Disarm Traps and Rogue Talents


Rules Questions


The questions is this. I take an archtype where I give up the ability to disarm traps, but can it through a Trait. Would I still be able to take Rogue Talents that change, and or enhance the ability? Would I be able to take Trap spotter? Quick Disarm even though I give it up as a class ability? Now I have it through a Trait.

Liberty's Edge

Being able to disarm traps requires training in Disable Device.
Maybe you are speaking of trapfinding?

Neither Trap Spotter nor Quick Disable seem to require any prerequisite. Unless your archetype says something different you should be able to take them.

There are traits that make Disable Device a class skill, but I don't know traits that give you trapfinding.

To have better-informed replies, you need to specify the Archetype and the Trait.


Trapspotter and Quick Disable don't state they need Trapfinding or any other Rogue Class ability so you should be able to take those talents. Please note: ANY PC can use Perception to try and find traps; this includes magical traps. Only someone with the right trait or the Trapfinder ability however can use Disable Device to disarm magical traps. ANY PC can disable mechanical traps with the Disable Device skill.


Derek Dalton wrote:
I take an archtype where I give up the ability to disarm traps, but can it through a Trait. Would I still be able to take Rogue Talents that change, and or enhance the ability?

Yes. Being able to Disarm Traps comes from the Disable Device skill, so if you lose having the Disable Device skill as a Class Skill from an archetype and then get it back as a Class Skill with a Trait, its no problem and everything is kosher, and your Rogue Talents would enhance the skill of Disable Device.

However, Magic Traps are different. Trapfinding from Rogue class abilities allows them to use Disable Device to disarm Magic traps.

Derek Dalton wrote:
Would I be able to take Trap spotter?

Yes.

Derek Dalton wrote:
Quick Disarm even though I give it up as a class ability?

I think you mean Quick Disable feat, and yes Quick Disable would still work.

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The biggest deal with throwing away Trapfinding is that you lose the ability to disarm MAGICAL traps, so if you regain Disable Device with a trait, you need to choose a trait like:

"Trap Finder You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue."

So that way you can regain the ability to disarm magic traps.


There is a Trait from a campaign that gives me Trapfinding. My GM is allowing it in this case. I get the full abilities as if I were a rogue allowing me to take an archtype that gives up trapfinding. And in one case a sorcer archtype that gains the ability.
Working on a replacement for another character. He was the arcane caster and rogue trap finder in the group. So want to bring those skills to the group still. Because the campaign's theme is dragons decided to play a Kobold sorcerer going into Dragon Discipline. Because I'm going more magical then rogue don't want more then two levels of rogue for the talent. Then later use feats to get more talents as I need them.


Yes, its the trait Trap Finder from Mummy's Mask AP. My GM also allowed me to take it years ago for a Wizard I made. She took this and Seeker even though we weren't playing the AP in question. My PC was the default scout/trap disabler of the group, while also having the Vanish spell for moving around w/out being noticed.

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