Help with level 9 trapfinder... (Archeologist / Rogue / Arcane trickster)


Advice


I've been 'gold's the group needs a master trapfinder, and to "Play a rogue."

I despise being told what to do, so I want to build a master trapfinder and disabler of all devices with a minimum of Rogue levels..

I've also always wanted to play an archaeologist, so I'm hoping there's a way to get what I need as such.

I've also always wanted to play a gnome..

My stats... well, my stats are good.. I've rolled. 13 14 16 16 16 17..

Advice on levels and feats are greatly appreciated.


So all you want is to be a good trap disabler? That's a very narrow focus. All you really need for that is to be an Archaeologist (or Trapper Ranger, or dip one level of Rogue, or take that Trapfinder campaign trait, etc...) and put ranks into the skill. The DCs don't climb that high.

Take Skill Focus if you want more of a boost. Focused Study (Human Alternate trait, replaces Bonus Feat) will give you Skill Focus at 1st, and then 8th and 16th as well.

You need Perception too. Focused Study will give you Skill Focus in both skills by 8th if you want it.

Other than that...have at it? You can build anything you want.

Grand Lodge

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You need a high perception, and the Trap Finder trait.

Not all that much else.

You need not cripple yourself with Rogue levels.


Will I be as good as a rogue?

I'm concerned with magical traps.

Can you explain why rogue levels aren't neccesary?
Everyone Ive talked to thinks they are... (because of the half rogue level I guess... a measely +4?)

We're not playing with traits, but there is a rogue talent 'trap finder', that I can take through archaeologist or trickster.

What's the easiest way to qualify for the arcane trickster?


Redchigh wrote:

Will I be as good as a rogue?

I'm concerned with magical traps.

Can you explain why rogue levels aren't neccesary?
Everyone Ive talked to thinks they are... (because of the half rogue level I guess... a measely +4?)

We're not playing with traits, but there is a rogue talent 'trap finder', that I can take through archaeologist or trickster.

What's the easiest way to qualify for the arcane trickster?

Very easy to be as good as a Rogue at traps since they really have no advantage. People who insist it must be a Rogue are probably players from older D&D editions where they were more important due to some fundamental design differences and even then the summoned trap bait was a thing.


Unless houseruled the dcs for magic traps are fixed and cap out at 34, so the bonus for a rogue does not help there after a certain level.
Mechanical traps can theoretically be unlimited in difficulty, so the level boost of rogues helps there. But you don't need trapfinding for that, everyone can to that.

Feats, traits, high dex, MW tools, boost items - that helps there :-)

Grand Lodge

There are many classes that deal with Traps much better than the Rogue.


blackbloodtroll wrote:

There are many classes that deal with Traps much better than the Rogue.

Well, one can disagree with that, but that's another topic for another thread ;-)

@OP: You do not need rogue just for what you just mentioned. Archaelogist is sufficient. But I am a bit puzzled about arcane trickster. Do you want to go arcane trickster with bard spellcasting? I would not advise that, you lose more than you gain, particularly the class features of the archaeologist bard.

What level do you play at, do you start with level 9? Are the stats you posted already including level ups? How much wealth? Are the stats in order that you have to take them? Which books are allowed?

One note about archaelogist bard: You should pick up a trait that gives you disable device as a class skill, otherwise it will be difficult...


One addition to the OP:
Does your GM rule that you need to search every square with a move action for traps? A lot I know rule that, the rules are a bit fuzzy on that topic.
Because in that case you may want to pick up the rogue talent trap spotter as soon as possible... :-)

Grand Lodge

Inquisitor with the Jungle Domain and the Trap Finder trait will be a good option.

Archeologist Bard with the Fate's Favored trait is pretty awesome too.


Anything Wis based could be sufficient with that trait.

Maybe a Zen Archer?


After 6th level an archeologist bard can disable magical traps so there is no need for levels in rogue. Since they also have access to detect magic and dispel magic they can actually do a better job at handling magical traps than a rogue.

Clever explorer gives a straight bonus to all Perception rolls not just for the purpose of finding traps so is actually better than trap finding. You also can pick up rouge talents as an archeologist bard just not as many. Considering there are not a lot that you need this is not a big deal anyways, but if you want more than just use the feat extra rogue talent.

I am not sure why you are bothering with the arcane trickster because it does not add much that a straight out archeologist gets other than sneak attack. Sneak attack is not all that valuable especially if your arcane caster is a bard. Taking levels in arcane trickster is also going to mean your archeologist luck, clever explorer, and bardic lore no longer improves.

