Kobold

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I've always hated trap finding/removal in 3.5/PF; reason being is that it centers around the rogue repetitively rolling a die while everyone else zones out or refills their drinks. Imagine if combat was settled the same way; "OK, everyone sit back while the fighter rolls a D20 to determine whether you win or lose this fight." 4th ed's solution was a little better, but did not fit in with the more "organic" mechanics of PF at all. I came up with this back in 3.5 (still tuning it for PF). It keeps the rogue as the "point man" for overcoming trap challenges, but it also really engages the rest of the group; allowing them to contribute their abilities to help resolve the challenge.

Kinda lengthy...

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Rogues have an improved trap detection ability. The "disable device" skill, however, is actually more of a "knowledge" skill unique to rogues. Using this skill, the rogue can identify different means of overcoming or getting around the trap. At this point, the rest of the party can assist the rogue in various skills, challenges, spells, and tools necessary to overcome or avoid the trap. In a sense, traps are now challenges for the entire group, with the rogue acting as the point person throughout the challenge:

Alternate Traps Mechanic

Traps have two basic components, each of which has a separate search DC and disable DC; the trigger and effect. A trap’s trigger is the mechanism that defines the condition for what sets the trap off. A trap’s effect is what happens when it gets triggered. For example, a trap is set up in a hallway, so that when a tripwire is stretched or snapped, a series of loaded crossbows are set to launch a volley of bolts into the area. The tripwire would be the trigger, and the crossbows would be the effect. Note that a trap might have multiple triggers and/or effects. The effect of one trap can also be the trigger for another trap.

As a standard action, a rogue (and only a rogue) can use their search skill to detect traps within 15’ plus 5’ for every three levels of rogue, to a maximum range of 40’. A 10th level rogue could attempt to detect traps within 30’. Note that a rogue must be able to see whatever area they are searching. The rogue must roll equal to or better than either the trap’s trigger or effect search DC to identify it exists.

Search Roll:Result
Passed: The rogue senses a trap
Passed by 5: The general location of the trap is identified (within d4 x 5’)
Passed by 15: The exact location of the trap is identified

Once a rogue identifies that either a trap trigger or effect (or both on a good enough roll) exists, they may attempt a disable device roll to gather information on the trap. This requires a full-round action. Note that if both the trigger and effect are discovered in a search, they should be rolled separately in the disable check.

Disable Roll: Result
Failed by 15 or more: The trap is accidentally triggered
Passed: The location and type of the trap is identified
Passed by 5: Identified the mechanics of the trap
Passed by 10: Identified a means of bypassing the trap
Passed by 15: +5 to all skill rolls required to overcome the trap.

On a failed search or disable roll, a rogue may re-try, but in order to do so they must move five feet closer towards the trap. In some cases, the location of the trap will be unknown; in which case the character must still move five feet, but the ensuing roll will automatically fail, if they moved in the wrong direction.

Example: Ripley’s Roughneck Rangers is advancing down a dark, dungeon corridor. Unbeknownst to the group, a pressure plate halfway down the hall is set to trigger off a descending ceiling trap when stepped on. Carl Cutthroat, the group’s rogue, is on the lookout for anything suspicious. (Rolls a 22 on a search, which is enough to beat the 20 DC of the trap’s effect, but not the 25 DC for the well-hidden pressure plate) Carl senses that something is not quite right with this corridor. Motioning for the party to halt, he scrutinizes the area more carefully. (Rolls a 21 for disable device. The cave-in’s disable device DC is 25.) At this point, Carl senses that a the hallway is trapped, but can’t quite determine the location or type of the trap. He moves in a little closer to investigate, and attempts another disable device check. Fortunately for Carl, he is still about 15 feet away from the pressure plate, so he does not set it off. (Rolls a 32 for disable device). This time, Carl notices the ceiling appears to be webbed with a symmetrical design of minute cracks. A brown stain on the ceiling combined with some bone fragments in the corners make Carl realize that the ceiling is probably rigged to descend under the right circumstances. Now, if he could only figure how it is triggered…

Another example: Gloria Glitterdust moves stealthily into the bandit king’s burial chamber. Before moving through the threshold, she pauses to take a quick look around. (Rolls a 31 on a search check, which is enough to locate both the DC 25 trigger and DC 20 effect.) Something about the area ahead of her makes the hair stand up on her arms. Her attention is drawn to the massive stone statues lining the tomb walls. Something about the way they are positioned…

Gloria scrutinizes the floor ahead. (She rolls a 28 for disable device; the tripwire has a DC 25) She can’t quite make out what it is, but the lack of any footprints at all in a band of dust that spans the width of the room alerts her that perhaps one or more tripwires are strung across the room in that area. Looking at the statues (rolling a 28 for disable device, beating the statues 20 DC) she notices that they do not seem to be anchored to the floor. This is surprising, because they also appear to be rather top-heavy; which makes her wonder why they have not already fallen over…

At this point, Gloria could move in to examine the room a little more closely. If she makes a better disable check, she can potentially determine the locations of three tripwires placed at varying heights, requiring a DC 15 balance check to negotiate without triggering. She could also investigate the statues more closely.

