Imaro
Legend
http://paizo.com/prd/skills/disableDevice.html
Both lock picking and sabotaging use the same skill.
Yes but attempting to open a lock is always a full round action...
http://paizo.com/prd/skills/disableDevice.html
Both lock picking and sabotaging use the same skill.
Yes but attempting to open a lock is always a full round action...
http://paizo.com/prd/skills/disableDevice.html
Both lock picking and sabotaging use the same skill.
Then the Wizard deserves to die for being dumb(and also why I repeatedly said to prepare useful general purpose spells, and leave some open for later. A Wizard who leaves all of his slots open is asking to die).
Agreed, though I'm just going by RAW which doesn't have any kind of rushing penalty I've seen, so I haven't been factoring one in.I edited for clarity. Picking a lock on a door is always a 6 second action per attempt. Only if the mechanism is more complex than a lock is it going to possibly take longer. And even then I would allow the rogue to rush it with a penalty to the roll.
I typically call this a sign of a bad DM to throw an unwinnable encounter at a point when the party is probably half-dead and all out of resources.Alright, the little story was just a "what-if" but I am always impressed by the ability of those who are pro "wizards are too-powerful" to always have the wizard prepared for everything in their what-if's but if you imagine a party at the end of several hours of adventuring, suddenly being chased by an ultra-powerful beasty they have no hope of defeating, and the wizard is out of spells, then its just poor planning on the part of the wizard.
Knock is a level 2 spell, which is still really cheap to make, and you can throw one in a wand and never need to prepare it again.
On those days when the wizard prepares mainly for combat, then they are stymied by the traps, and don't have their utility spells. If they prepare all utility spells, they are little help in combat.
In the original spirit of the thread - if you find the intelligence boosting items adding retroactive skills are problematic in making wizards too skillful, just make sure that all such items add only to a specific skill or set of skills, preferably ones that are intellectual in nature such as Knowledge or Craft, but don't be afraid to make it increase things like Profession (cooking), or Craft (Basketweaving). If nothing else it makes the item more interesting.
Meh. The caster level starts get a little more expensive when you're trying to keep up with the lock-picking rogue investing in it every level. Is it really going to be worth scribing it at CL 10 just to have a chance of getting through an amazing lock's DC of 40? I'm not so sure. I certainly don't think I'd put that in a wand.
I typically call this a sign of a bad DM to throw an unwinnable encounter at a point when the party is probably half-dead and all out of resources.