Bards do not have a lot of direct damage spells that you boost with sneak attack, but have some of the best spells for the “Thief” in the game. Pilfering Hand can easily replace the Ranged Legerdemain. While you cannot cast Pilfering Hand an unlimited times per day, its range increases as you level up. Bards also have access to the 0 level spell Sift which allows you to search a 10’ cube at the range of 30’. Bards also get early access to heroism which is probably the single most valuable spell for a “Thief”. Heroism is a long lasting spell that gives a +2 bonus on all skills, saves and chances to hit, and stacks with archeologist luck.


Just go Archaeologist and as said, take the Fortune's Favoured Trait which increases your Archaeologist Luck bonuses by +1.

You want as many as many rounds of 'performance' as possible (because Archaeologist's Luck doesn't increase with level normally) so the following feats are useful: Noble Scion (Performance), Extra Performance and Lingering Performance.

Some races e.g. Half Elves also get a bonus to rounds of 'performance' as a favoured class bonus.

The other option could be to take the Trap Finder Trait and play something like a Trickery (Thievery Sub-Domain) Domain Cleric, this allows re-rolls to Disable Device and Sleight of Hand @ 8th Level as well as some good rogue type domain spells. You also will have an excellent perception from having a high wisdom, take a level of Rogue if you want to add some class skills and get Trapfinding as well.


One thing you need to watch out for with Archaeologists is that they some how do not get Disable Device as a class skill, so you'll want a trait to deal with that. Either Vagabond child works here.

Half elf is probably one of the best races to choose, since according to this FAQ, Half elves can take both Elf and Human favored class bonuses, so after 4th level, you can start taking extra spell as a human, and extra rounds of luck before that.

Assuming you put one of those 16's in Cha, you'll have 7 rounds of luck to start with, plus one for half elf favored class for 8. Take Lingering performance as your first feat, and you'll have a total of 24 rounds of luck. When you hit 4th level, assuming you too the half elf favored, you'll have 30 rounds to use in 3 round increments. Pick up a headband of Fortune's Favor, and it expands to 40 rounds. That should be more than enough to last through the day.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Even if you're playing without traits, ask your dm if you can pick up two traits with the Extra Traits feat. Getting trapfinding with a trait and disable device with the other one frees up your build significantly


Even if disable device is not a class skill he can still put ranks into to it. All it means is that he does not get the +3 for favored class bonus. He can easily get a +25 disable device at 9th level, without it being a class skill. Then he picks up a set of trapspringer gloves for an additional +5 to disarm traps to put it to +30. By taking 10 on the disable device roll he will get a 40 which should be enough to handle any trap. This is assuming that both heroism and archeologist luck are going.


I am not allowed the 'extra traits' feat.

If there any prestige class that I would qualify for, or is the build really better to just go archaeologist bard the whole way?


Stick with a Bard all the way. Bellow is a sample build.

Half Elf Thief
Male Half-Elf Bard (Archaeologist) 9
NG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +25
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex, +1 natural, +1 deflection)
hp 66 (9d8+18)
Fort +13, Ref +18 (+3 bonus vs. traps), Will +15; +2 vs. enchantments, +1 Luck bonus vs. traps
Defensive Abilities evasion, trap sense +3, uncanny dodge; Immune magic sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen scimitar +17/+12 (1d6+9/15-20)
Special Attacks archaeologist's luck 17 rounds/day (+2)
Bard (Archaeologist) Spells Known (CL 9th; concentration +13):
3rd (4/day)—charm monster (DC 17), clairaudience/clairvoyance, dispel magic, gaseous form
2nd (5/day)—detect thoughts (DC 16), heroism, invisibility, locate object, mirror image, misdirection, pilfering hand
1st (6/day)—comprehend languages, cure light wounds, disguise self, expeditious retreat, feather fall (DC 15), magic mouth (DC 15), silent image (DC 15), windy escape
0 (at will)—dancing lights, detect magic, mage hand, message, read magic, sift
--------------------
Statistics
--------------------
Str 13, Dex 23, Con 14, Int 16, Wis 16, Cha 18
Base Atk +6; CMB +11; CMD 24
Feats Dervish Dance, Extra Performance, Great Fortitude, Lingering Performance, Weapon Finesse
Skills Acrobatics +15, Appraise +12, Bluff +13, Climb +10, Diplomacy +13, Disable Device +25 (+30 to disarm traps), Disguise +13, Escape Artist +15, Fly +10, Heal +7, Intimidate +13, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +15, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +12, Perception +25, Perform (dance) +13, Ride +10, Sense Motive +12, Sleight of Hand +15, Spellcraft +12, Stealth +22, Survival +7, Swim +5, Use Magic Device +20; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal
SQ arcane training, bardic knowledge +4, clever explorer +4, elf blood, lore master 1/day, rogue talents (fast stealth, trap spotter)
Combat Gear mnemonic vestment, wand of cure light wounds; Other Gear +2 mithral chain shirt, +1 keen scimitar, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, handy haversack, headband of alluring charisma +2, ring of protection +1, trapspringer's gloves, thieves' tools, masterwork, 4735 GP
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Archaeologist's Luck +2 (17 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Clever Explorer +4 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mnemonic vestment (1/day) Spontaneous caster may cast spells from written sources using a spell slot. Writing is unharmed.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapspringer's gloves +5 to Disable Device against traps, +1 luck bonus to saves vs traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


