3.5 Oops...we don't have a rogue in the party...now what? [Archive] - Wizards Community

Post/Author/DateTimePost
Harmor

01-09-04, 06:10 AM
Yep we don't have a rogue in the party. So far the only thing we can do is bring this 50lb. log around and shuttle it before us. Anyone have some ideas on what we can do?
Gothic_Demon

01-09-04, 06:14 AM
Get your barbarian to rage and run down corridors full pelt, and hope the extra hit points are enough to keep him alive...
Taross

01-09-04, 06:41 AM
Or you could make your resident mage feel more wanted and loved.

Detect Traps
Detect Secret Doors
Detect... whatever..

Pitch in and buy the (wo)man the spells they need, and perhaps a fun ring of spell-storing to put in some extra spells of that desctription.
Thorak

01-09-04, 08:12 AM
I've always been a fan of the barbarian-thief tactic. Open locks? Kick the door down. Detect traps? Make the DM happy, spring his wonderfully devious trap, you've got the HP to make it through. Sneak and hide? Pah. Sneaking's for pansies who worry about getting hit, not a mighty meat grinder like you.

Of course, barb-thieves (as distinct from barb/thieves, the multiclass) tend to have a relatively short lifespan. It is a generally amusing lifespan however, especially if there IS a thief in the party. Nothing like watching him fail to pick a lock, and just booting the door in because you're too impatient to let him try again. Or even in the first place :smirk:
Assassin

01-09-04, 09:59 AM
The gamemaster could generously allow all characters to find traps with a DC over 20, this could help (or he could try other things than traps gainst a troupe without the rogue)
TO open up things the brute force method is OK but "knock" is a bit more subtle.
And to sneak and scout your local ranger could get a new job...
Bacon and Eggs

01-09-04, 10:37 AM
Use some of that cash flow and hire one.
StratoS

01-09-04, 10:47 AM
clercs also have some detect spells for secret doors i recall.
dunno about traps.

otherwise don't care about it.
doors can be broken, and traps are there to trigger anyway.
eudas

01-09-04, 11:30 AM
Originally posted by Bacon and Eggs
Use some of that cash flow and hire one.

Seconded!

eudas
Salla

01-09-04, 12:51 PM
Originally posted by Thorak
I've always been a fan of the barbarian-thief tactic. Open locks? Kick the door down. Detect traps? Make the DM happy, spring his wonderfully devious trap, you've got the HP to make it through. Sneak and hide? Pah. Sneaking's for pansies who worry about getting hit, not a mighty meat grinder like you.

Heh ... reminds me of the time, in a 2E game, someone played a Dwarf Fighter but only had a Thief character sheet to put it on. He went ahead and filled out the Thieves' Abilities ...

Open Door: Boot.
Pick Lock: Bash.
Pick Pocket: Mug.
Climb Walls: Rope.
Hide in Shadows: No.
Move Silently: As If.
Find/Remove Traps: Ouch.
Sproik

01-09-04, 01:49 PM
You could always use minions to go first, like captive orcs, intimidated peasants, animated skeletons, conjured baboons, etc.

It could be much worse. You could have a rogue in your party, leeching up your hard earned experience points and watering down your share of the treasure!
eudas

01-09-04, 02:52 PM
Originally posted by Salla
Heh ... reminds me of the time, in a 2E game, someone played a Dwarf Fighter but only had a Thief character sheet to put it on. He went ahead and filled out the Thieves' Abilities ...

Open Door: Boot.
Pick Lock: Bash.
Pick Pocket: Mug.
Climb Walls: Rope.
Hide in Shadows: No.
Move Silently: As If.
Find/Remove Traps: Ouch.

That's awesome! =)

eudas
RLWilde

01-09-04, 05:32 PM
Originally posted by Salla

Open Door: Boot.
Pick Lock: Bash.
Pick Pocket: Mug.
Climb Walls: Rope.
Hide in Shadows: No.
Move Silently: As If.
Find/Remove Traps: Ouch.
Hmmm... I knew fighters like that, but with some different answers.
Open Door: Axe
Move Silently: Why?
Find/ Remove Traps: Cleric!!!! I need a heal!
CrazyMonk

01-10-04, 01:10 AM
Open Door: Boot.
Pick Lock: Bash.
Pick Pocket: Mug.
Climb Walls: Rope.
Hide in Shadows: No.
Move Silently: As If.
Find/Remove Traps: Ouch.


:heehee :rofl:

That made me almost snort my soda.
Kojiro James

01-10-04, 01:14 AM
.....Oh :censored::censored::censored::censored: ... oh :censored::censored::censored::censored: .... I forgot to breathe..... laughing too hard......
Harmor

01-10-04, 10:08 AM
We hired a rogue only to have him steal from us so we had to kill him.

The second rogue didn't last though the first encounter (all skill, no brawn).

The third rogue we had to goto another town to get because, we think, the local rogue's guild caught on to us...

So far Milo, the hired rogue, is doing well.
da chicken

01-10-04, 10:51 AM
Take Leadership. Cohorts don't steal from you.
Mitchell

01-11-04, 04:01 AM
Multiclass. I don't know what your party make-up is, but there is usually a class that can get away with one level of rogue without hurting themselves too much, particularly rangers and bards.
Veton

01-11-04, 05:01 AM
Originally posted by Taross
Or you could make your resident mage feel more wanted and loved.

Detect Traps
Detect Secret Doors
Detect... whatever..

Pitch in and buy the (wo)man the spells they need, and perhaps a fun ring of spell-storing to put in some extra spells of that desctription.

I second this!
Darkhunter

01-11-04, 03:07 PM
carry an old sword or quatertaff around--use it to push the doors open....
Galahad the Pure

01-11-04, 04:52 PM
Actually, if there's a druid in the party, a warp wood spell is great for busting open locked (wooden) doors or breaking open (wooden) treasure chests. If something is made of stone, soften earth and stone will work wonders too. If it's made of impervium, then your DM is just being a jerk.

Of course, a sledge hammer is more satisfying. It reminds me of a guy I play with who always used to say, "We really need a rogue in the party because we need someone to pick locks." And then my character (a fighter at the time) would pull out his sledge hammer and reply, "Here's my lock pick."

For magical traps, a detect magic in tandem with dispel magic is very useful.

As for non-magical traps, my best advice is to try not to die. Have a nice day.
edgelett

01-11-04, 09:50 PM
Doesn't anyone carry a 10 Foot Pole with them anymore!!!!!!!! Fantastic for walking down corridors, poking the ground 10 feet in front of you.

"oh look, a pit trap! Luckily I've found it with my 10 foot pole!"
Bacon and Eggs

01-11-04, 10:16 PM
Kind of ups the desire to up putting a few points on the Sense Motive skill when dealing with Rogues. Especially if they start stealing from you.
Thorak

01-11-04, 11:09 PM
Originally posted by edgelett
Doesn't anyone carry a 10 Foot Pole with them anymore!!!!!!!! Fantastic for walking down corridors, poking the ground 10 feet in front of you.

"oh look, a pit trap! Luckily I've found it with my 10 foot pole!"

10 foot poles only work if the trap is easily triggered. Something requiring, say, a 50 lb weight won't be triggered by tapping it with a 10' pole. That's what charmed/bound/captured enemies are for.:smirk:
da chicken

01-11-04, 11:42 PM
Who's tapping? It's all about taking it in two hands and pushing on the ground in front of you with the end. Like a crutch, but obviously not so as to put you off-balance.

However, it is not uncommon for trap designers to keep the 10-foot pole probe in mind when designing more lethal traps.