Understanding Hazard Stat Block - Extinction Curse Spoilers


Rules Discussion


Part 3 of the AP has a dart trap hazard that the Stat Block is giving me issues.

* * * *
COMPLEX MECHANICAL TRAP

Stealth +20 (expert) or DC 30 (expert) to notice the three launching mechanisms built into the wall

Description Three launching mechanisms built into the mudbrick walls expel darts containing acidic chemicals.
* * * *

So I understand the second part (DC 30 (expert)), as it is the normal process. You need a Perception of 30 or more and be at least Expert in Perception to find it.

However I don't understand what this portion of the Stat Block means - Stealth +20 (expert). Help would be appreciated.


The Stealth value is for it's Initiative. The DC is to detect it.

Looking at some other Complex Traps, it could also be for Detecting the Trap as a whole, vs Detecting a specific part of the trap, but I can't find it well defined anywhere, so now I'm confused too.

The Raving Spirit Hazard in the same book says "Stealth +20 (expert) or DC 30 (master) to detect the spiritual nexus", but that is the only occurrence of the word Nexus in the entire book, so I have no idea what it means.

Man, I went from being very sure of what it meant to having no idea in less than 10 minutes.

The Poisoned Dart Gallery in the CRB uses the same wording, but in that instance, it's pretty clear that the +16 Expert is to detect the Trap, and the DC 31 Master is to Detect the Control Panel specifically.

Oh, actually, maybe that is what it means. Maybe you need to roll a 30 Perception Check to Detect the Caustic Dart Trap at all, to avoid walking into it, and then you need another 30 Perception Check to notice the launching mechanisms that provide the only true means of Disabling it?

That makes the most sense to me at the moment.


Thanks for the clarification on the two Stealth listings. That made sense once you explained it since it is a complex hazard.

I think your idea of one check to notice and a second to find the mechanism.

It does have one DC for blocking the holes to make a square safe and a second for disabling one of the launchers.

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