Originally Posted by
Davinna
... I still don't know if INT 14 is enough to do traps at end game?
...
Then, do I up the INT or Dex stat for recommend value while leveling?
If you dropped every level-up into your Int, that would only be +5 (+2 1/2 bonus). Then, add maybe a couple +1 Int Enhancements for another +1. So let's say, generously, that you're losing +4 to the end-game Total. That's not a dealbreaker.
For any starting Int, you'll want solid Int gear on top of that, so make sure that (and your Search/DD gear) is up to level, and you'll be fine.
(The DWS +6 Skill boost is very handy to have in such situations; 20 seconds is enough to Search/Disable 2-3 nearby traps. If your Combat Action Boost will be from Tempest, then you're not losing that.)
Originally Posted by
Davinna
So, any feedback as to what value of starting INT I should use to be a successful trapmonkey?
Let's see...
Here's a generic non-Human, same class split as yours, an Elf w/ 14 Int.
(A Human w 14 Int would enjoy +1 Skill Point/level, and some non-Humans have +2 Int for the same number of SP's. Just a basic +2 Int tome would help too.)
Trapmonkey
18/1/1 Ranger/Fighter/Rogue
True Neutral Elf
Stats
. . . . . . . .28pt . . 32pt. . .Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . 10. . . . 8 . . . 4: DEX
Dexterity . . . 18. . . .20 . . . 8: DEX
Constitution. . 14. . . .14 . . .12: DEX
Intelligence. . 14. . . .14 . . .16: DEX
Wisdom. . . . . .8. . . . 8 . . .20: DEX
Charisma. . . . .8. . . . 8 . . .24: DEX
. . . . . . . . . . . . . . . . .28: DEX
Skills
. . . . .Rg Rn Rn Rn Rn Rn Rn Rn Fi Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn Rn
. . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Disable . 4 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Search. . 4 .1 .1 .1 .1 .1 .1 .1 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spot. . . 4 .1 .1 .1 .1 .1 .1 .1 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
UMD . . . 4 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Open Lo . 4 .1 .1 .1 .1 .1 .1 .1 . . . .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .21
Balance . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Haggle. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Swim. . . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Heal. . . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
. . . . .------------------------------------------------------------
. . . . .40 .8 .8 .8 .8 .8 .8 .8 .4. 8. 8. 8. 8. 8. 8. 8. 8. 8. 8. 8
So, confirmed, Int 14 covers the basics 99% (OL is only 21), if nothing more.
Me, I'd go with less Open Lock, about half-ranks, maybe even less than that*, and get high/full ranks in 1 Ranger skill, like Heal or (if no Quicken) Concentration. ~Maybe~ also just a little more Jump, so no gear is needed for +40 - whatever floats yer boat.
If you like to live dangerously (and think you know the quests and traps cold), you could also shift the Spot points to something else; Spot is extra nice on a Ranged, but for Melee anything Stealthed is going to find you just fine.
(* OL gets a d20 roll on top of all the standing (listed) total. Also, the +7 from +5 Tools isn't listed in the standing total either. If your Dex + OL gear is at-level, and you're patient enough to roll high, you don't need full ranks in Open Lock for any but a few of the toughest (and very Optional) locks in the game.)