Disarming Magical Traps


Advice

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Is there any way, other then being a rogue, to disable a magical trap with the disable device, I realize it is frowned upon to "give core class abilities via magic" but does their exist a feat, or magic items that grants that ability?


Not that I am aware of

The Exchange

There's this 3rd edition feat from Ultimate Feats, which converted into PF would give you the thief's trapfinding:

"Traps (General)
You are proficient at finding mundane and magical traps, and can disable mundane and magical traps.
Benefit: A character with this feat can use the Search skill to locate traps when the task has a DC higher than 20. Finding a non-magical trap has a DC of at least 20, higher if it is well-hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. You can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A character who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works and bypass it (with his party) without disarming it."

RPG Superstar 2015 Top 8

Core Pathfinder only, the only way to disable magic traps is to have the Trapfinding class ability. Besides having a level in rogue, a few archetypes of other classes have it, such as the detective archetype for the bard.

There are still other ways to deal with the trap.

For example, if the trap has been found, you could try to dispel it or cast antimagic field on the area, and negate the magic making it function.

You could also send your toughest/fastest character to set it off on purpose and hope he survives (and that it doesn't reset...). ;) -- or the crueler party might send a summoned creature or mule to do the same thing.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
DeathQuaker wrote:

Core Pathfinder only, the only way to disable magic traps is to have the Trapfinding class ability. Besides having a level in rogue, a few archetypes of other classes have it, such as the detective archetype for the bard.

There are still other ways to deal with the trap.

For example, if the trap has been found, you could try to dispel it or cast antimagic field on the area, and negate the magic making it function.

You could also send your toughest/fastest character to set it off on purpose and hope he survives (and that it doesn't reset...). ;) -- or the crueler party might send a summoned creature or mule to do the same thing.

Hmmmm, I could talk to the cleric/bard see if he wants to go that way.

I'm a mage, and plan to use my conjurations for such purposes. but sometimes a trap can't be circumvented without disarming, so I am taking disable device, and skill focus disable device, that and a high perception and I can at least find the traps, just can't disarm those magic ones.


Urban Ranger and Detective Bard archetypes both get the ability to disable magial traps as a rogue. I'm sure one or two others do as well. Check through the APG archetypes for others.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

I suppose it is by design, but you can't take "Extra Rogue Trick" until you are a level 2 rogue?


Hey mate. Ring of Maniacal Devices, Advanced Player's Guide. A little costly, but you effectively get Trapfinding and a neat bonus.

Beats multiclassing, right?


If your GM allows it, you can also sort of get "trapfinding" from the feat Leadership. Just recruit a cohort that has it in their class abilities, such as an urban ranger, detective bard or one of the various rogue types.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Mauril wrote:
If your GM allows it, you can also sort of get "trapfinding" from the feat Leadership. Just recruit a cohort that has it in their class abilities, such as an urban ranger, detective bard or one of the various rogue types.

Oh my wizard is not the most leader like of characters... His a... prick... to be kind...

My last post had eluded to my intentions of taking a 1 level dip in rogue to get the trap finding class feature, but then take "extra rogue talent" feat to get trap sense. I can do the first part and get the trap finding, but the trap sense seems out of reach.

Ah well, I guess a one level dip and the mount spell should let me detect and then disarm most traps. Anyone for horse meat?


Galnörag wrote:
I suppose it is by design, but you can't take "Extra Rogue Trick" until you are a level 2 rogue?

Because the pre-reqs include class feature: rogue talent I believe, which you do not acquire until 2nd


You can already detect traps with a simple use of the Perception skill. Rogues just get a bonus equal to half their rogue level to those checks. You can also use Disable Device to disable all non-magical traps without needing rogue levels. The only traps that you can't currently disable or by-pass are those of a purely magical nature. If the trap fires acid arrow but has a pressure plate trigger, you can disable the pressure plate that triggers the magic device. If an alarm that causes a tiny hidden crossbow to fire a bolt at you is the trap, you can use DD to disable the crossbow.

