You can disarm magical traps with dispel magic, too.
For that matter, you can disarm magical traps with Summon Monster I or Mount, as well.
A wand of Mount costs 750gp and is good for 50+ traps (hey, it might save or survive after all), as long as a pony can squeeze into the area that is trapped.
Yeah but how many Automatically resetting magical traps are there in the game and how likely is it that you're going to come across one before you have some other way to get around it?
Yeah but how many Automatically resetting magical traps are there in the game and how likely is it that you're going to come across one before you have some other way to get around it?
For some of the all melee character parties I've DMed for? Likely.
BSF! Go disable the trap with your pisspoor will save! Oh crap! The BSF is trying to kill us! RUN!
Sorry, my Evil GM side popped in for a visit for a moment there.
- Gauss
Again, you're getting hit with a trap that casts Dominate Person before the party has access to Dispel Magic?
Confusion can work just as well.
So we're talking about a party coming across a trap that casts Confusion before anyone has a scroll of Dispel Magic? Seems a bit unlikely. Especially since you could probably as said earlier, just use a wand of mount.
"Oh god, the horse is confused!"
"What will do?"
"Ranger...I think you know what we need to do"
Ranger knocks an arrow as a single tear streams down his face
We had to double check the rules recently. It says one thing under the rouge's trap finding ability, but there is more detail under the traps section of the core rulebook.
We had to double check the rules recently. It says one thing under the rogue's trap finding ability, but there is more detail under the traps section of the core rulebook.
CLERIC AM WISE, AM HAVING AWESOME PERCEPTION. CLERIC AM HAVING "FIND TRAPS". CLERIC AM HAVING "DISPEL MAGIC". LEAVE SNEAKY ROGUE IN TAVERN. ROGUE AM BEST HOME PICKING POCKETS, HIDING FROM GODS' WRATH. GO TO TEMPLE, GET PARTY SECOND CLERIC. GODS LIKE CLERIC, CLERIC AM WINNING.
there is also the first level spell Aram Zey's focus. it gives you trapfinding (as the rogue ability) for a minute per level. it's on quite a few arcane lists, as well as the alchemist's. it's great if you don't intend to take 20.
I'm sure all these non-rogue ways of dealing with traps work, but my mental picture of a Rogue is a guy with lockpicks jammed between his teeth muumbling "Red Rune or Blue Rune?"
Some of these archetypes are interesting if weak, but I don't think I want to give up trapfinding to get them.
My honest opinion is the Rogue is still weak if none of these archetypes didn't force you to trade in any class features to get their benefits.
There are occassional trap heavy campaigns. But just like any other 'player handbook information' that fact could be announced up front. Even without that any PC can find traps and by using detect magic can find magic traps.
Still not getting the "OH GOD, the Traps, the Traps!" thing I hear, that somehow requires a trap specialist.
Who runs into this many, and deadly of traps to require such a focus?
This must be a 2nd edition thing. It's my only explanation.
My experience with traps is that they're just sort of something you "Outlevel" like climbing and stuff like that. At low levels, they can be dangerous, but from mid to high levels, you just have too many tools in your toolbelt for a trap to pose a challenge.
Plus, there's an archetype for almost every class that can Trapfind. Trapper Ranger, Archaeologist Bard, Seeker Oracle/Sorcerer, Crypt Breaker Alchemist...
When PF removed the DC 20+ restriction on non-rogues finding traps it basically made trapfinding not necessary to party composition. Add in cheap summon monsters and traps are easily dealt with. Traps are no longer the problem they used to be. The CRs are too high too.
BSF! Go disable the trap with your pisspoor will save! Oh crap! The BSF is trying to kill us! RUN!
Sorry, my Evil GM side popped in for a visit for a moment there.
- Gauss
Except, in PF, anyone can use Perception to find and identify ANY sort of trap.
So as long as you found the trap, you'd know what it does, or at least a good enough idea, to know not to send in the low will save BSF for *this* trap. Even if finding a trap doesn't ID what it is and how it's sprung (which should be what "finding it" does...), detect magic is at will. It pings "enchantment," you tell Mr. Low Will to stand the F back.
That isnt what I was saying StreamOfTheSky. If you will look at the post I was referencing the BSF was disabling the trap with his HITPOINTS. I was commenting why that is a bad idea.
Also: Where does it say that a perception check allows you to determine all of the function of a magic trap? I have yet to find that anywhere. What I can find is this:
CRB p416 wrote:
Beating this check by 5 or more also gives some indication of what the trap is designed to do.
Note: 'some indication' is not the same as exact effect.
Still not getting the "OH GOD, the Traps, the Traps!" thing I hear, that somehow requires a trap specialist.
Who runs into this many, and deadly of traps to require such a focus?
This must be a 2nd edition thing. It's my only explanation.
In my AD&D/2nd Ed days traps were like a dime a dozen. In 3.0/3.5 it seemed like the people who designed dungeons forgot traps for the most part. Sad really, cause I love my Grimtooth's Traps books.
I'm sure all these non-rogue ways of dealing with traps work, but my mental picture of a Rogue is a guy with lockpicks jammed between his teeth muumbling "Red Rune or Blue Rune?"
RED RUNE, BLUE RUNE, CLERIC AM THE ONE WITH THE GOD.
Traps used to be TPK back in earlier editions. So you HAD to have a rogue. But between the assumption of rogue as skillmonkey in third. the compression of the skill list in PF the expansion of other classes with lots of skills and the insult of the ninjas and vivisectionist the rogue is dying. At least the fighter still wins dpr. There's almost no rogue idea that cant be better optimized in another class.