Akron Erix

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Just a quick question hopefully this hasn't already been asked, will these NPC's be different from the ones that are going to be provided in the GM's Guide?


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Mosaic wrote:
I always thought that disabling a magical trap ought to involve both a DD check and a UMD check, due to the magical nature.

I don't know about UMD check, in this particular case, because if you get down to it, unless it is a spell that is acting like the proximity sensor, as oppose to the book's description of it being a mechanical device, then simply by disabling the section of the trap which senses proximity, the trap would no longer work. The spell which activates when the sensor goes off would still be active and sitting there but it would ultimately never be triggered.

Additionally, you would need to disable any other possible triggers on the device, but that goes back to the single disable device check.

It goes to disabling a bomb generally you are not disarming the explosive material rather you are disarming the fuse, or trigger, etc... but typically the explosive material is just as dangerous as it was just now it won't go off.


mantrasong wrote:

So, I've been running a very trap-heavy dungeon for the past few weeks in my campaign, and I have rogues with pretty ridiculous DD scores. However, a large number of my traps use proximity (alarm) triggers, and, I got to thinking, "how does a rogue manage to disable an entirely spell based trap that fires when he gets close?"

I ultimately decided they couldn't, but they got an extra save to avoid the effects (acid arrow traps, for the most part), but I'm curious if anyone else has ideas on how to handle this?

Per the book, you could assume the trap is mechanical in reading the proximity of any creatures. Which even states it is simply reading changes in the air. Assuming a character knows this, while difficult it wouldn't be impossible to disable, it would simply take a great deal of time as any movement, would have to be laboriously slow, and the DC to disable it (in my mind) would be considerably higher due to needing to watch your EVERY possible move.