Picking Locks/saved posts
Factors for Success
Okay, here are the factors for success at each of the three tasks, by default, in a very particular order. Some traps may add their own modifiers. I don't think there's anything revolutionary here.
Helps - Disarming Traps skill, Intuition bonus, Perception skill, Traplore, Presence, Self Control, good lighting, Lucksong (helps your luck)
Hurts - Trap discovery difficulty, wounds, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, fumbles
Helps - Disarm skill, Dexterity bonus, Lucksong (helps your luck), Traplore, Self Control, good lighting, "modding down"
Hurts - Trap disarming difficulty, fumbles, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, wounds
- Consigliere Ildran, Shizlock Holmesplice
ESP Penalty Removal
Having an activated thought net (via crystal amulet or any other method) no longer provides a penalty to disarming traps or any other form of locksmithing. Locksmiths should feel free to use their regained rights to telepathically converse with other townsfolk.
403 and 404 Bonus Calculations
That will be underestimating things by around 5-10 points.
It depends on if the end use if a manual or magical lock opening.
For manual lockpicking, success factors include the caster's level, the caster's Pick Locks skill, the caster's Minor Elemental spell ranks, and the target's Dexterity bonus. At no time will the spell provide a bonus greater than the target's Pick Locks skill.
For manual disarming, success factors include the caster's level, the caster's Disarm Traps skill, the caster's Minor Elemental spell ranks, and the target's Intuition bonus (if the character is not currently working on a trap) or Dexterity bonus (if the character has found a trap recently, but has yet to disarm it). At no time will the spell provide a bonus greater than the target's Disarm Traps skill.