Merellin |
So, I was pondering and thinking, Our party's rogue is leaving soon, Her storyline is compleated and her player wants to try a fighter, So I was thinking of maybe making a rogueish character for my next character, Someone who can sneak and pick locks and disable traps. But I was curious, Is there any classes that are good for this, That isent the Rogue?
Claxon |
Any class?
If you want to be good at sneak and disabling (mechanical) traps there isn't anything restricting you from doing so with literally every class. You only need to put the appropriate skill points into those tasks.
However, classes with more skill points are better suited to such task. As you're also going to want perception. And probably several other skills as well.
LordKailas |
The main feature of rogues that an adventuring party typically looks to them for trapfinding. There are a handful of other classes however, that can also pickup trapfinding.
Alchemist (Crypt Breaker or Trap Breaker or Vault Breaker)
Bard (Detective)
Druid (Nature Fang)
Magus (Spiderhawk)
Ranger (Trapper or Urban Ranger)
Oracle (Seeker)
There's also a few prestige classes that can give you trapfinding. One of which (Brotherhood of the seal) has monks in mind.
So, you could easily take any of those, put ranks into disable device and stealth and pretty much be good to go.
VoodistMonk |
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Slayers and Investigators are quite good at rogue stuffs. And they should be, given they are both hybrids containing rogue class features. Both offer different and interesting options for character development.
The Archaeologist Bard sounds like it would be worth looking at for what you're looking to do.
Claxon |
It's worth noting that Trapfinding only allows you to disable magical traps. You can still find them just fine. Which means you should be able to figure out how it is set off, which would allow you to either go around it or use a wand of mount to summon a mount to set it off. Or, as a worse case scenario you can use dispel magic on it. So while your character might not be able to tackle tackle magical traps all on their own, you really don't need to limit yourself to classes with trapfinding.
born_of_fire |
It's worth noting that Trapfinding only allows you to disable magical traps. You can still find them just fine. Which means you should be able to figure out how it is set off, which would allow you to either go around it or use a wand of mount to summon a mount to set it off. Or, as a worse case scenario you can use dispel magic on it. So while your character might not be able to tackle tackle magical traps all on their own, you really don't need to limit yourself to classes with trapfinding.
This is about as true as the idea that in combat healing is bad. It really depends on your group. There's all kinds of magical traps that can't be bypassed, dispelled or set off by a summoned something or other.
Trapfinding is just a trait away. If your DM likes traps the way mine does and your DM wants you to succeed playing the character you find most enjoyable, there should be little trouble getting him to let you take the it even though it is a campaign trait and access to it should technically be limited.
blahpers |
Yep, you can play pretty much any class as a thief and/or trap solver.
Smaller summoned creatures might not set off some weight-triggered traps, but mount would cover nearly all of those. Traps that only trigger on certain kinds of interaction (e.g., explosive runes on page 37 of the wizard's spellbook, or a spring-loaded poison needle in a lock, or any number of other published instances) could still be a problem.
Zarius |
So, the only real big key that you get as an actual rogue that other classes don't get is the ability to find and disable magical traps without Dispel Magic. But this can be solved with [urlhttp://www.d20pfsrd.com/traits/campaign-traits/mummy-s-mask/trap-finder/]the Trap Finder trait[/url], if your GM is a little generous with traits. This trait is actually fairly broken for a skill trap, since it gives you a class feature, makes a skill a class skill, AND gives you a +1 to it, so you should definitely talk to your GM about it.
Beyond that, ANY class can be a decent thief, if you give them stealth abilities and a reasonable dex. My Kitsune Oracle doubles as our trapper because of that trait. Being able to cast Detect Magic on a constant basis is pretty nice, too. Our actual 'rogue' is actually a grappler (levels of Monk and Brawler, plus some levels of a prestige class), and just HAPPENS to have more levels rogue than anything else.
Volkard Abendroth |
So, I was pondering and thinking, Our party's rogue is leaving soon, Her storyline is compleated and her player wants to try a fighter, So I was thinking of maybe making a rogueish character for my next character, Someone who can sneak and pick locks and disable traps. But I was curious, Is there any classes that are good for this, That isent the Rogue?
I had fun playing this role as a bladebound kensai.
You just need to use a few traits for the extra class skills and trapfinding.
Gummy Bear |
What magical trap can't be snuffed out by dispel magic?
Adding to the point that anyone can deal with traps and such, I have a cleric who took an archetype that gives 4+int skill ranks and invested in int. He is my "rogue" character and has most of the traditional rogue skills. His domain even gives him invisibility, nondetection, and some other spells rogues love to have! In combat he summons.
Paladin of Baha-who? |
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What magical trap can't be snuffed out by dispel magic?
The one you encounter at a level too low to cast that spell.
The one you encounter when you've already cast the one dispel magic you prepared that day to stop the dominated barbarian from killing you.
The one you encounter with a high caster level and you can't seem to roll high enough on your caster level check.
Etc.
Ageless_Bum |
It was already mentioned, but Slayer is phenomenal at this.
At level 2 take the Trapfinding slayer talent. At level 4 take the Rogue talent Trap spotter. You are pretty much good to go after that. To make it better, they are a 6+Int skill point class so you have the extra to put into disable device, sleight of hand, and/or UMD if you want to go that route.
Icing on the cake is that this is only 2 slayer talents out of 10, and combined with the 10 feats you get leveling up, you have a ton of room for customization made all the better by the ability to take Ranger Combat Style Feats as Slayer talents.
Some may wonder why I suggested putting points into diable device when you already get such a nice bonus from tripfinder, but the way I see it, is if you put a point in each round up to 4 when you are good to go, then you offset the armor check penalty of almost all medium armors, and even a masterwork chainmail set. That means combined with the Ranger combat style, your studied target bonuses, and full BaB progression you will be a very viable damage dealer as well.
Cuup |
Another class I didn't see mentioned is the Kineticist. Take the aether element and you can pick pocket and disable traps from a distance and (eventually) turn invisible at will and fly.
Second this. I was a Gnome Aether Kineticist (expanded into Air) for a little while, and I envied no thief.