Locked/Trapped Doors--Identifying and Disabling

TarionzCousin

Second Most Angelic Devil Ever
How, exactly, does a character notice and disable a trap?

Can you notice it just by looking at the area closely? I believe that the SRD says that you can, since it says:
Check
You generally must be within 10 feet of the object or surface to be searched. The table below gives DCs for typical tasks involving the Search skill.
What if the trap is on a locked door? How can you tell that a door is locked without trying to open it? IMO, that would show that the door was locked AND set off the trap.

Does the rogue crouch down and peer at the door knob/handle/whatever?

\Waiting for someone to remind me where "Tactile Trapsmith" is, too.... :)
 

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I generally let the rogue find out traps and locked/unlocked status with a single roll. Plus anything else interesting like writing or glyphs.

And yes, they have to get within 10 feet, so not much room to dodge is something goess off in their face....

As for crouching, standing squatting, or belly dancing, I let the rogue's player describe that.

Tactile Trapsmith is in Complete Adv p112
 

EyeontheMountain said:
As for crouching, standing squatting, or belly dancing, I let the rogue's player describe that.
The bellydancer is playing the bard/shaman. Someone else is playing the rogue. :p

EyeontheMountain said:
Tactile Trapsmith is in Complete Adv p112
Thanks very much! First reply. I must be doing something right.

\Yes, a bellydancer really is playing in my game. She's my girlfriend and a long-time gamer too. Strange coincidence or Jungian synchronicity?
 

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