New to PFS with a Ruling Question


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I have recently started to run PFS rules in my home games. Recently a player wanted to try to make a basic snare (out of combat) to try to trap an unsuspecting NPC. They had the materials already on them needed to make such a trap.

I was wondering on how trap making is handled in actual PFS play?

The closest thing to this I have found in the PFS rules is no crafting of Mundane items but this is not a mundane item (but making traps was also not a class feature either for this player). If this was just to make a snare to catch game, it could be masked in a Survival Check but since it was planned to use to initiate a combat encounter (or end one) this complicates things.

I realize in my home game I can alter the rules but I am trying to keep it PFS (which the players are liking a lot compared to base PF).

Thank you.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

If the trap is simple enough, it's not unreasonable to just let it happen without a check. For instance, my party once decided to sleep in a room whose entrance included a long staircase coming down from outside. We took a large stone slab (we were in a tomb of sorts) and leaned it against the door at the top of the stairs so that opening the door would send it crashing down the stairs and hopefully wake us. If memory serves, the GM called for some sort of minor check, and then had the enemy make a reflex save to catch the slab (which he failed, and most of us woke up).

When players get creative, roll with it if it's not too unreasonable.


I would be cautious about allowing a player to make an improvised trap that's more powerful than the ranger traps listed in Ultimate Magic, but I'd certainly allow something simple like Jiggy described.


Jiggy wrote:

If the trap is simple enough, it's not unreasonable to just let it happen without a check. For instance, my party once decided to sleep in a room whose entrance included a long staircase coming down from outside. We took a large stone slab (we were in a tomb of sorts) and leaned it against the door at the top of the stairs so that opening the door would send it crashing down the stairs and hopefully wake us. If memory serves, the GM called for some sort of minor check, and then had the enemy make a reflex save to catch the slab (which he failed, and most of us woke up).

When players get creative, roll with it if it's not too unreasonable.

This is understandable, the player wanted to create a simple CR 1 equivalent trap. Which I let him do in the game as it wasn't hurting anything and if I was a player it would have been fun to do.

My question is more aimed to how this situation (and non-class feature trap making) would handled/ruled in an Organized Pathfinder Society Events?

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

<shrug> I'd call for a Craft (trapmaking) roll, myself. Since craft can be used untrained, it'd basically be an Int check. Assuming a wilderness setting, I might allow survival to replace the craft check, since it is about hunting.

Liberty's Edge 5/5

I'd also allow a disable device at perhaps +5 to the DC of what you'd normally require for a Craft (trapmaking) roll.

Sovereign Court 1/5

Or Profession (Trapper)

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