Giving up the trapfinding skill.


Rules Questions


I am planning on taking the cutpurse archetype from the AGP for my rogue and the first ability states that it replaces trapfinding. My question is can I no longer use Disable Device to disarm magic traps or am I only losing the bonus to spot and disable them? It's just a little vague to me.

Trapfinding: A rogue adds 1/2 her level to Perception
skill checks made to locate traps and to Disable Device
skill checks (minimum +1). A rogue can use Disable Device
to disarm magic traps.

Thanks for any insight.


Trapfinding is the ability that lets rogues disable magical traps (just like it says) so if you lose that ability you cant do it.


This is why I wont easily play any Rogue archetypes. Most of them loose trapfinding. The other ones replace uncanny dodge.

These are two abilities I as a rogue wouldnt want to be without :)

Shadow Lodge

Medicine Man wrote:

I am planning on taking the cutpurse archetype from the AGP for my rogue and the first ability states that it replaces trapfinding. My question is can I no longer use Disable Device to disarm magic traps or am I only losing the bonus to spot and disable them? It's just a little vague to me.

Trapfinding: A rogue adds 1/2 her level to Perception
skill checks made to locate traps and to Disable Device
skill checks (minimum +1). A rogue can use Disable Device
to disarm magic traps.

Thanks for any insight.

You lose the whole ability. Both the 1/2 lvl bonus and the being able to disable magical traps are part of the same ability so you lose them both.


I worked with my DM to change the Scout variant to completely replace sneak attack with charge/skirmish and keep uncanny/improved uncanny dodge

Shadow Lodge

Skull wrote:

This is why I wont easily play any Rogue archetypes. Most of them loose trapfinding. The other ones replace uncanny dodge.

These are two abilities I as a rogue wouldnt want to be without :)

My wife made an acrobatic scout rogue (which loses both trapfinding and uncanny dodge) and let me tell you, she is devastating in combat. She never was one to check for traps anyways, so didn't see the need to have it.


Depends on the character concept and game.

Started a legacy of fire game recently. A rogue living in Katapesh. Figured he would be dealing with far less traps. Especially since yes, he was a cut purse. Course, he worked an honest living as well. Living on thievery alone there wasn't recommended.


If your party is willing to help cover disarming magical traps with spells (either summons, or dispel magic for example) then you shouldn't need to worry about trapfinding.

Since anyone can find any type of trap in pathfinder (provided they make the perception check) the trapfinding ability isn't as vital as it once was.

The Exchange

that said, I have played a cutpurse, and it's always quite amusing when I can steal someone's spellbook or potion belt in combat.

Granted, much more situational than magical trap disarming, but amusing, nevertheless.

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