Identify a trap ?


Rules Questions


Dear ladies and gentlemen, I have a question for you.

Thank to some new threads about traps, I remembered an old question about it: Can you identify a trap ?

For magical traps, I'm sure you can but I hesitate between detect magic + spellcraft to identify an object, and Detect magic + knowledge (arcana) to "identify a spell effect that is in place". I always ruled the former, but I'm not sure anymore as I write this thread, so I would like to have your opinion.

For non-magical traps however, I'm totally lost: I'm not sure if Disable device, perception or even knowledge (Engineering) should come into play. And what would be the DC ?

RAW, it seems that the rogue is totally oblivious to what the traps he find/disable really are. He would need further cheks... But I can't find rules on it.


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Identify a non-magical trap: Perception (the listed trap will say what the DC is). You get the activation mechanism by getting the DC, and you get some info on the trap is you beat the DC by 5. A Knowledge Engineering check can be made if you feel there's more info to hand out.

As for magical traps, there are two kinds. A Magic Device Trap (Spellcraft Check) and a Spell Trap (Arcana Check)

The former is made with Craft Wonderous Item and is considered a Magic Item for the purposes of using spellcraft to determine its properties (so this is what the Rogue's trapfinding class feature targets). The latter is a Spell which is cast on an area with an effect trigger, it is not actually a "trap" it just functions as one, and Arcana is used to identify the spell present (Rogues don't get bonuses to detect them, and can't disable them with Disable Device).

See also: http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/tr aps


Rogues can disable anything that is a trap by the rules and they get the bonuses. There is no rule saying certain traps are excluded.

edit:As for the rule about getting info if you beat the DC by 5 or making a knowledge engineering check.
However I did find this rule--> "A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it."


CommandoDude wrote:
wraithstrike wrote:
Rogues can disable anything that is a trap by the rules and they get the bonuses. There is no rule saying certain traps are excluded.
Spells aren't traps, they can only be disabled by setting off the trigger (since spells can't reset, unless they have Permanency) or casting Dispel Magic.

Some spells have a clause that allows them to be found and disabled as traps. These include Fire Trap and all the CRB Symbol spells and I assume any aggressive symbol spells in other books. It notably does not include the Alarm spell.


Atarlost wrote:
CommandoDude wrote:
wraithstrike wrote:
Rogues can disable anything that is a trap by the rules and they get the bonuses. There is no rule saying certain traps are excluded.
Spells aren't traps, they can only be disabled by setting off the trigger (since spells can't reset, unless they have Permanency) or casting Dispel Magic.
Some spells have a clause that allows them to be found and disabled as traps. These include Fire Trap and all the CRB Symbol spells and I assume any aggressive symbol spells in other books. It notably does not include the Alarm spell.

Ok,I see what you mean. I thought he was saying they were actual traps with special rules, not pseudo traps.

Now I wonder if it is better to use them as actual traps or not. Oh well, I will look into it later on.


Ha, thank you!

I knew the +10 on disable devices DC, but didn't catch the other one in Environment. Favored!

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