Rogues and Trapfinding


New Rules Suggestions

Sczarni RPG Superstar 2014 Top 16

Greetings, all!

A houserule that I've been using for a while, and that I think would work really well here, concerns rogues and traps.

As things stand now, no one without Trapfinding (only Rogues, in the core rules) can find a trap over DC 20.

I propose the following: Let anyone with enough Perception get a chance to find the trap. Rogues (and any other class with Trapfinding) get an automatic check when they get within 5 feet of a trap, the way Elves and Dwarves can spot secret doors and unusual stonework.

This makes the game run more quickly, because the Rogue doesn't have to roll to check for traps every 5 feet, and it allows parties without a Rogue to still be effective.

What do you think?


Nice idea. To make things even quicker, just take 10+Perception of the rogue/elf/dwarf and compare it to the "Hide"-DC of the Trap/Door/Whatever.
If beaten => found, if not, well, off they go...


The race goes on... another reason to eliminate the rogue.
Everyone hates the rogue.


I don't know if allowing anyone to find traps with just Disable Device would be wise. Seems to be a bit much. Rogues would need to get something in compensation, maybe Skill Focus as a bonus feat. Alternatively others could get Trapfinding through a feat. I think Rogues could get other options as well, because I don't think all Rogues should be
all the same.


I would make Trapfinding a feat and give it to Rogues for free.

In my Age of Worms game, the wizard had to take a level of rogue just for Trapfinding, because we had no other rogue. The wizard put all 8 skills into Search and had a good Int, but she had to give up a level of spellcasting. :(

RPG Superstar 2011 Top 16

The auto-perception would most certainly be awesome. Nothing slows the game more than the rogue having to roll 4 times for every 5 ft. of a 5 ft. hallway.

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