The only traps you can't use DD on to by-pass or disable are purely magical ones. But, in a single level, you get access to the spell Dispel Magic. With that spell (or, as you mentioned, a nice summon) you can get rid of purely magical traps too.

Rather than dipping rogue, take another wizard level and use your spells (or a wand) to do the same job.


I allow creative ideas to bypass traps. If you notice a symbol trap covering it up won't really disarm it, but it allows you to bypass it safely.


Galnörag wrote:


My last post had eluded to my intentions of taking a 1 level dip in rogue to get the trap finding class feature, but then take "extra rogue talent" feat to get trap sense. I can do the first part and get the trap finding, but the trap sense seems out of reach.

Other classes dip better into rogue for a level or two, let someone else do real trap finding.

You can have a decent perception and try augmenting this with a detect magic running. It's a poor solution, but it will do some of it.

What's the rest of your party?

-James

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
james maissen wrote:
Galnörag wrote:


My last post had eluded to my intentions of taking a 1 level dip in rogue to get the trap finding class feature, but then take "extra rogue talent" feat to get trap sense. I can do the first part and get the trap finding, but the trap sense seems out of reach.

Other classes dip better into rogue for a level or two, let someone else do real trap finding.

You can have a decent perception and try augmenting this with a detect magic running. It's a poor solution, but it will do some of it.

What's the rest of your party?

-James

Sorcerer, Cleric/Bard, Fighter(/wizard), and Ranger (Skirmisher Arch Type)

Its already too late for the ranger or bard to change, nor would I ask them, I agreed to fill the role of trapsmith as required. We have enough skill monkey overlap, and scout potential, and with the GMs advice we don't need a full on rogue as the campaign is not heavily trap laden. So just trying to minimally invasive approach to adding that ability.


Galnörag wrote:


Sorcerer, Cleric/Bard, Fighter(/wizard), and Ranger (Skirmisher Arch Type)

Its already too late for the ranger or bard to change, nor would I ask them, I agreed to fill the role of trapsmith as required. We have enough skill monkey overlap, and scout potential, and with the GMs advice we don't need a full on rogue as the campaign is not heavily trap laden. So just trying to minimally invasive approach to adding that ability.

So the fighter is going to be the party 'tank', even if lightly armored.

The party could do well as stealth based from the sound of it.

Might I suggest a Zen Archer Monk with a dip into 2 levels of Rogue?

Not sure if the Ranger is going for archer or melee or somewhere in between, but an archer in that group can work well... as can someone else with great perception that can scout.

With the sorcerer there I don't think you'd get as much millage out of a non-pure wizard.

Meanwhile a gruff, unlikeable Dwarven Monk archer could be a lot of fun.

-James

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
james maissen wrote:
Galnörag wrote:


Sorcerer, Cleric/Bard, Fighter(/wizard), and Ranger (Skirmisher Arch Type)

Its already too late for the ranger or bard to change, nor would I ask them, I agreed to fill the role of trapsmith as required. We have enough skill monkey overlap, and scout potential, and with the GMs advice we don't need a full on rogue as the campaign is not heavily trap laden. So just trying to minimally invasive approach to adding that ability.

So the fighter is going to be the party 'tank', even if lightly armored.

The party could do well as stealth based from the sound of it.

Might I suggest a Zen Archer Monk with a dip into 2 levels of Rogue?

Not sure if the Ranger is going for archer or melee or somewhere in between, but an archer in that group can work well... as can someone else with great perception that can scout.

With the sorcerer there I don't think you'd get as much millage out of a non-pure wizard.

Meanwhile a gruff, unlikeable Dwarven Monk archer could be a lot of fun.

-James

Interesting, but we're already underway and second level to boot, so radical character realization isn't as possible.


Galnörag wrote:


Interesting, but we're already underway and second level to boot, so radical character realization isn't as possible.

Then what's your current character? From the sound of what you said earlier, some of the PCs (sorcerer, fighter) weren't even set in stone.

There was a PrC from 3.5 called the geometer I think it was (maybe complete arcane) check it out and see if your DM would allow it.

