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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Traps with location/proximity triggers = Rogue killers?
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<blockquote data-quote="jgsugden" data-source="post: 1431433" data-attributes="member: 2629"><p>I don't know where you folks get your information, but as far as I can tell, a rogue's search can detect a trap when he has an unobstructed view and he searches a location containing:</p><p></p><p>1.) A physical aspect of the trap (the pin trap in the door lock, the murder holes in the ceiling, the spring loaded step, etc ...), or</p><p></p><p>2.) A location where the trap would be set off (the first 5' beyond the door where the visiual trigger trap would detect him, anyplace in dungeon within listening range of a sound triggered trap (usually within 350' of a trap, though doors and other obstructions reduce this distance), etc ...</p><p></p><p>Anything that is a part of the the mechanism of the trap or is a part of the trigger of the trap is part of the trap. This is not clearly spelled out, but it is pretty logical.</p><p></p><p>The most important thing to rememeber about magical traps: <strong>The rogue is doing something beyond the realm of possibility when he finds a magical trap!</strong> Rogues have the ability to find traps that normal people could not possibly find. It doesn't need to make sense any more than bat guano turning into a fireball makes sense or a creature as large as a blue whale flying through the air with the agility of a large bird makes sense.</p><p></p><p>As for search times - a rogue that takes 20 on every square of a dungeon is going to slow his party down *a lot*. A rogue that searches key areas only (doors, chests, the first 5' in a room, etc ...) and takes 20 only when he is expecting a trap or has leisure time to spare is not going to waste much time at all.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1431433, member: 2629"] I don't know where you folks get your information, but as far as I can tell, a rogue's search can detect a trap when he has an unobstructed view and he searches a location containing: 1.) A physical aspect of the trap (the pin trap in the door lock, the murder holes in the ceiling, the spring loaded step, etc ...), or 2.) A location where the trap would be set off (the first 5' beyond the door where the visiual trigger trap would detect him, anyplace in dungeon within listening range of a sound triggered trap (usually within 350' of a trap, though doors and other obstructions reduce this distance), etc ... Anything that is a part of the the mechanism of the trap or is a part of the trigger of the trap is part of the trap. This is not clearly spelled out, but it is pretty logical. The most important thing to rememeber about magical traps: [b]The rogue is doing something beyond the realm of possibility when he finds a magical trap![/b] Rogues have the ability to find traps that normal people could not possibly find. It doesn't need to make sense any more than bat guano turning into a fireball makes sense or a creature as large as a blue whale flying through the air with the agility of a large bird makes sense. As for search times - a rogue that takes 20 on every square of a dungeon is going to slow his party down *a lot*. A rogue that searches key areas only (doors, chests, the first 5' in a room, etc ...) and takes 20 only when he is expecting a trap or has leisure time to spare is not going to waste much time at all. [/QUOTE]
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Community
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Traps with location/proximity triggers = Rogue killers?
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