Rogue - Trapfinding (nit / suggestion)


Races & Classes


One frequent nit I hear and agree with (and see the alpha document retains) is the idea in the core rules that the rogue should have some special dispensation to find traps with DC > 20.

Might I recommend that you let perception do general Trapfinding duty, but make the Trapfinding ability an ability akin to the elves' secret door finding ability. i.e., give the rogue a free perception check when about to enter the area of effect of a trap or adjacent to its triggering mechanism.


I agree, and I was about to post something very similar.


Psion wrote:

One frequent nit I hear and agree with (and see the alpha document retains) is the idea in the core rules that the rogue should have some special dispensation to find traps with DC > 20.

Might I recommend that you let perception do general Trapfinding duty, but make the Trapfinding ability an ability akin to the elves' secret door finding ability. i.e., give the rogue a free perception check when about to enter the area of effect of a trap or adjacent to its triggering mechanism.

I agree that Trapfinding shouldn't be a rogue-only ability. So I'd throw in this little suggestion:

- Anyone trained in both Perception and Theft can serach for traps with DCs > 20.

And as far as we're talking Disable Device, I'll throw in this one:

- Disable Device and Open Lock should be a single skill (removing Open Lock from Theft). They're basically the same notion (jamming a mechanical device), only one works with traps, the other with locks.

Dark Archive

Add my vote for on this one.

We've played with this house rule for some time and my group likes it very much.

I can think of a few reason why:
1) It helps speed up things in a dungeon environment.
2) It's much more "cinematic": is Indiana Jones always looking for traps? No, sometimes he's just lucky/observant and notices the trap right before stepping on it.
3) It's not that much of a difference in a way given that the rogue is generally speaking the one with the high perception.

That's for my 2 cents (first in probably many more to come... by the end, expect a few hundred dollars in loose change :-)


I agree and hope this makes it to final version


Adding to Dam'Sadar's post:

4) It also removes the "come on, we need someone to find traps, so you MUST at least take a few rogue levels" syndrome.

Trapfinding dependant on Perception and "Theft" is quite a good idea.


I agree with this as well. Niche protection is all well and good but trapfinding is just something anyone should be able to do.

Dark Archive

I also mentioned something like this in the Rouge Talents (Minor Magic; Major Magic) thread. (I know I spelled rogue wrong, it was late.)

What do you guys think about rogues being able to get arcane abilities?


NSTR wrote:
What do you guys think about rogues being able to get arcane abilities?

I absolutely love the idea. It wouldn't be nessesary for me to multiclass almost every rogue I've ever played with 1-2 levels of sorcerer or wizard.

RPG Superstar 2009 Top 16, 2012 Top 32

Psion wrote:
I recommend that you let perception do general Trapfinding duty, but make the Trapfinding ability an ability akin to the elves' secret door finding ability. i.e., give the rogue a free perception check when about to enter the area of effect of a trap or adjacent to its triggering mechanism.

This. Trapfinding should be all about auto-detecting traps within 10 feet, and about granting extra abilities to disable/bypass traps that are found.

Oh, and all kobolds should gain trapfinding a a racial ability.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

NSTR wrote:

I also mentioned something like this in the Rouge Talents (Minor Magic; Major Magic) thread. (I know I spelled rogue wrong, it was late.)

What do you guys think about rogues being able to get arcane abilities?

I love it.

Rogue uses predigitation to make that gold amulet look like silver "No officer, see I don't have any gold on me."

Rogue uses shield to enhance his fighting prowess.


Dam'Sadar wrote:


1) It helps speed up things in a dungeon environment.
2) It's much more "cinematic": is Indiana Jones always looking for traps? No, sometimes he's just lucky/observant and notices the trap right before stepping on it.
3) It's not that much of a difference in a way given that the rogue is generally speaking the one with the high perception.

I vote +1 on this. In the campaign where I play the trapfinder, my character's "take-10" search skill is so ridiculously high that he can find just about anything. So we assume we're walking normally through a dungeon, but if the DM throws in one too many traps, I'll switch to my "take 10 on each square we enter" mode.

The only functional difference is it makes the 10 min/lev buffs fall off much sooner, but in many dungeons, that's it. A passive detection skill would be way better.

Sczarni RPG Superstar 2014 Top 16

I agree with pretty much everything said here. I've houseruled for quite some time now that the rogue's Trapfinding works like the elf's secret door search, so that my players don't have to be rolling all the time. It really speeds up gameplay. Not to mention removing the metagame element of what happens when I ask for a roll ;)

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