I would suggest a cohort rogue rather than a dip for yourself. Losing a casting level as a wizard is not a good thing to do.

-James


I figure that except for Tomb type dungeons most dungeons are going to have inhabitants that periodically need to bypass if not completely disarm traps and magical traps.

If the room is trapped to release a poison gas or cast a fireball then it helps if there is someway of bypassing the trap if you plan on living in that space permanently.

A secret control panel mounted in the room or a nearby room can permanently or temporarily disable the trap is one of the methods I often use. I also like having innocuous things like brooches that prevent the wielder from triggering a trap.

I figure if stuff like that was good enough for Gygax in ToEE then it's good enough for me.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
james maissen wrote:
Galnörag wrote:


Interesting, but we're already underway and second level to boot, so radical character realization isn't as possible.

Then what's your current character? From the sound of what you said earlier, some of the PCs (sorcerer, fighter) weren't even set in stone.

There was a PrC from 3.5 called the geometer I think it was (maybe complete arcane) check it out and see if your DM would allow it.

I would suggest a cohort rogue rather than a dip for yourself. Losing a casting level as a wizard is not a good thing to do.

-James

So I'm the level 2 wizard (conjuration specialist with a familier)

Additionally we have a
->level 2 ranger [Skirmisher Archtype]
->level 2 figher (who is planning on taking levels of wizard and go eldrich knight)
-> level 2 protean bloodline sorcerer
-> level 1 cleric / level 1 bard (who is heading in the direction of mostly cleric with I think 2 levels of bard.)


Galnörag wrote:


So I'm the level 2 wizard (conjuration specialist with a familier)
Additionally we have a
->level 2 ranger [Skirmisher Archtype]
->level 2 figher (who is planning on taking levels of wizard and go eldrich knight)
-> level 2 protean bloodline sorcerer
-> level 1 cleric / level 1 bard (who is heading in the direction of mostly cleric with I think 2 levels of bard.)

Again, I'd say that the Dwarf Zen archer fits better into this group than a wizard.

You have a lot of arcane casting here, and likely your share of melee combat (the ranger and/or fighters could be focused on archery, but I doubting it unless you tell me otherwise).

The Detective Bard could work if he's not sold on inspire courage that can work.

Likewise leadership for a rogue works.

-James


so would an arcana check against a magical traps disarm dc work? I have seen a gm implicate that to where you are basically seeing if your knowledge in arcana is sufficient enough to know how to disable or dispel the magic making it work? I personally feel this would be a sufficient enough to get the job done. I would just like to see what the rules say about it before i go homebrewing to see if their explanations credits or discredits my idea.


There is a trait from Mummy's Mask (called, appropriately enough, Trap Finder) that gives you the ability to disable magical traps like a rogue, as well as giving you a bonus to Disable Device and making it a class skill. It's a campaign trait, which technically shouldn't be used outside of that campaign, but you might try talking to your GM about it, since you're the one who was chosen to fill that niche.


zeflon wrote:
so would an arcana check against a magical traps disarm dc work? I have seen a gm implicate that to where you are basically seeing if your knowledge in arcana is sufficient enough to know how to disable or dispel the magic making it work? I personally feel this would be a sufficient enough to get the job done. I would just like to see what the rules say about it before i go homebrewing to see if their explanations credits or discredits my idea.

If your GM likes that idea, go for it, but there's no support for it in the rules. There's at least one spell (Aram Zey's Focus) which can substitute for the class feature though.


@zelfon: If you want to ask something about the rules, start a new thread in the Rules Question forum next time. Don't post it in a 5 year old thread on the Advice forum (or some people will get confused).


Troubleshooter wrote:
Hey mate. Ring of Maniacal Devices, Advanced Player's Guide. A little costly, but you effectively get Trapfinding and a neat bonus.

No you dont.

To disarm magical traps you need more then simly Disable Device as a class skill! Without Trapfinding or a simliar ability ou can only deal with non-magical traps.

The Spelll Trapfidner's Focus is one way to get that without multiclassing / changing into an Archetype with it.


Again, it's a 5 year old thread.

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