How do I get a high disable device at level 9?

I see the +25 at level 9 posted above. Is that with items, or what?


Redchigh wrote:

How do I get a high disable device at level 9?

I see the +25 at level 9 posted above. Is that with items, or what?

+6 Dex, 9 ranks, 3 class skill = 18 already.

Masterwork tools +2 (+20)

+4 Clever Explorer (+24).

He's got an extra +5 vs traps from the Trapspringer's Gloves (so +29 total) but that seems like a waste since IIRC Disable Device DCs don't go over 34 and you can Take 10 at any time.


Any advice for boosting my ability to spot traps too?

Also, I'd *really* prefer to be a gnome, but.. I can go halfelf or halfling if its crucial...


The +25 does not include the class skill bonus since the archeologist does not have disable device as a class skill. It does however include Heroism and Archeologist luck. Without that it drops down to +21 which is why I included the Trapspringer's Gloves. It would be +21 normaly and the gloves bring that up to +26 to remove traps.

Since the character can not take traits he has no way to make disable device a class skill.


Redchigh wrote:

Any advice for boosting my ability to spot traps too?

Also, I'd *really* prefer to be a gnome, but.. I can go halfelf or halfling if its crucial...

Swap out Locate object for Acute Senses for an additional +20 on all perception rolls.

The half elf favored class bonus is pretty strong especially since you can get both extra performance and spells. No race has favored class bonuses that work as well for an archeologist.


Is it worth dipping rogue once for trapfinding, magic trap disabling, and disable device as a class skill?

I don't much care for sneak attack, but maybe an archetype would be fun for a dip...

The dm pretty much told me there will be lots of magical traps... can an archealogist handle them without a level dip?

Grand Lodge

It is never worth it, to dip Rogue.


If you have to dip for Trapfindng, dip the Trapper Ranger. Get +1 BaB, Favored Enemy at a +2, and also Trapfinding and DD as a class skill.


If this isn't for PFS, you could use the spiderhawk magus archetype that just came out in Wayfinder #10. Disable Device is a class skill, and they can take the Trapfinder arcana at level 3+ to disable magical traps. They also have access to rogue talents, limited sneak attack, and Arcane Trickster arcana too.

Full disclosure: I wrote it.


After 6th level an archeologist can disable magic traps just like a rogue. You do r not need rogue levels for any reason except for sneak attack which you already said was not something you cared about.

Grand Lodge

I personally like Trapper/Guide as a dip better.

If you must dip.


At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

This ability replaces the versatile performance ability.

As you can see the only thing a dip in any other class is going to give you is disable device as a class skill. This is not something you really need anyways because at 9th level even without it as a class skill you will be able to take 10 any meet any DC you will encounter.


Okay. I missed the 'can disable magic devices' part.

This is a three-man party, with a wizard, a monk, and me, an archaeologist bard.

I should be pretty solid on stealth, and the trap front.

Should I go skirmisher, you think?

Which spells would you suggest? Wands? Feats? Perhaps a couple metamagic rods?
We'll be starting with appropriate gold for our level.

Ill mention, I'm not looking for a full progression, just suggestions...


Don’t multiclass at all. You lose more than you will ever gain.

I would consider the following to be must have spells
3rd level Dispel Magic
2nd level Heroism, Invisibility, Misdirection, and Pilfering Hand
1st level Expeditious Retreat, Feather Fall, and Windy Escape

Mnemonic vestment and some good scrolls are a great investment. Don’t forget a couple of wands of cure light wounds. Also have the other characters purchase their own wands of cure light wounds for you to use on them.

