
Gwaedh |
Hello,
I've recently started playing pathfinder society on line. My first character is a rogue and I'm planning to move him towards arcane trickster. I'm just about ready to level up to level 2, which means I have one last chance to make any character modifications before he is set for the rest of his career.
I'm very tempted to take the sniper rogue archetype so the I can gain the benefit of an extra 10 ft on my ranged sneak attack from my third level of rogue. I feel that this could come in very handy for an arcane trickster.
However, I'm having a hard time deciding how much losing the trapfinding ability is going to hurt. How much is it going to stink when I run into a magical trap and can't disarm it.
Which way you would go? Anyone have thoughts or opinions?
Thanks

leo1925 |

Since i don't play PFS (doesn't exist in my country) i can't answer your question but i can offer you this:
1) 1st level rogue (a bunch of archetypes give that up)
2) 3rd level urban ranger
3) 1st level trapper ranger
4) 1st level seeker oracle*
5) 1st level seeker sorcerer*
6) 1st level crypt breaker alchemist
7) 2nd level detective bard*
8) The 2nd level bard/alchemist/wizard spell Aram Zey's focus (too bad the duration is only 1 minute per level)
9) 2nd level archevist bard*
10) 6th level archeologist bard*
11) 1st level sandman bard*
*those 6 get trapfinding in everything but the name

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Since i don't play PFS (doesn't exist in my country)
(Sorry for the derail)
PFS exists everywhere, you just need to start your own chapter. Check out the guide to starting your own chapter. If you want to be even more involved, you can become a Venture Officer.
(Ok, back on topic)
I have a Ranger 6/Rogue 2 that's got the level 2 talent Trapspotter and a high Perception and Disable Device. It's nice to tell the GM at the beginning of the session that if there are any traps within 10 feet I automatically get a roll. Some traps are pretty nasty, but few of them are lethal (depending on the CR of the encounter and the character level).
Still, it was a minor investment to improve party survival odds.

MrSin |

However, I'm having a hard time deciding how much losing the trapfinding ability is going to hurt. How much is it going to stink when I run into a magical trap and can't disarm it.
In my experience there haven't been many traps and what traps I have seen aren't that awful or can be bypassed through other methods. On the other hand I've seen a number of haunts, some of which were pretty deadly.
Should be good to drop trapfinding, at least in my opinion.

Kyle '88 |
Traps matter depending on the DM. First time I played Pathfinder the DM nearly skunked us repeatedly because my party couldn't spot traps (no rogue). It just really matters on how the DM uses the traps. Example: "If your group sees an enemy group bearing down on them and a house near them that they can use to hide or force the enemy to slow their advance. You gon in the house and suddenly your hit by the trap, injured and have the enemy nearly ontop of you." Trapfinding just matters if you think you will be getting into a lot of type of situations.

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I've seen more failures in pfs from skill checks than I have from combat. Thus far, the worst trap I have come up against was a very deep spiked pit trap. There have been a few that cropped up mid combat, which makes them all the more important. If you want to increase your sneak attack range, you can always take the ninja trick that increases range by 10

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I had just started thinking that traps were a non-issue in PFS, until the last couple missions where we ran into at least one per scenario. The first one could easily have outright killed one of my first level companions if they had been hit by it.
I know there isn't a lot of glory in having trapfinding when there are no traps in the scenario, but a character with that skill is always a welcome addition to any group I am playing in.

BigNorseWolf |

How are people dying from traps?
Are DMs still running on the "you need trapfinding to find traps" rules from 3.5?
Anyone with a perception score can find traps, magical or not.
Just take a move action to look around and a move action to move down the dungeon. It doesn't slow you down that much.
Oh! and Welcome to the institution.

Cubic Prism |

Portable hole with endless air and plenty of feed, plus a portable fence. Take out the goats periodically, feed/water them in the temporary corral. Unleash them when you need traps sprung or a ruckus made. I also recommend carrying a keg of beer. Its surprising how useful it is for a bribe. Also to roll down stairs on people.

BigNorseWolf |

Chickens are too light.
There's always the rocks, an unseen servant and a wheel barrel...
Sure, it sets off the traps and makes a racket, but lets be honest you can't sneak up on anything anyway because
1) You have to deal with the lowest stealth score in the party in order to prevent the monsters (who are stationary) from just readying an action to whack you.
2) You need 1 stealth roll per party member. The way the odds of repeated attempts work out, you're not sneaking up on anything.
3) Everything but humans on, under, or above the face of golarion has better vision than humans. As soon as anyone is carrying a light source the parties chances of stealth are shot.

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I've seen more failures in pfs from skill checks than I have from combat. Thus far, the worst trap I have come up against was a very deep spiked pit trap. There have been a few that cropped up mid combat, which makes them all the more important. If you want to increase your sneak attack range, you can always take the ninja trick that increases range by 10
If the only reason your giving up trapfinding is for the increase in sneak attack range the I second what Zedorland said. Ninja trick 'Deadly Range' increases your sneak attack range by 10' and you can take it more then once.