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Last night while running Iron Gods: Choking Tower
The players encountered a Mechanical Trap that would effect them once they stepped 10' inside the room. reset automatically. Nobody with disable device.
I added that there was 2.5 feet under the trap that was safe they could crawl, but another item caused anyone touching the floor to take some damage.
The warrior in the party drew his blades and wanted to attack the trap physically.
I could find nothing in the core books or on the d20pfsrd.com that answered the players question if he could. It spawned a furious 10 mins of everyone searching forums, posts, google but not finding anything RAW that would allow it.
The warrior found a post that said basically the DM could assign HP to trap as they want (no limitations) and an AC based off the disable device DC. But his phone then died and we couldnt find the link on any of our other devices.
I am wonder RAW if there is something i have to do to make all traps attackable, or if its more a RAI type thing i can do whatever with.
Thank you for you time.

Cuuniyevo |
2 people marked this as a favorite. |

If it's a physical trap then you can sunder it as an object, with hp and hardness as appropriate, but if it's a magical trap it could be harder to determine. Basically, deal with it on a case-by-case basis, but err on the side of letting players do reasonable things. It sounds like they've already taken some damage from the trap so its purpose has been fulfilled. Let 'em smack it and move on. =]

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Right on, Thanks for the quick responses.
Last night I did rule that because the Strix Warrior was Large and had reach on the trap basically he was able to hack his way through it. each room was sealed by a sound proof hatch, so he just stepped inside, players closed the hatch so nothing else in the tower could hear. I gave him a 3 reflex saves if he made those he took no damage destroying the trap, which of course he rolled 20's with MY dice.
In this case it was the upper halfs of 8 gearsmen robots. So if it comes up in the future (which it will) i can continue to rule the same way that the trap has the hardness of the robots and half the hit points of a whole robot.
For a physical trap, i very much happy were all on the same page.
For a magical trap, i just wouldnt allow it.
Basically ive been DMing for this group since 1988 at least weekly.
This Iron Gods Campaign we are basically trying to follow 100% PF rules without any of our assorted house rules carried over from gaming together for decades So i and my players very much appreciate the feedback.

Joe Homes Editor |

This is a good question. I'll be running the same trap myself in a session or two.
Not sure about RAW regarding this. As opposed to a trap that springs once and then is gone—arrows flying from the walls, or rocks falling—this trap remains in play for several rounds, which I would think should allow people to interact with it.
The common sense answer for "can I swing my sword at it?" ought to be "yes," though I think the rules are muddy on what effect that should have, exactly.
Off the top of my head, I'd probably ask for a sunder attempt, giving the trap hardness 10 or 20. I'd give a trap in general an AC/CMD of 10 + CR, though this particular trap might have a Dexterity bonus as well. If the sunder attempt failed, I'd probably disarm the attacker, or cause him to automatically fail the save against the trap.