Mystery Science Pathfinder 3k Act IV - The Amazing, Colossal Play by Post Campaign

Can the trap be disarmed from the square Dory is standing in, if she switches with Medio?

And is that something Medio wants to do?

1 Like

Can dispel magic be used to defuse a magical trap?

1 Like

Can we just shove Coleman in front of it?

3 Likes

Yes, the square is diagonally adjacent to the trap, so he can disable it from there.

No, here are the rules for detecting/disabling traps:

Perception and Disable Device DCs

The builder sets the Perception and Disable Device DCs for a mechanical trap. For a magic trap, the values depend on the highest-level spell used.

Mechanical Trap: The base DC for both Perception and Disable Device checks is 20. Raising or lowering either of these DCs affects the CR (Table: CR Modifiers for Mechanical Traps).

Magic Trap: The DC for both Perception and Disable Device checks is equal to 25 + the spell level of the highest-level spell used. Only characters with the trapfinding class feature can attempt a Disable Device check involving a magic trap.

It is a Disable Device check, and you need the trapfinding class feature to attempt it. Looks like Medio is on deck if you want it disabled. Triggering it remotely would be a different story.

1 Like

Or, you could trigger it directly as LA suggests.

1 Like

Disabling a trap in a room where two invisible devils are lurking. Good luck, Medio!

Let’s bring Frog further up in line so he can at least give a warning if they start to approach.

2 Likes

25 plus the highest spell level looks like it might be close to a 30 DC to disarm, and Medio’s bonus is +15, +2 for Heroism, +2 for masterwork picks… feels a little chancy.

Coleman might be the right choice to just stomp in there set it off the quick way, he gets a +2 bonus to save thanks to Good Hope. Dory didn’t take any buffs. And Frog’s Resist Fire has probably worn off by now.

1 Like

Frog could help target Glitterdust, potentially.

1 Like

There may be other ways to set it off safely.

1 Like

Where are you getting your numbers?

1 Like

From the info I posted on detecting and disarming traps:

1 Like

Is failing to disable it always going to result in triggering it, or do I have to roll far enough below the magic number to be so unfortunate?

1 Like

From Disable Device:

If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.

1 Like

Is there any value in intentionally failing? It would set it off, but may minimize damage compared to one of us walking in front of it.

2 Likes

If you hate having Medio alive, there is definitely value. :laughing:

4 Likes

Technically, you don’t have to be a rogue to intentionally fail at disabling the device, you just have to try to disable it without having the skill or ability. That’s an automatic failure.

1 Like

I don’t hate Medio. He agrees with LA way too often to lose him.

3 Likes

We can only fuss and fiddle for so long with invisible enemies watching us. We should either roll the check or roll on through. Things are getting more dangerous while we stand here in a long line.

1 Like

I would say that, for the most part, virtually no time is passing in game while the party is discussing rules and such OOC.

1 Like

True, for the meta/OOC stuff, but if we’re talking about changing the marching order to get Frog looking at the room, that will take time.

1 Like