Piratecat
Sesquipedalian
TheAuldGrump said:Gack! E. N. World has devolved to Polish jokes!
As it so happens, I'M Polish. . . so you better tell them reeeally sloooowly.
TheAuldGrump said:Gack! E. N. World has devolved to Polish jokes!
I'm polishing reeeeally slooooowly RIGHT NOW, IYKWIMyeah?Piratecat said:As it so happens, I'M Polish. . . so you better tell them reeeally sloooowly.
Jdvn1 said:Well, ten is already max. Eleven is extra.
... It's not supposed to make sense. It's actually a movie reference. This is Spinal Tap.
Jdvn1 said:Walk around the 5' square.![]()
DaveMage said:I like the KotDT option - just buy a herd of farm animals and have them lead the way in the dungeon.![]()
Ankh-Morpork Guard said:The Gnome makes the Ten Foot Pole at least a Twelve Footer depending on how you attach it. So nyah.![]()

Plane Sailing said:* Flag it for avoidance (+5 to check)
SRD said:OTHER WAYS TO BEAT A TRAP
It’s possible to ruin many traps without making a Disable Device check.
Ranged Attack Traps: Once a trap’s location is known, the obvious way to ruin it is to smash the mechanism—assuming the mechanism can be accessed. Failing that, it’s possible to plug up the holes from which the projectiles emerge. Doing this prevents the trap from firing unless its ammunition does enough damage to break through the plugs.
Melee Attack Traps: These devices can be thwarted by smashing the mechanism or blocking the weapons, as noted above. Alternatively, if a character studies the trap as it triggers, he might be able to time his dodges just right to avoid damage. A character who is doing nothing but studying a trap when it first goes off gains a +4 dodge bonus against its attacks if it is triggered again within the next minute.
Pits: Disabling a pit trap generally ruins only the trapdoor, making it an uncovered pit. Filling in the pit or building a makeshift bridge across it is an application of manual labor, not the Disable Device skill. Characters could neutralize any spikes at the bottom of a pit by attacking them—they break just as daggers do.
Magic Traps: Dispel magic helps here. Someone who succeeds on a caster level check against the level of the trap’s creator suppresses the trap for 1d4 rounds. This works only with a targeted dispel magic, not the area version (see the spell description).
Rodrigo Istalindir said:That still leads to the problem of bypassing the traps *they* leave behind.
DaveMage said:I like the KotDT option - just buy a herd of farm animals and have them lead the way in the dungeon.![]()