[General Opinion Question] Alchemist exchange Poison Use for Trap Finding


Pathfinder First Edition General Discussion


[General Opinion Question] Alchemist exchange Poison Use for Trap Finding?

Just a general opinion question. I have a player that wants to play an Alchemist. But they wanted to know if they could swap out their poison use/poison save bonuses/poison immunity for Trap Finding and trap sense.

It seems like a fair trade. Add Trap Finding at 2nd level. You get Trap Sense at Level 4 and it increases by +1 every 4th level (8, 12, 16 and 20). Grant them the Quick Disable Rogue Talent at Level 6 to exchange out swift poisoning.

Like I said this is an opinion question. I'm going to let the player do it.

Just looking for feed back and thoughts from others.


Anthony Kane wrote:

[General Opinion Question] Alchemist exchange Poison Use for Trap Finding?

Just a general opinion question. I have a player that wants to play an Alchemist. But they wanted to know if they could swap out their poison use/poison save bonuses/poison immunity for Trap Finding and trap sense.

It seems like a fair trade. Add Trap Finding at 2nd level. You get Trap Sense at Level 4 and it increases by +1 every 4th level (8, 12, 16 and 20). Grant them the Quick Disable Rogue Talent at Level 6 to exchange out swift poisoning.

Like I said this is an opinion question. I'm going to let the player do it.

Just looking for feed back and thoughts from others.

Seems fair to me, personally.


Oher than the does this "fit" the archetype of an alchemist IMO it dosen't (poison use does as they "make" the poison) it seems fine.


Rather then swap abilities, I think a feat would be a better solution. My perspective is that the job of finding/disarming traps is a task I, as a DM, am happy to see anyone take. Below are a few quickie feats, but I think they (or something written better!) is needed in pathfinder. They allow for an alternate to trap finding, but it takes 3 feats to equal the rogue completely, but a single feat allows for a chance of disarming those magic traps.

Feat: Trap Savant

You are able to disarm magical traps.
Normally - only rogues can disarm magical traps.

Feat: Improved Trap Savant
Requires: Trap savant or Trapfinding ability.

You add 1/2 your level to Perception skill checks made to locate traps
special: this does not stack with Trapfinding. Instead, characters with trapfinding ability gain the ability to re-roll a perception check
once a day per 5 levels, decided before success/failure is determined.

Feat: Greater Trap Savant
Requires: Trap Savant or trapfinding ability
You add 1/2 your level to disarm device skill checks made to disable traps
special: this does not stack with Trapfinding. Instead, characters with trapfinding ability gain the ability to re-roll a disable device check once a day per 5 levels, decided before success/failure is determined.

Feat: Magical Disarm
Requires: Trap Savant

This feat to allow a spellcaster to disarm a magic trap (assuming he takes the feat trap finder above), sacrificing spell levels equal to the trap to be allowed a spell caster level check.

eh...

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