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General Tabletop Discussion
*Pathfinder & Starfinder
Traps impossible to find/disarm?
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<blockquote data-quote="Macbrea" data-source="post: 224085" data-attributes="member: 1517"><p>Ok, what you have is a Glyph of warding on a coffin bottom that is set to go off if the coffin is open. </p><p></p><p></p><p>How to detect:</p><p></p><p>Ok, this one is obvious to your party. They cast detect magic. Lets look what you can do with that. </p><p></p><p>Spell craft check:</p><p>20 + spell level Identify a spell that's already in place and in effect. (the character must be able to see or detect the effects of the spell.) No retry.</p><p></p><p>This will inform the user that the spell they are detecting in the coffin is a glyph of warding and its exact location. It probably won't tell you what its set to because you cannot examine the glyph. </p><p></p><p>This now tells your rogue where the glyph is at. The bottom of the coffin. He now needs to be able to get to the item. This means he is going to have to pull out his drill and drill probably in the exact location of the glyph in order to destroy it. If the party wishes to limit the amount of people that can open the coffin from the inside they will probably want to set something very heavy on its top. </p><p></p><p></p><p>Now, as to the answer to wether traps can be made unidentifable it is yes. It is possible to cloud the scene so much that the people cannot tell what is a trap and what isn't. Its not advised as a gamemaster to do this very often.</p></blockquote><p></p>
[QUOTE="Macbrea, post: 224085, member: 1517"] Ok, what you have is a Glyph of warding on a coffin bottom that is set to go off if the coffin is open. How to detect: Ok, this one is obvious to your party. They cast detect magic. Lets look what you can do with that. Spell craft check: 20 + spell level Identify a spell that's already in place and in effect. (the character must be able to see or detect the effects of the spell.) No retry. This will inform the user that the spell they are detecting in the coffin is a glyph of warding and its exact location. It probably won't tell you what its set to because you cannot examine the glyph. This now tells your rogue where the glyph is at. The bottom of the coffin. He now needs to be able to get to the item. This means he is going to have to pull out his drill and drill probably in the exact location of the glyph in order to destroy it. If the party wishes to limit the amount of people that can open the coffin from the inside they will probably want to set something very heavy on its top. Now, as to the answer to wether traps can be made unidentifable it is yes. It is possible to cloud the scene so much that the people cannot tell what is a trap and what isn't. Its not advised as a gamemaster to do this very often. [/QUOTE]
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Traps impossible to find/disarm?
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