Time to Disarm a Magical Trap


Rules Questions


I was just rereading some items as I am DMing a home game in the first time in a long time. I was wondering how long does it take to disable a trap? Usually from playing PFS they always treated it as a standard action however rereading the disable device description is swaying my opinion.

I attached a sample trap description to help us with the discussion. Note it doesn't give a time frame.

Type magic; Perception DC 27; Disable Device DC 27
Effects
Trigger proximity (alarm); Reset none
Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

Reading the description of disable device it says:
Simple Device: Disabling a simple device takes 1 round and is a full-round action.
Complex/Intricate Device: An intricate or complex device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.

But does not give any guidelines for magical traps.


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I would consider a magical trap to be a complex device, and use those times.

In most cases, it doesn't matter since it is still less than a minute.

The Exchange

BretI wrote:

I would consider a magical trap to be a complex device, and use those times.

In most cases, it doesn't matter since it is still less than a minute.

Well it certainly can matter, It may not be a massive hit even on Min/level buffs, but a lot can happen in 10 rounds.


It is also perfectly legit for a GM or designer to decide that particular devices can take longer to foil, commonly by making the device require multiple stages to deactivate, each requiring a separate action. Ages ago, I was in a convention thieves tournament that had the final trap require 3 thieves working simultaneously.


Glorf Fei-Hung wrote:
BretI wrote:

I would consider a magical trap to be a complex device, and use those times.

In most cases, it doesn't matter since it is still less than a minute.

Well it certainly can matter, It may not be a massive hit even on Min/level buffs, but a lot can happen in 10 rounds.

A certain lock in the Shattered Star campaign .....


I recall a device that would take 10 mins to activate with Disable device, but the roll needed was pretty high without a special item, so the only way was to "take 20"

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