Example traps:

CR 10:

Delayed Blast Fireball (resets in 5 rounds)

Trigger: "detect thoughts" spell is active, search DC 31, disable DC 31
Some possible trigger bypasses: mind blank, dispel magic
Effect: Fireball, search DC 15, disable 20
Some possible effect bypasses: Need to shield from around 70 hp fire dmg, remote discharge
Bad stuff: 20d6 fireball, DC 22 reflex for 1/2

CR 7:

Trapped Lock with Insanity Mist

Trigger: Spring in the lock; search 25, disable 20
Some possible trigger bypasses: Add +5 to DC to pick lock
Effect: Mechanism squirts poison gas; search 25, disable 25
Some possible effect bypasses: Extreme cold to gum up the misting mechanism
Bad stuff: DC 15 Fort save: 1d4 wis/2d6 wis, 10x10 area.

Trapped Lock with Poison Mist

Trigger: Spring in the lock; search 25, disable 20
Some possible trigger bypasses: Add +5 to DC to pick lock
Effect: Mechanism squirts poison gas; search 25, disable 25
Some possible effect bypasses: Extreme cold
Bad stuff: DC 15 Fort save: 1d4 con/2d6 con, 10x10 area.

Magic Spell Trap: (Tentacles, chain lightning, summon monster VI)

Trigger: proximity; search 31 or detect magic, disable 31
Some possible trigger bypasses: silence spell, dispel magic, move silently (DC 22)
Effect: spell; search 25, disable 25
Some possible effect bypasses: Move around any telltale marks (e.g. scorch blasts), dispel magic, resistance-type magic (depending on spell)
Bad stuff: effects of spell (DC of 6th level spell is 19)

CR 6:

Flame strike trap (auto reset)

Trigger: proximity, search DC 35, disable DC 35, detect magic
Some possible trigger bypasses: DC 20 balance check to skirt around area, teleport past.
Effect: Flame strike. Search DC 25, disable 25
Some possible effect bypasses: dispel magic, resistance spells
Bad stuff: 9d6 fire damage, DC 17 reflex for ½

Compacting Hall (resets in 5 rounds)

Trigger: pressure plate, search DC 25, disable DC 25
Some possible trigger bypasses: DC 20 jump to clear the plate, don’t touch plate, levitate, fly
Effect: Ceiling and walls close in, search DC 25, disable DC 25
Some possible effect bypasses: Brace walls with steel bars or stone, three consecutive DC 25 strength checks.
Bad stuff: Compaction in two rounds for 12d6 damage.

Collapsing ceiling

Trigger: Opening a door, search DC 30, disable DC 25
Some possible trigger bypasses: Don’t open door, knock spell
Effect: Ceiling collapses, search DC 20, disable DC 25
Some possible effect bypasses: Web spell on ceiling, wall of force, wall of stone, ice.
Bad stuff: 10d6 damage from falling ceiling (DC 17 reflex save for ½).

CR 5:

Spiked Pit Trap

Trigger: Location trigger, manual reset. Search DC 21, Disable DC 20
Some possible trigger bypasses: DC 20 balance check around pit, 10’ jump
Effect: Spiked pit; search DC 35, Disable DC 35
Some possible effect bypasses: feather fall, climb down
Bad stuff: 40 foot fall (4d6), 1d4 spikes per target; att +10 for 1-4+5. DC 25 reflex save avoids falling in.

CR 4:

Ranged ballista (resets in 1 round)

Trigger: Movement within 100 feet, search DC 35, disable DC 25
Some possible trigger bypasses: Stay out of range, invisibility
Effect: ballista, search DC 23, disable DC 25
Some possible effect bypasses: Ranged attack on firing gears; AC 30, hardness 5, 10 hp (if fail by 10 or more, triggers)
Bad stuff: Attack +20, dmg: 3d8


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