
Zan73 |

(Apologies for bringing up another 'interrupted charge' question. I have been researching it, but I have yet to figure out how a basic interrupted charge scenario would actually play out at the table.)
Scenario:
Fighter sees a magic user standing 60 feet away.
Fighter Charges the MU. Normal terrain. Fighter base move is 30'.
At 35' into the charge, a 20x20x20 pit trap opens up under him. (incidentally, the MU is standing so that there is a 5' square between him and the edge of the pit.)
1) Fighter gets a reflex save?
a) if he passes, what happens? Does he stop on the edge of the pit? Does he get an acrobatics check to dodge to the side, or even jump across? I am assuming not, since Charge is a full round action.
2) I assume he wouldn't get a Perception check to see the trap, since he is Charging. But, players always complain about not getting to do something retroactively like a Percep check after a trap goes off...
3) Would Haste make any difference? Would that somehow grant a 'free' action to do a perception or a jump check? I wouldn't think so.
As GM, I am inclined to say no other actions can happen, since the Charge is full round action. You either fail the save and fall in the pit, or you pass the save and in my opinion you stop, teetering on the edge of the pit, your turn is done. (And, now the MU is up, and he blasts you with some nasty spell, of course)

Chess Pwn |

You can do acrobatics to jump if you want since it's part of other actions, effectively you'd be jumping over the pit for your charge.
Or you could stop before the pit and be done, since your full round action was foiled.
Perception has two uses, passive and active. Passive is to notice stimuli. active is to search something. And for traps, you need the TrapSpotter Rogue talent to get a free (passive) perception check to see them.

Melkiador |

After some research I found this:
"Covered pits are much more dangerous. They can be detected with a DC 20 Perception check, but only if the character is taking the time to carefully examine the area before walking across it."
I don't think there is anything saying that all traps require an active search though.

Zan73 |

True, the trapfinding in Pathfinder is....different. I'm going to go with the non-trapspotting Fighter doesn't get a perception check as he is full-on charging an opponent. The rogue tries it, okay sure. But, the fighter? Nah.
I suppose I could always be nasty and have the pit covered by an illusion, just to be sure...
Mainly, I'm just trying to cover my bases so that in the event I catch someone in this, and they throw a "I should've had a perception check and/or been able to jump it/etc" argument out there, that I have it covered so we don't spend an how discussing the issue.
I'll have to keep thinking about the after-successful-save action, though. To me, a successful save would have them on the edge, turn done. But, I can see the argument that as the pit opens, the reflex save allows them to react, and a jump or tumble to the side is just as instinctive as stopping on the edge.

CampinCarl9127 |

There are abilities (such as trap spotter) which give automatic perception checks when you get close to a trap, implying that you don't normally get an automatic perception check.
If he doesn't look, he doesn't see it. Once he hits it, reflex save. If he fails, he falls. If he succeeded he ends his turn on the edge.

Melkiador |

There are abilities (such as trap spotter) which give automatic perception checks when you get close to a trap, implying that you don't normally get an automatic perception check.
The implication is unclear, because covered pit traps seem to be the only traps that mention they have to actively be searched for. I read through the perception rules and the environment trap rules and there was nothing else. It is of course possible I've missed another piece of text though.

Hugo Rune |

Reflex save and if successful I would let them convert their charge into a move and std action. Given they have already started a double move action by moving 35' I would ask how they would want to complete their move. Jumping or stopping are the two obvious choices but they may want to try and do something else like Dive acrobatically into the pit for cover.

Oddman80 |

a rogue's trapfinding and trap sense do not trigger automatic perception checks - unlike the Dungeon Rover - Ranger Archetype (if he's underground), so 99% of PC's are going to be in the same boat.
That said, if on of my players charged over a pit trap, and madeI their reflex save I would give them the option of stopping short at the pit's edge, or they could try to use their momentum to cross the pit and continue the charge by making an acrobatics check with a -10 penalty (severely unsteady condition: floor falling out from under you).