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*Pathfinder & Starfinder
What DO you DO for... Rogues?
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<blockquote data-quote="XCorvis" data-source="post: 3078102" data-attributes="member: 1265"><p>The players of rogues waste too much time dealing with traps, so I've improved them in that area.</p><p></p><p>Search: Anyone can search for a trap of any DC.</p><p>Trap Sense: Replace the reflex bonus with a bonus to all saves made against traps.</p><p>Trapfinding: Rogues replace Trapfinding as follows: A rogue's senses are so finely tuned to detect traps that they can sometimes sense them just before they set them off. A rogue about to trigger a trap gets a Search check at a -10 penalty (as a free action) to detect the trap. If the trap is detected, the rogue stops short of triggering it and can procede normally. If the check fails, the rogue blunders into it and the trap triggers normally. The rogue cannot detect traps that others are about to trigger.</p><p>Trap Mastery: As an additional Special Ability, rogues may take Trap Mastery: As Trapfinding, except within a 20' radius, you can detect traps that are about to be triggered by others. You must have line of sight to the trap and the person about to trigger it. If your check (still at -10) is successful, you can warn the victim and stop them before the trap is triggered. If the check fails, you don't notice the trap in time and it is triggered normally. If multiple targets trigger a trap simultaneously, you only get one roll to detect the trap - if successful, you can stop all of the victims in time. Even if you do fail to detect the trap in time, you can still give advice to the victim and lessen the effectiveness of the trap. You may apply 1/2 your Trap Sense bonus to one target within 20'.</p><p></p><p>Of course, I haven't playtested these rules yet. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="XCorvis, post: 3078102, member: 1265"] The players of rogues waste too much time dealing with traps, so I've improved them in that area. Search: Anyone can search for a trap of any DC. Trap Sense: Replace the reflex bonus with a bonus to all saves made against traps. Trapfinding: Rogues replace Trapfinding as follows: A rogue's senses are so finely tuned to detect traps that they can sometimes sense them just before they set them off. A rogue about to trigger a trap gets a Search check at a -10 penalty (as a free action) to detect the trap. If the trap is detected, the rogue stops short of triggering it and can procede normally. If the check fails, the rogue blunders into it and the trap triggers normally. The rogue cannot detect traps that others are about to trigger. Trap Mastery: As an additional Special Ability, rogues may take Trap Mastery: As Trapfinding, except within a 20' radius, you can detect traps that are about to be triggered by others. You must have line of sight to the trap and the person about to trigger it. If your check (still at -10) is successful, you can warn the victim and stop them before the trap is triggered. If the check fails, you don't notice the trap in time and it is triggered normally. If multiple targets trigger a trap simultaneously, you only get one roll to detect the trap - if successful, you can stop all of the victims in time. Even if you do fail to detect the trap in time, you can still give advice to the victim and lessen the effectiveness of the trap. You may apply 1/2 your Trap Sense bonus to one target within 20'. Of course, I haven't playtested these rules yet. ;) [/QUOTE]
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What DO you DO for... Rogues?
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