Best classes for dealing with hazards?


Pathfinder Second Edition General Discussion

Wayfinders

I'm looking to make a PF2e character to play in the SF2e playtest. One of the playtest adventures has 20 hazards in it. Also curious about what PF2e adventure has the most hazards in it.

Hazards can be very diverse so might take more than one character to really deal with hazards well. I thinking of one good at physical hazards and one good at mystical-type hazards. might even be worth looking at what a hazard-busting party might look like.

In addition to classes, are there any good archetypes, feats, spells, or equipment that should be considered?


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Rogue and investigator. Ranger can be ok too.

You want a high perception which is class specific. Skill ups help with disarming hazards, so additional skill ups like the rogue and investigator have help. Ranger has the perception, but you usually need rogue archetype to get the additional skill ups to make it work.

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Rogue of course. I've had good luck with Dex Monk -- they have great movement and saves which can make up for worse skills.

At lower levels Int casters often work well just because they have so many skills -- this drops off once you need expert or better skills.

As far as spells go I'm an evangelist for Helpful Steps which is way more useful in practice than it has any right to be.


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I'll mention that 'Hazards' include more that just traps.

Haunts, at the very least, are also Hazards.

I would also run some types of social encounters, such as sneaking/talking past a guard, as a Hazard.

Rogue is probably good at traps. And if built for it, can be good at other Hazards too.

Cleric, Oracle, and probably Animist would be pretty good at Haunts. Especially if built for it.


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Exemplar. Willingly walk into any traps, use Scar of the Survivor to quickly heal any HP damage, use Victor's Wreath to clear any conditions. Be careful of any high level traps/hazards that might make you unable to act or completely shut you down on a failed save, but you eventually get legendary will and master fortitude saves, so don't worry too much.

Dark Archive

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Barbarian am find traps.
Spirit Barbarian am deal positive or negative damage to many haunt.
Barbarian am smash complex hazards.


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Xenocrat wrote:
Exemplar. Willingly walk into any traps, use Scar of the Survivor to quickly heal any HP damage, use Victor's Wreath to clear any conditions. Be careful of any high level traps/hazards that might make you unable to act or completely shut you down on a failed save, but you eventually get legendary will and master fortitude saves, so don't worry too much.

Victor's Wreath correction - the transcend only allows allies, not you, to reroll to remove conditions. Big L by Paizo.


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probably depends on what the hazard is. Rogues are probably a good go to for most of them. Tons of skills/high dex so good at finding/picking/disarming a lot of different stuff. Stuff like haunts or more supernatural stuff you probably want cleric/spell casters to deal with.

If you don't care about how loud you are or what collateral damage alchemists tossing random bombs into suspected hazard areas can trip/wreck a lot of physical type traps.

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