| Thierry4000 |
I'm having some problemens understanding the basics of traps, I tried to look at a trap-guide or something, but didn't find one. So i decided to write down what i make of the rules. I would like to hear if i'm doing it right :-)
Traps come in 2 types, mechanical and magic. The magic ones has two flavors, magic device trap and a magic spell trap.
The skill used to find ALL traps (mechanical and magic ones)is perception. (Unless i suppose, it is a magic spell trap in which the spell specificaly states it can't be found with perception?)
Also hidden glipfs and symbols from magic spells can be found with perception.
The spell detect magic can detect some magical traps, but only if there isn't a spell that hides the magical aura or something else to hide the spell.
The skill used to disable traps is disable device. All characters can disable mechanical and some magic device traps (since the trigger could be non magical on the magic device trap), but not the magic spell traps. Only characters with the trapfinding ability can also use disable device to disarm magic traps.
Dispel magic can be used to disarm a magic traps. In case of a magic device, it only removes the spell that is cast on this traps, if there are still mechanical hazards, these stay active. In case of a magic spell trap, this is removed.
Creative ways to disarm traps are also possible. For example the spells wood shape or soften earth and stone to destroy traps from within.
Classes with trapfinding are: Most rogue archtypes, The bard archivist, bard detective, bard sandman and the urban ranger.
There are no feats or traits to get trapfinding. If there are i would like to hear about it :-)(Only PF material, not 3,5 3ed party).
There are no items for disabling magic traps?
| Mauril |
There are no feats or traits that I have seen (though I've not looked through all of Paizo's material as I use my own homebrew world and build my own adventures) that give away full class features, especially ones as iconic to certain classes like trapfinding is to the rogue.
Same with magic items. I've always thought it odd that the Monk's Robe exists, since it seems unique in that it gives away class features for the price of mere gold.
Otherwise, you seem to have traps pretty much nailed. The key to remember is to not offer Perception checks for them, but require players to spend their actions doing so, unless the character has the rogue talent trap spotter.
Also, traps should be used as stand alone encounters to compensate for high treasure encounters later in an area (since traps usually don't give any treasure). Traps used as "terrain" during a normal combat encounter increase the encounter CR as if they were a creature of the CR listed for the trap.
| Elven_Blades |
Seems like a solid grasp to me.
One thing i might add, and this is speculation, not "by the book"
I would propose that "dispell magic" would supress a magical trap for a period of time, much like targeting it on a specific magic item. I would use this for self-reset traps only, anything manual reset i would say is disabled by dispel magic, like a glyph spell for example.
Of course, don't forget to follow any related rules regarding dispel magic being cast on an item or another spell.