Trapfinding... for a Sorcerer.

Mistah J

First Post
New Campaign, new character!

I'm playing a sorcerer who is a quizzical, fun-loving scamp. One of those "too smart for school types". One of his attributes is a interest in all things complex - riddles, puzzle boxes, mechanical whirlyjiggs and the like. I reckon he likes to take things apart to see how they work.

This includes things like traps as well, and since the party rogue wants to focus one being a "faceman" with high social skills instead of a burglar type I thought it would be neat if my character took up Disable Device and served as the trapmonkey.

The problem is of course that without the trapfinding class feature, I'm going to eventually hit a cap on my usefulness in this regard. So am I looking for any way to pick up the trapfinding I need.

The kicker is, of course, that I'd rather not multiclass. Sure, a level in rogue is all I need but I really don't see this element to the character as anything but a sidenote - not something worth investing a level in. Besides, trapfinding is the only element I want, I don't care about the sneak attack or skill points.

So I'm hoping that we can all brainstorm some more unorthodox ways in which a character can pick up the trapfinding class feature. It doesn't need to be a 1st level thing - the character can improve over time and practice, so that's not a constraint. I'm wary of PrCs as well simply for the same reason I'm wary of the rogue class but PrCs are more varied so that might be a bit easier.

I understand what I'm looking for is difficult to pull off but that's the fun part right? the challenge? heh..
 

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Well, there is the spell "Detect Secret Doors"- Sorc/Wiz 1. In addition, there is the spell "Detect Snares and Pits"- Drd/Rgr 1. You could use the spell research rules to learn an arcane version of it.

Some DMs would allow you to take "Trapfinding" by burning a Feat.

As I recall, there is also a Feat or some such called "Jack of All Trades" which may or may not grant you access to the skill.
 

Trap Mastery
[General]
(DR347 p88)
Investigator –or–
Nimble Fingers
Know (architecture and
engineering): 9 ranks
+1 bonus on Disable Device & Search checks to locate & disable traps.
+1 bonus on saves to avoid the effects of traps.

this is the only thing that is even close featwise and it's a dragon mag feat so prolly not exactly what you're looking for.


Here's a prestige class that may be just what you're looking for as far as your character desc goes.

Chameleon
(a human or doppelganger who is able to simulate being almost any class, including the ability to cast spells)
(RoD p111)

Race: Human –or– Doppelganger.

Bluff: 8 ranks.
Disguise: 8 ranks.
Sense Motives: 4 ranks.

Feats: Able Learner (must be
taken at 1st level).

Min Lvl: Brd5, Clr(trickery)5,
Rog5, Bbn13, Drd13, Ftr13,
Mnk13, Pal13, Rgr13, Sor13,
Wiz13.

HD: d8
Skill Points: 4
Attack: Rogue
Good Save: —
Weap: Simple
Armor: Light,
Medium,
Heavy
Class Lvls: 10
Str: Swim.
Int: Craft.
Wis: Profession,
Sense Motive.
Cha: Bluff, Disguise,
Use Magic Device.
1st: Aptitude Focus, 1/day – by spending 1 hour meditating,
you gain 1 of the following ‘focuses’ for up to 24 hrs:
Arcane Focus – you gain the following:
a. Prepare Arcane spells as a Wizard (including the
need for a spellbook) of 2x your Class level;
b. +2 competence bonus on Know(arcana) and
Spellcraft checks;
c. +2 bonus on Will saves.
Combat Focus – you gain the following:
a. Gain proficiency with all Martial weapons;
b. +2 competence bonus on attack & damage rolls;
c. +2 bonus on Fortitude saves.
Divine Focus – you gain the following:
a. Prepare Divine spells as a Cleric of 2x your
Class level, though you may only regain spells
at sunrise;
b. +2 competence bonus on Know(religion) checks;
c. +2 bonus on Fortitude and Will saves.
Stealth Focus – you gain the following:
a. Gain the Trapfinding and Uncanny Dodge class
abilities;
b. +2 competence bonus on Disable Device, Hide,
Move Silently, Open Lock, & Search checks;
c. +2 bonus on Reflex saves.
Wild Focus – you gain the following:
a. Gain the Wild Empathy and Woodland Stride
class abilities;
b. +2 competence bonus on Climb, Handle Animal,
Jump, Know(nature), & Survival checks;
c. +2 bonus on Fortitude saves.
2nd: Bonus Feat – at the start of each day, you may choose
one Feat for which you quality to have that day.

