ckdragons
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A rogue in my campaign has the Trap Spotter talent.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
We've been playing where to 2 stacked, thus if the rogue 11 has Perception +24 would have Trap Spotter Perception +29. But, IMHO, this eliminates the need to actively search for traps since there's no difference in the checks (it does speed up the game since the rogue doesn't have to spend "searching" time).
Are we playing these skills correct or does the Trap Spotter only allow for normal Perception check, and the Trapfinding adds the level bonus only if actively searching for traps?
Possible to reference any specific Pathfinder rules?
Thanks!
| Dragonchess Player |
Considering that 1) any dwarf with Stonecunning effectively gains Trap Spotter in most dungeons, 2) any character can "Take 10" with Perception to look for traps every 10 ft as a move action (which is only slightly slower than normal 20 ft movement for most Small PCs or those in medium/heavy armor), and 3) the existence of the 0-level bard or inquisitor spell sift, Trap Spotter is not that big of a deal (IMO).
To answer your questions:
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
...
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
The wording is pretty straightforward. "A rogue adds 1/2 her level to Perception skill checks made to locate traps" and "within 10 ft of a trap, she receives an immediate Perception skill check to notice the trap." No exceptions stated, so the bonus to Perception applies to the immediate Perception check.
| Durinor |
Considering that 1) any dwarf with Stonecunning effectively gains Trap Spotter in most dungeons, 2) any character can "Take 10" with Perception to look for traps every 10 ft as a move action (which is only slightly slower than normal 20 ft movement for most Small PCs or those in medium/heavy armor), and 3) the existence of the 0-level bard or inquisitor spell sift, Trap Spotter is not that big of a deal (IMO).
I'd love to see an official piece of text about exactly how long it takes for a character to search for traps - is it as you say a move action every 10 feet? Is this written down anywhere?
I ask because my GM says a full round action to search a 5 foot square.
| WRoy |
It's your GM's prerogative to houserule that searching traps works that way. However, that's not the way Perception works RAW.
Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.
Making a Perception check to locate traps is a move action.
Perception Modifiers DC Modifier
- Distance to the source, object, or creature +1/10 feet
- Through a closed door +5
- Through a wall +10/foot of thickness
- Favorable conditions1 –2
- Unfavorable conditions1 +2
- Terrible conditions2 +5
- Creature making the check is distracted +5
- Creature making the check is asleep +10
- Creature or object is invisible +20
The base DC for the Perception check is set by the trap and subject to all listed modifiers. You do not need to search a specific 5-foot square. You make a Perception check to locate any traps within range of your senses. When you are not faced with threats or distractions, you can even spend 2 minutes to take 20 (see link) on the Perception check from a particular location.
| Dragonchess Player |
Yes. The "check every 10 ft" is to avoid increasing the Perception DC. Basically, you're taking two move actions per round: a Perception check and then move 10 ft.
The take 10 mechanics are to avoid having to actually roll dice for all of those checks (treat each check as if you rolled 10 on the die), speeding play and preventing boredom at the table (also not annoying the GM, who would normally have to make all of those checks). Generally speaking, most traps in a dungeon probably should be able to be found by (a character who invested in Perception) taking 10; it's the more difficult "set piece" traps on critical doorways, key locations, etc. that should require rolls or taking 20 to find (if possible at all).