Iroran Paladin

Baldie's page

Pathfinder Adventure Path, Rulebook Subscriber. Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


RSS


Pathfinder Adventure Path, Rulebook Subscriber

Wow! Thank you all for your input.


Pathfinder Adventure Path, Rulebook Subscriber

MY group is currently playing Pathfinder 1e, the Ruins of Azlant adventure path (possible spoiler ahead so don't read if you are playing it). I am playing a Rogue and have been maxing out perception and disable device. I also took the rogue talent "Trap Spotter"

When we were entering the tower at the end of module 1 we encountered a trap. Here is the description from the module the DM sent me:

Trap: A devious and complicated trap defends this room from intruders who attempt to enter or pass through this chamber. While this trap can be detected in advance, it is difficult to disable without being subjected to its attack as the creature attempting to disable it must move through the room to the clockwork panel to do so. The trap can be programmed to ignore certain particular creatures. Once XXXXX brought the skum here to watch over its dominated prisoners, it set this trap to ignore skum and itself. The trap’s visual trigger uses an arcane eye effect, so invisibility and illusion effects that make creatures appear to be something other than typical humanoids can fool this magic sensor. Once an applicable creature enters the room, two crossbow mechanisms spring out from the walls above the doors in the east and west walls. These weapons are mounted on gyroscopic platforms that allow them to target any position in the room, including straight down. Clockwork mechanisms automatically draw the weapons and spring-loaded bolts into position to fire once each round. A creature with the key (currently in the possession of Urlgryber in area P9) can either wind down the trap— which renders it inactive—or reprogram it. A successful DC 20 Disable Device check is required to do this without the key. In addition, a small slot near the double doors allows the key’s bearer to bypass the trap. AUTO-TARGETING CROSSBOW TRAP CR 4 XP 1,200 Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger visual (arcane eye); Reset automatic; Bypass hidden lock (Perception DC 25; Disable Device DC 25) Effect Atk +15 ranged (1d8+1/×3); multiple targets (up to two different targets in a 15-ft.-square area), can attack a single target twice, but only if there is a single target available; otherwise, it must attack different targets

I did search for traps with a total perception score of 26 but because of the "magic eye" aspect I somehow didn't detect it even though rogues can disable magical traps. I was subject to attack as soon as I opened the door, and the trap was activated. My viewpoint was that I should be allowed to, one detect it even if it was a magical trap and two disable it with an appropriate roll. The DM figures since I am playing a goblin, so I'm only about 3' tall, I wouldn't be able to disable it since the mechanisms were 10' up on the walls. I suggested that I could throw something, gravel, coins, a dagger etc. to jam the mechanisms or at the very least 1 one mechanisms each round. The DM disagreed saying the physics didn't support it. So, I would have to cross the room and take either 1d4 rounds or 2d4 rounds to disable it as it was a "devious and complicated" trap. I survived and eventually disabled it with another good roll.

My belief is that I should have been able to disable it without being used as a human (or goblin) pin cushion. Whether I disabled the sensor, jammed the mechanical parts of the trap or some combination of both. I shouldn't have to figure out the physics or engineering of the trap. The character is the expert not me and physics shouldn't be the deciding factor in a fantasy world where dragons and magic exist.

I showed him posts from this site that basically said what I am saying but he feels that they are just other players stating their opinions. Can someone tell me if any Paizo employees' answer these rules questions?

He is new to DM'ing, is a decent guy and tries to be fair but he wants to see the rules in the core rulebook spell it out. Any assistance would be welcome (especially from a paizo employee).

Thank you in advance for any and all assistance.


Pathfinder Adventure Path, Rulebook Subscriber

I'm playing a rogue in the "Ruins of Azlant" campaign and was interested in trying to use the "Moonlight Stalker" feats with either a blur spell or a Cloak of Displacement.

I already know the rules concerning using invisibility underwater,

"Invisibility: An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. The creature still has concealment (20% miss chance), but not total concealment (50% miss chance)."

but do blur and displacement still work? Or do they still offer concealment? Will I be able to benefit from the "Moonlight Stalker" feats.

I don't want to spend a bunch of feats in something that may be useless for a big part of the campaign.

Thanks in advance


Pathfinder Adventure Path, Rulebook Subscriber

New back to RPG's after a 25 year layoff. Have played pathfinder once a month for the last 6 months. Interested in local game but looking to play with adults. Work in providence till 5:30 so won't get to game till 6:30 so if that's an issue I apologize and will understand if you want to pass. If you're interested please let me know at S_mcc24@yahoo.com