There doesn't seem to be another prestige class that grants this ability that gives any spell casting progression.
 

Trapfinding by feats is two feats without multiclassing.
You need Magic of incarnum (and be 6th level).

Theft Gloves (gained by Shape soulmeld) when bound to hands (requires Open least Chakra if not an MoI class)

Or multiclass into Cleric (Kobold domain grants trapfinding)
 

Yeah, ask the DM to make trapfinding a feat. Also, if you're doing a human or "human-blooded" character, the feat Able Learner from Races of Destiny allows you to pay for cross-class skills at the class skill rate. From there...if you find just one prestige class out there with Search and Disable Device as class skills and that advances caster level at least at level 1, you could eventually have full class ranks (CL +3) in both, and for no additional cost beyond what a rogue would pay. Once any of your classes has a skill on its list, you can fill it up to the the "in class" maximum of level +3. It's just, any level you're adding skill points that it isn't on the list of the class you advanced, you have ot pay for it as a cross-class skill. Note Able Learner would then negate that, giving you what you wanted all along. :)

A much less complicated route: there are feats in dragon magazine and listed on crystalkeep.com that let you choose 1 or 2 skills to add to a class's list. I think there's also a feat for hat in UA. If your DM allows those, it's certainly less complex than the former method. :)

As for the face-rogue, he should see if the DM would allow changelings from eberron, or at least allow him to take their racial sub. levels from races of eberron. The level 1 one trades trapfinding for some very nice social skill abilities. (And the sub level also increases skill points to 10 + int, which would be multiplied at level 1...no comment on that.)
 

While I'm not aware of any rule for it, it's probably more than fair to trade your familiar for the ability. It's not like the ability gives you any bonuses; it just says that you're allowed to use your skills to the full extent.

You might even be able to convince your GM to allow a custom familiar whose special ability is to allow trapfinding.
 

Ok, so... http://www.crystalkeep.com/d20/rules/DnD3.5Index-Feats.pdf

Here are some feats to add class skills, from p. of this database. As with anything on crystalkeep, it's always best to look at the original source if you can, as some entries have glaring, horrific errors. For example, for Able Learner, it states "All skills are “in-class” and only cost 1 skill point." Oh well, turn to p. 10-12 for the skill feats section.

Flexible Mind [Anarchic] (DR326 p80)
Requires: Chaotic Alignment
Benefit: Choose two skills that you have ranks in. These skills are always in-class for you from now on. Both skills receive a +1 bonus.
You gain a Chaotic Aura equal to your Character level. It can discerned by Detect Chaos spell or ability.

After that section is "Feats that Add to Class Skill Lists" (p. 13)
It...has nothing ot help you. Wow, fewer feats than I thought, though the Flexible Mind feat would do the trick, you'd just need to suck down 1 rank at cross-class cost (Able Learner is not worth a feat if taking that one anyway).

UA has this variant rule, Skill Knowledge. Without multiclassing, you'd need to take it twice, which kind of sucks, but it also helps.
 


While I'm not aware of any rule for it, it's probably more than fair to trade your familiar for the ability. It's not like the ability gives you any bonuses; it just says that you're allowed to use your skills to the full extent.

You might even be able to convince your GM to allow a custom familiar whose special ability is to allow trapfinding.

Actually it is the ability that allows you to find traps with a DC of 20+ (or to disable magical ones)

Rules Compendium pg 115

Only a creature that has trapfinding can perfomr this sort of Search check and succeed.


Same (well almost the same) note on pg 44 under Disable Device.
 

Wow

You folks are quick! Thanks so much for the replies.

I'll mention that we're actually using the Pathfinder Beta Rules so I don't have to worry about "cross-class" points - it's all 1 for 1. In fact, since the character is a half-elf, I get a free Skill Focus feat that I was thinking of using with Disable Device for a further bonus.

The big problem is that without the trapfinding class feature, I won't be able to deal with traps that have DCs higher than 20 (or magical traps at all), regardless of my actual skill level.

Kind of silly really, when you think about it but there it is.
 

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