Disarming a Resetting Trap (magical or otherwise)


Rules Questions


If a character successfully uses disable device to disarm a resetting trap, is the trap now disarmed permanently or only until it is rearmed?

For example, say there is an automatically resetting magical trap that resets by itself every two rounds. A character with the rogue trapfinding class ability successfully disarms the trap. Is the trap defeated forever, or only for the next two rounds until it resets itself and is back to normal?

Scarab Sages

Rearming a trap is determined by the Reset portion of the trap's stat block. This can be one of the following values: Automatic, Manual, None, Repair.

From the PRD:

Reset

A reset element is the set of conditions under which a trap becomes ready to trigger again. Resetting a trap usually takes only a minute or so. For a trap with a more difficult reset method, you should set the time and labor required.

No Reset: Short of completely rebuilding the trap, there's no way to trigger it more than once. Spell traps have no reset element.

Repair: To get the trap functioning again, you must repair it. Repairing a mechanical trap requires a Craft (traps) check against a DC equal to the one for building it. The cost for raw materials is one-fifth of the trap's original market price. To calculate how long it takes to fix a trap, use the same calculations you would for building it, but use the cost of the raw materials required for repair in place of the market price.

Manual: Resetting the trap requires someone to move the parts back into place. This is the kind of reset element most mechanical traps have.

Automatic: The trap resets itself, either immediately or after a timed interval.

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