How much does a group need a rogue's trapfinding skills in Legacy of Fire?


Legacy of Fire


My group is about to start the adventure path and I was wonder the importance of the rogue. The player that was going to be the rogue is thinking about maybe choosing something else, which is fine but I have played the rogue to much lately. I was hoping the the traps were few and we could do with out a rogue. I was thinking about a sorcerer for myself but a melee type would be fun too.


Our group should be finished the AP next week and haven't had any major problems with traps. They are a Fighter/Wizard/Eldritch Knight, Witch, Barbarian and Cleric. Their main tactic for traps is to send the barbarian in first to set them off and he beats down any doors and chests they can't open. I think you'll be fine without a rogue, but then the composition of the rest of the party may make a difference.


Same here. Just remember to have a universal can opener. The barbarian in our party has a adamantine hand axe. The doors and chests dont stand a chance.

Liberty's Edge

Yeah Ditto the above. Almost finished GMing the campaign and the guys used their rogue but not extensively. There are a couple of nasty traps but not too many. Provided you play smart you'll be fine.

Shadow Lodge

Psshh. My group has a full rogue (going shadow dancer), a rog2/wiz2, a rog2/ftr2, and a bard4 who took disable device too. I really need to add some traps just because they're looking for them. :)

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