DaltonTrigger
2013-07-26, 02:52 AM
I'm playing in a campaign that just started up with some friends of mine. While I wouldn't say the campaign is non-serious in any manner, we're a group that prefers RP and creative/dark story telling over strict adherence to rules, and powergaming/super-optimizing is not something we really do.
That being said, we have a pretty goofy party setup right now...
1. Cleric of a trickster god. She is a full casting progression cleric and is probably going to be our party's buffbot/healer in adventures.
2. Master summoner with a heavy focus on summoning spells and party-wide buffs to enhance us and especially all of our summons.
3. Fey-blooded sorcerer with a ferret familiar (was allowed by DM fiat at the cost of some feats and skill ranks). Said familiar uses the 'Pilferer' archetype and is basically the party's pickpocket, treasure finder, trap finder, and lock picker.
The story, in case you're wondering, is that we're all basically part of this group of wandering performers, thieves, and heroic ne'er-do-wells, like if Robin Hood and his merry men were gypsies and witches. We mostly perform, and have performance/profession ranks as fitting for our characters' careers, but we sometimes help to... redistribute wealth from well-to-do merchants and snotty nobles into the pockets of impoverished who can barely afford to eat. And we might take a little cut off the top, but such is the perk of being a hero of the commonfolk.
Aaaanyhow, onto the point. Even with maxed out perception ranks and a magical pair of tiny ferret-sized goggles that give my ferret a +5 to perception (I'm not even kidding) my familiar's perception and trapfinding score is merely +14, which I am pretty sure is sub-par for a level 5 party. correct me if I'm wrong there.
So what I'm wondering is, what are some good and hopefully not too expensive options in terms of feats, spell choices, or magical items that could help my familiar to be more functional as the party's trapfinder? Can using Detect Magic grant an advantage to finding magical traps, which are usually really hard to detect? We have yet to tackle our first major dungeon (that will be next session) and since we just went through character creation a few days ago, the DM is giving us leeway on last-minute 'fixes' to our character sheets before the proverbial doo-doo hits the fan.
I almost wonder if just having the Master Summoner send a bunch of celestial cows through the dungeon to intentionally spring all the traps might be our best bet...
That being said, we have a pretty goofy party setup right now...
1. Cleric of a trickster god. She is a full casting progression cleric and is probably going to be our party's buffbot/healer in adventures.
2. Master summoner with a heavy focus on summoning spells and party-wide buffs to enhance us and especially all of our summons.
3. Fey-blooded sorcerer with a ferret familiar (was allowed by DM fiat at the cost of some feats and skill ranks). Said familiar uses the 'Pilferer' archetype and is basically the party's pickpocket, treasure finder, trap finder, and lock picker.
The story, in case you're wondering, is that we're all basically part of this group of wandering performers, thieves, and heroic ne'er-do-wells, like if Robin Hood and his merry men were gypsies and witches. We mostly perform, and have performance/profession ranks as fitting for our characters' careers, but we sometimes help to... redistribute wealth from well-to-do merchants and snotty nobles into the pockets of impoverished who can barely afford to eat. And we might take a little cut off the top, but such is the perk of being a hero of the commonfolk.
Aaaanyhow, onto the point. Even with maxed out perception ranks and a magical pair of tiny ferret-sized goggles that give my ferret a +5 to perception (I'm not even kidding) my familiar's perception and trapfinding score is merely +14, which I am pretty sure is sub-par for a level 5 party. correct me if I'm wrong there.
So what I'm wondering is, what are some good and hopefully not too expensive options in terms of feats, spell choices, or magical items that could help my familiar to be more functional as the party's trapfinder? Can using Detect Magic grant an advantage to finding magical traps, which are usually really hard to detect? We have yet to tackle our first major dungeon (that will be next session) and since we just went through character creation a few days ago, the DM is giving us leeway on last-minute 'fixes' to our character sheets before the proverbial doo-doo hits the fan.
I almost wonder if just having the Master Summoner send a bunch of celestial cows through the dungeon to intentionally spring all the traps might be our best bet...