Seeking Spoilers: Any Traps?


Second Darkness

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm joining a game of Second Darkness with a rogue, and I'm not sure whether to take the Rake archetype, or whether trapfinding will be too valuable to pass up. Picking locks isn't exactly something my character concept would be all that good at (failed paladin aiming for Low Templar), and the face benefits of being a Rake (bonuses to Bluff and Diplomacy for the win!) are really tempting. But I've also heard that a rogue who can't disable traps is like a paladin that can't smite evil (which is kind of funny, given that's basically what the concept is, someone who didn't make the grade to be a paladin but wants to fight demons anyway).

So...basically what I'm asking is, are there significant amounts of magical traps in Second Darkness that would make Trapfinding better than Rake's Smile? Or can I forget about Disable Device in general and pick skills more in tune with the concept, especially the social ones? Will the other players lynch me if I can't deal with traps?

Dark Archive

Pathfinder Adventure Path Subscriber

Having only read through the first 3 chapters...not too many so far...

The last few chapters might well be different.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm always paranoid that a trap is blocking some big cool side-quest, and if I can't get past the trap I'm barred from that bit of story.

Liberty's Edge

Naw traps arent like that in PF games. The only way it would block you off is if it kills you outright =p. Generalky they will just do some damage and inconvenience you.


As someone GMing for this game who's read through all six books at least three times (yeah I'm a little crazy)... I think you'll be fine. Like Coridan said, you won't get screwed over entirely if you can't get past a trap.

There's not NO traps in this AP, but there's not so many that you'll constantly be wishing you'd taken it. Just a few here or there. And all of them can be handled via alternate means if the party is clever (or can just be blundered past and you take your lumps and that's that). So I'd say go for it with the Rake archetype!

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