Denrelwe Azrinae

Zan73's page

2 posts. Alias of Kamicosmos.


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True, the trapfinding in Pathfinder is....different. I'm going to go with the non-trapspotting Fighter doesn't get a perception check as he is full-on charging an opponent. The rogue tries it, okay sure. But, the fighter? Nah.

I suppose I could always be nasty and have the pit covered by an illusion, just to be sure...

Mainly, I'm just trying to cover my bases so that in the event I catch someone in this, and they throw a "I should've had a perception check and/or been able to jump it/etc" argument out there, that I have it covered so we don't spend an how discussing the issue.

I'll have to keep thinking about the after-successful-save action, though. To me, a successful save would have them on the edge, turn done. But, I can see the argument that as the pit opens, the reflex save allows them to react, and a jump or tumble to the side is just as instinctive as stopping on the edge.


(Apologies for bringing up another 'interrupted charge' question. I have been researching it, but I have yet to figure out how a basic interrupted charge scenario would actually play out at the table.)

Scenario:
Fighter sees a magic user standing 60 feet away.
Fighter Charges the MU. Normal terrain. Fighter base move is 30'.

At 35' into the charge, a 20x20x20 pit trap opens up under him. (incidentally, the MU is standing so that there is a 5' square between him and the edge of the pit.)

1) Fighter gets a reflex save?

a) if he passes, what happens? Does he stop on the edge of the pit? Does he get an acrobatics check to dodge to the side, or even jump across? I am assuming not, since Charge is a full round action.

2) I assume he wouldn't get a Perception check to see the trap, since he is Charging. But, players always complain about not getting to do something retroactively like a Percep check after a trap goes off...

3) Would Haste make any difference? Would that somehow grant a 'free' action to do a perception or a jump check? I wouldn't think so.

As GM, I am inclined to say no other actions can happen, since the Charge is full round action. You either fail the save and fall in the pit, or you pass the save and in my opinion you stop, teetering on the edge of the pit, your turn is done. (And, now the MU is up, and he blasts you with some nasty spell, of course)