Natural and magical hazards as traps?


Rules Questions


Disclaimer: N00b GM here.

OK, so the party is about ready to head into the big dungeon crawl, the hight of the story arc, and all that jazz. I want to make it very unique and memorable. The dungeon in question is an ancient underground city, where wars were faught (and might still be beign fought) for literally 5000 years.

As such, I'm imagining that such a location is not in the best of condition.

It is a city built with magic, and uses magic to get around in side it...at least as is was designed. 5k years later...things may not be working so well.

I want to put in natrual hazards (loose rock, possible cave in's etc), as well as hazards resulting from the magic fading or not working properly any longer (was going to use Phase Door with glyphs as triggers to transport from place to place...but what if the distant end is not workign correctly?)

Now I can figure out the mechanics of what happens to the party/PC that triggers such a hazard, but I'm wondering abotu rogue's and their perception checks. Traps are thigns intentially left to hard or hinder. natural hazards...do the rogue's get their bonuses to perception checks against these types of hazards?


I don't think so, no. Hazards are distinctly different from traps. In their own section and all that.


Traps are also supposed to be "hidden", whereas natural hazards are just laying about. I would say a simpler perception DC to find a natural hazard would be in order. Though, that cave-in example might need a knowledge (dungeoneering or engineering) check.

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