keterys
First Post
The in-combat thing will also depend on the DM and modules... delaying a trap (+5 bonus, makes the trap not do anything) is often far more effective than any disarm a trap skill challenge, and I've used Thievery to disable things that couldn't be attacked and turned off on a single check (for example, single squares or single blasts of a more extensive trap, to allow the party to escape an incoming boulder. I was very glad I had Thievery that encounter)
As a DM, I've allowed PCs to use Thievery to redirect trap effects and I very often allow checks as minor actions for in combat skill challenges where Thievery has seen good use (as has Diplomacy, Intimidate, etc). Minor actions open the in-combat skill challenge mechanic way up.
As a DM, I've allowed PCs to use Thievery to redirect trap effects and I very often allow checks as minor actions for in combat skill challenges where Thievery has seen good use (as has Diplomacy, Intimidate, etc). Minor actions open the in-combat skill challenge mechanic way up.