Need help with Trapsmith Rogue for Pathfinder Society


Rules Questions

Scarab Sages

I'm considering making a gnome trapsmith rogue for pathfinder society....

1. Did I miss the rule somewhere saying I can't do this?

2. My understanding of the Quick Trapsmith rogue talent is that I can take a full-round action to place a trap (I'll mostly be using bear traps since they are the only traps w/o ridiculous prices) in a location... at which point it will go off if someone is standing in that location?

3. if they fail there DC for Perception on the trap... do I get sneak attack damage on the attack roll?

4. will this idea be fun? My other two characters are lvl 3 and 4 (barbarian and wizard) and they are totally legit... this gnome is just going to be fun to play =D

Lastly, I know this topic is more appropriate for the society channel, however, I posted it there and didn't get very many responses. I thought I would get more of a response here.

Scarab Sages

shameless bump.

I'm in need of help.


Mcarvin wrote:

I'm considering making a gnome trapsmith rogue for pathfinder society....

1. Did I miss the rule somewhere saying I can't do this?

2. My understanding of the Quick Trapsmith rogue talent is that I can take a full-round action to place a trap (I'll mostly be using bear traps since they are the only traps w/o ridiculous prices) in a location... at which point it will go off if someone is standing in that location?

3. if they fail there DC for Perception on the trap... do I get sneak attack damage on the attack roll?

4. will this idea be fun? My other two characters are lvl 3 and 4 (barbarian and wizard) and they are totally legit... this gnome is just going to be fun to play =D

Lastly, I know this topic is more appropriate for the society channel, however, I posted it there and didn't get very many responses. I thought I would get more of a response here.

At first, a little disclaimer, as I have no experience with society games, but I'll try to answer my best anyways.

1. I can't help on this...

2. That is correct.

3. No sneak attack, AFAIK. It is not your attack, the attack is made by the trap. The extra damage is based on your precision, if the trap was more precise (hitting vulnerable places) then it would be a more expensive trap.
- In which book is the bear trap?

4. It think it sounds like a lot of fun:) I am not sure how effective using traps is going to be, as it requires the right circumstances, but it can be great flavor.

Grand Lodge

1. The Trapsmith rogue archetype in the APG is legal for PFS play. You should bring a copy of the APG or a printout of the relevant page from your PDF to the game, so that the GM has access to the rules for what you're using.

Scarab Sages

Well here is the final version

Harrison Shilling
Male Halfling (small 2'11" 32lb)
Age: 22
Alignment: CG

Stealth: +13
Perception: +6/+7
Disable Device: +10/+11

Trapsmith Rogue ( LVL 1)
BAB: +0
Skills: 8+3+1 = 12
Saves: Fort: +0
Reflex: +6
Will: +0 (-2 v. fear affects)
Initiative: 4+1+2 = +7
AC: Normal: 17
Touch: 15
Flat-Foot: 13
Attacks: Melee (Dagger (+1), 1d3, 19-20 crit. range)
Ranged (Short Bow (+5), 1d4, x3)

Traits: Freedom Fighter, Reactionary
Racial Features: Craven, Swift as Shadows, Keen Senses
Feats: Go Unnoticed
Class Features: Sneak Attack (1d6), Trap Finding

As soon as he gets to lvl 2 his SOP will be
If wins initiative:
Turn one
-Make stealth check with Go Unnoticed
-Ready move action to move within 5 feet of an enemy after they move but before they end their turn.
Turn two
- 5-foot step if required
- full-round action to lay a bear trap in their square
- If 5-foot isn't already used then 5-foot step away
Turn three
- move and shot short bow
Repeat turn three actions until opponent dies or situation alters

If initiative isn't won:
Turn one
- full-round action to set a bear trap if an opponent is within 5-feet
- move to flank if no opponent is within 5-feet
- attempt melee attack
Turn two
- full-round action to set a bear trap if not set last turn and then 5-foot step away
- if bear trap was set then withdraw action
Turn three
- move and shot short bow
Repeat turn three actions until opponent dies or situation alters

Scarab Sages

Well, its a combo that you might not be able to use in every PFS game.

You'll have to get the dm to allow the bear trap to work with the ability. Since the trapsmith ability specifically mentions that the dm has to make the call on a trap-by-trap basis, that makes it more difficult to use in a PFS game.

Also, I'm wincing at traps for 2g. According to the CRB, they're generally supposed to be 1000g x trap CR.

*wince*

Scarab Sages

Personally I feel they put the bear trap in there specifically for the trapsmith...
I wish there were more mechanical traps that were reload-able like an arrow trap that was reload-able. You could carry it around and place it. firing it at just the right time in combat (swift trigger is the talent i believe).


I've played a gnome alchemist/trapsmith (rogue) in one of my prior games, with the right tweaks, this can be a fun, if albeit quirky combo:

Some feats to help you use traps as weapons in combat:

1) Throw anything - allows you to throw a trap in combat without the normal -4 (basically allowing allow you to use a fixed trap as a ranged weapon). Also allows you to toss alchemical components with splash damage with a +1 to hit.

2) Trapper's Setup - grants +2 circumstance bonus when you manually set off one of your own traps (when you make one with a trigger).

3) Learn Ranger Trap - allows you to pick a ranger trap and use it a number of times per day equal to your wisdom score (great for allowing you to always have a trap on hand).

4) Antagonize - Drop a trap at your feat using slight of hand as a move action, take a 5' step back, and then taunt (antagonize) your opponent as a standard action to lure him into your trap.

Rogue Talent - Cunning Trigger: allows you to set off a trap within 30' as a switch action, combined with Trapper's Setup, allows you to get a +2 to hit on a ranged trap.

Shadow Lodge

Kinda late to the party, but there are also Tresspasser's boots, and now in UE there's trip wire in addition to the bear trap. Also, multi-classing Trapper Ranger with Rogue can get you some nice abilities.

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