Quick Trapsmith (APB)


Rules Questions


So, one of the new rogue talents allows a rogue to deploy preassembled traps as a full round action.

This is awesome, but has led me to some other questions.

My halfling is able to craft arrow firing traps, and deploy it in the middle of a canyon. But then... what? It's in the canyon forever? There are no rules in place for disassembling the trap and taking it with me, and what's more, this rogue talent allows you to do something there were never any rules for before in a full round action.

So without the rogue talent you have to build the trap where it's going to be placed, with it you have increased your versatility by 1000%.

Are there rules for disassembling traps? Or stealing them? Or moving them?

Here's another question: Do traps have to be stationary? Couldn't I have a auto-reset arrow launch from my back every round? Set the trigger as sound with an automatic reset, and it goes off every round. There is nothing that says traps have to be stationary, or even that they intrinsically are.

Am I missing something?


Well... in NWN rogues, if they pass the disable DC by 10 or something, can in fact deconstruct the trap and take it with them.


Senevri wrote:
Well... in NWN rogues, if they pass the disable DC by 10 or something, can in fact deconstruct the trap and take it with them.

Yeah, I remember that, but there doesn't seem to be any actual rules to back that up. The trap rules are so vaguely defined that it really makes me think that you can pretty much just do whatever you can imagine. I just wish that assembly/disassembly was little better defined.

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