A lesser rod of Extend Spell will pretty much allow you to maintain Heroism for 3 hours per spell.

performance is a must.

Dark Archive

Make sure either the wizard or the monk is able to UMD wands of CLW (or the wizard has a wand of Infernal Healing) as without that if you pass out during combat you may have issues being stabilised and woken up after the fight


The party healer should have a vial of smelling salts available, perhaps on a chain around his neck.

Grand Lodge

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Huh.

With that team roster, I am leaning more towards Trapper/Guide Ranger, just to have a beefier build.

What kind of focus will your Wizard and Monk have?


Caderyn wrote:
Make sure either the wizard or the monk is able to UMD wands of CLW (or the wizard has a wand of Infernal Healing) as without that if you pass out during combat you may have issues being stabilised and woken up after the fight

Healing potions would be better for this.


I don't know what type of wizard and monk they are.

Smelling salts are a great idea. The trapmaster botching a roll and getting incapped would suck if I was the healer as well...


Also, on perception.. The example has +25 perception.. How, again?
Sorry, this is my first time filling out on paper.. >.>


9 ranks, 3 class skill, +4 Clever Explorer, +3 Wis, +2 Keen Senses = 21

Is that where the Skill Focus went? So +24.

Extra +1? I have no clue. I hate HeroLab sheets, they're weirdly laid out.

Grand Lodge

Maybe a trait?


All the skills on the build I posted are at +4 due to Heroism and Archeologist Luck. The sheet is showing the character at his maximum. The same goes for Saves and chances to hit. Since heroism at this level lasts for 90 minutes without metamagic and on this build he has 51 rounds (with lingering performance) of Archeologist Luck this will not be an uncommon occurrence.


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Since everyone is having trouble with figuring out the build with Heroism and Archeologist luck active here is the base build.

Half Elf Thief
Male Half-Elf Bard (Archaeologist) 9
NG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +21
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex, +1 natural, +1 deflection)
hp 66 (9d8+18)
Fort +9, Ref +14 (+3 bonus vs. traps), Will +11; +2 vs. enchantments, +1 Luck bonus vs. traps
Defensive Abilities evasion, trap sense +3, uncanny dodge; Immune magic sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen scimitar +13/+8 (1d6+7/15-20)
Special Attacks archaeologist's luck 17 rounds/day (+2)
Bard (Archaeologist) Spells Known (CL 9th; concentration +13):
3rd (4/day)—charm monster (DC 17), clairaudience/clairvoyance, dispel magic, gaseous form
2nd (5/day)—acute senses (DC 16), detect thoughts (DC 16), heroism, invisibility, mirror image, misdirection, pilfering hand
1st (6/day)—comprehend languages, cure light wounds, disguise self, expeditious retreat, feather fall (DC 15), magic mouth (DC 15), silent image (DC 15), windy escape
0 (at will)—dancing lights, detect magic, mage hand, message, read magic, sift
--------------------
Statistics
--------------------
Str 13, Dex 23, Con 14, Int 16, Wis 16, Cha 18
Base Atk +6; CMB +7; CMD 24
Feats Dervish Dance, Extra Performance, Great Fortitude, Lingering Performance, Weapon Finesse
Skills Acrobatics +11, Appraise +8, Bluff +9, Climb +6, Diplomacy +9, Disable Device +21 (+26 to disarm traps), Disguise +9, Escape Artist +11, Intimidate +9, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +11, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +8, Perception +21, Perform (dance) +9, Sense Motive +8, Sleight of Hand +11, Spellcraft +8, Stealth +18, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal
SQ arcane training, bardic knowledge +4, clever explorer +4, elf blood, lore master 1/day, rogue talents (fast stealth, trap spotter)
Combat Gear mnemonic vestment, wand of cure light wounds; Other Gear +2 mithral chain shirt, +1 keen scimitar, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, handy haversack, headband of alluring charisma +2, ring of protection +1, trapspringer's gloves, thieves' tools, masterwork, 4735 GP
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Archaeologist's Luck +2 (17 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Clever Explorer +4 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mnemonic vestment (1/day) Spontaneous caster may cast spells from written sources using a spell slot. Writing is unharmed.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapspringer's gloves +5 to Disable Device against traps, +1 luck bonus to saves vs traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Oh, it had buffs active...yeah don't do that, especially when you don't mention WHICH buffs are active.


Well, I ended up going with a composite short bow, precise shot, point-blank shot, and utility arrows... (and a feral iron longsword as backup).

At the very least, I think it'll be fun.

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