Quez The Lame
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Not if he's a Whisper Gnome with an adamantium maceHaffrung Helleyes said:All a Scout needs to open locks is an adamantium mace. Of course, that's a bit noisy!

Not if he's a Whisper Gnome with an adamantium maceHaffrung Helleyes said:All a Scout needs to open locks is an adamantium mace. Of course, that's a bit noisy!
Ogre Mage said:Thank you for posting this. I could take the Track Feat at first level and be the party wilderness, locks and traps expert all at once! It's great to be able to fulfill 2 roles with one character. This looks like a great option for a whisper gnome. Now, if I can just get my DM to allow it ...
Originally posted by MerricB
It did. And what, pray tell, does Disable Device have to do with Open Lock?
Cheers!
Personally, I love the TWF. But, mechanically, archery is generally a better option, especially with the relatively low hit points of R/R/S. Also, to get the Scout's Skirmish damage, lots of movement is required, which is somewhat limiting for archers but *very* limiting for TWFers.Ogre Mage said:While we are on the subject, what are people's opinion on the age-old debate of two-weapon fighting vs. archery for a whisper gnome ranger/rogue/scout?
Also, I have discovered one of the other players will be playing either a cleric or paladin. Hmmm ... a paladin and a whisper gnome? :\
I did think about making that argument, but figured I'd just be honest and sit in the cornerDog_Moon2003 said:Well, a lock is a device and by disabling the lock, you open the door.![]()
Ogre Mage said:While we are on the subject, what are people's opinion on the age-old debate of two-weapon fighting vs. archery for a whisper gnome ranger/rogue/scout?
Haffrung Helleyes said:All a Scout needs to open locks is an adamantium mace. Of course, that's a bit noisy!
Ken