory. Preferably someone other than a thief or bard, so they're easy to steal from.
- Pick the victim's pockets. You have three slots to work with, and anything else is wasted.
- Save, then load the save. The first three items picked go into the familiar's quickslots and can be used. Class or ability requirements are irrelevant.
- If you ask the familiar to give their stolen stuff to you, or return the familiar to your pack, any stolen items are returned to you, and gain the "unstealable" flag so they can't go through the loop again.
- If, instead, you pick the familiar's pockets for those stolen items, the flag doesn't get added. So, if you have a bard and want to repeat things...
Familiar skill investments:
Ferret BG1: Pick Pockets 40, Hide in Shadows 15, Move Silently 15, Find Traps 15
Ferret SoA: Pick Pockets 65, Hide in Shadows 30, Move Silently 30, Find Traps 15
Ferret ToB: Pick Pockets 85, Hide in Shadows 50, Move Silently 50, Find Traps 55
Rabbit BG1: Find Traps 35, Hide In Shadows 10, Move Silently 10
Rabbit SoA: Find Traps 45, Hide in Shadows 20, Move Silently 20
Rabbit ToB: Find Traps 80, Hide in Shadows 50, Move Silently 50, Detect Illusion 50
Cat BG1: Hide in Shadows 55, Move Silently 55, Pick Pockets 5
Cat SoA: Hide in Shadows 89, Move Silently 89, Pick Pockets 20
Cat ToB: Hide in Shadows 89, Move Silently 89, Pick Pockets 50, Find Traps 55, Detect Illusion 60
Being an 18 Dex thief without a humanoid race is good for +10 Pick Pockets, +15 Open Locks, +5 Find Traps, and +10/+10 stealth. No bonus to Detect Illusion, and Set Traps is irrelevant without the ability. Each additional point of dexterity, up to 25, adds +5 to most skills - none to Detect Illusion, and stealth skills increase more slowly.
Very nice details! When your familiar pickpockets potions, it gets the entire stack, not just one, right? I seem to remember it working that way, but not positive.
A particular reason I wonder about this, is the paucity of Thief NPC companions in SOD - where there was a huge surfeit of them in original BG1. (Imoen, Montaron, Safana, Coran, Alora, Skie and even Tiax.) In SOD, there's only Safana and Glint...
There are no traps or locks in Avernus. Also, the final boss can see through invisibility so it's very hard to backstab him.
The interior of Dragonspear Castle on the way to Avernus is a non-combat zone, and your last chance to change up your party before the climax.
The big battle in the Dragonspear courtyard does have traps - most notably, a field of spear traps that deal 7d6 piercing damage if you step on them. That's a bit off the main axis, near Ashatiel. And there are a few magical traps mixed in.
The traps in the courtyard can't be disarmed on your previous visit; they're not active at that time, so they can't trigger or be detected.