
Now, I'm mostly confused about the inclusion of Detect Hidden and Remove Trap. I understand Detect Hidden will allow you to reveal if a container is trapped or not, but if you presume every container is trapped and you always 'remove trap', do you need it? I read you need 50 detect hidden to start training remove trap; can you still train/use remove trap if you got rid of detect hidden after Remove Trap started raising?
This character is going to be just going out exploring, doing T-maps with the militia (hence lack of combat skills). But also, I'm thinking that the inclusion of hiding/stealth in the template will be important for sneaking around dungeons finding chests when I'm out exploring alone?
I'm thinking about the following template:
GM Hiding
GM Stealth
GM Cartography
GM Lockpicking
GM Detect Hidden
GM Remove Trap
GM Stealing (I read that you can use stealing to take items from chests in town, if this is profitable? Never had a thief.)
Alternative skills to consider would be:
Melee Skill
Tactics
Anatomy
Healing
Mining
Interested to see what anyone could come up with to help? I think as a rule we'll say:
- No magery - Just don't even go there; guild rule, can use boats to access islands, and t-map co-ords + sextant to find chests (v-fun!).
- Cartography & Lockpicking must feature in the template
- Remember the objective is to be leading guild members on these t-hunts (except sneaking through dungeons alone), so I'll have a number of warriors with me to attack spawn, so combat skills on the explorer himself isn't exactly necessary but could add another element of RP.)