Claxon |
Not to my knowledge. Besides, isn't that what the disable device skill is for?
The skill description reads to me that a normal success you break some integral part and prevent it from working. If you exceed the DC by 10 then you figure out exactly how it works and can "bypass" it. Which I assume means leave it intact.
I'm not sure I would even want this since it would devalue disable device. Which if I really wanted to do, I would simply remove traps from the game (which I have done for the most part).
blackbloodtroll |
Well, if a player just starts smashing objects, that just happen to parts of a trap, does that, in a way, eventually disable it.
I mean, they will still likely set it off.
Now, if it has a reset, or it's a magic trap that has been dispelled, could the other players come in, and start smashing parts of the trap.
I mean, they can smash anything else.
Eltacolibre |
Well you can potentially destroy a trap...its just usually pretty hard to do. Like how do you destroy traps like a room filling with water? I guess you could just smash walls...but usually its pretty hard to do and underwater even worse, if you can't swing and attack normally.
Still tho, I have seen some barbarians and the likes, who just don't care and keep walking through traps and then ask for healing after they have taken damage from the traps.
Destroy traps with magic is safer of course or even go around them, but well you probably already knew that spells can do everything.
pH unbalanced |
It's really situational. Depending on the exact nature of the trap and the part being smashed I could see ruling that it either disables it or sets it off.
I'll throw out there as a data point that the Oracle Curse Wrecker -- which gives the broken condition to anything you use -- also gives you the ability to Disable nonmagical traps by simply touching (and therefore breaking) them.
Fuzzy-Wuzzy |
There's Trap-Wrecker:
Trap Wrecker
You can smash traps instead of disarming them.
Prerequisites: Power Attack, Disable Device 1 rank, orc.
Benefit: You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap's Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap's Disable Device DC, you disable the trap. If this damage is less than half the trap's Disable Device DC, the trap activates. You can only attempt this on nonmagical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM's discretion, some traps may not be susceptible to this feat.
You could remove the "orc" prereq, or let anyone do it without the feat at some penalty that the feat removes, or something.
Dave Justus |
A magic trap I would say most often not, unless it was specifically linked to a physical item in some way. Generally speaking, you can't sunder magic or break it via a physical attack.
A trap that reset, probably you could. How much damage and how long would vary greatly. Basically though mechanical traps are made of material with a hardness and hitpoints just like anything else. Your DM probably won't have these numbers at the tip of his fingers, but it should be generally possible.
B. A. Robards-Debardot |
I guess it would follow the normal rules for breaking an object. But depending on the description of the trap I would expect the GM to have to make a couple rulings:
1) Can the player reach a part of the trap that could be broken to have an effect?
2) What AC/Hardness etc would you have to overcome
So if you wanted to break a scythe that swings through the air. You'd have to hit it (it's not inanimate so no bonus there), overcome the hardness and deal damage until you've reduced its hit points to zero.
If you wanted to destroy a pit trap, I don't think you could effectively do that with an attack, but if you wanted to destroy one spike in a pit trap, sure that one is easy.