Magic item for a Rogue-less party?


Homebrew and House Rules

The Exchange

I am currently running a campaign in which our rogue player has vanished. In lieu of running an NPC and skewing CRs and XP, etc., I am considering creating a magic item that in effect grants the wearer the ability to use Disable Device as a class skill with a +10 competency bonus, no additional ranks gain be gained using this item. If the wearer has Disable Device as a class skill, the competency bonus is reduced to +5. Thoughts and feedback on how this can be created and how it would effect balance would be greatly appreciated....

Adding a new player is not an available option at this time unfortunately.


Headband of Vast Intelligence+2 will grant ranks in one skill.

The pricing for a competence bonus to a skill is bonus squared times 100. In the case of a +10 that would be 10*10*100 = 10,000gp.

With that said: it shouldn't be necessary unless it is a trap happy dungeon.

Many groups can run through trapped dungeons without a rogue and be ok.
Clerics have a level 2 spell called find trap.
Getting rid of most traps does not require a rogue. They just need to be safely triggered.

Alternately, perhaps you can allow someone to do a slight rebuild to thier character to give them the skills they need and maybe a level in rogue.

- Gauss


Chime of opening? While I know it doesn't deal with traps it can get the party into a lot of areas/chests that you want them in with out the assist of a rogue.


This should cover you on that front if you're worried. It will allow one of the players to grow into the new "rogue" without forcing them too.


Eyes of the Eagle (+5 perception) to help find the traps.

Knock/Chime of Opening if you need to open locked doors/chests.

Adamantium weapons if you need to open locked doors/chests and do not mind making noise.

10-foot pole and the mage hand or open/close cantrips can trigger traps from a safe distance.

OR just don't include encounters that require rogues. Assuming every party has a rogue is a bad place to start.


Other than some things already mentioned I have had a fraind that made sure his Monk left most doors broken by fist(not something I was keen on) and in another game we had a Dwarf carry a ram that he and another PC would beat the door down. I relise this dosn't help for chests, but helps with doors. Not the best sugestion I realize this is not the best recomendations even with a Rogue we have needed these in game from time to time. Alternately You can try to embed a NPC Rogue to help the group. I try not to use this if I can help it though, as I try to not step on the partys toes. also it could be a passing Pilgim that could travel with them for just a time like travelers often did back in the middle ages for safty.Hope this helps.


I had a custom staff once that had a few helpful rogish spells including a 1st level spell that gave trapfinding. I forget the name of the spell. Also a Disable device bonus. If traps is your only concern that's usually sufficient.

I think it also had the mount spell. Nothing sets off a trapped hallway better than sending a summoned donkey first. Just be sure to pack some carrots or a pointy stick to coax it. ;-)


Chime of opening and Tan bag of tricks.
Wand of Detect traps to tell you when you need a critter.

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