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(DC 35 traps)
m (lowercasing)
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[[Image:Isk distrap.gif|right|Disable Trap]]
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[[Image:Isk distrap.gif|right|Disable trap]]
 
This skill allows the character to perform a variety of actions on a [[trap]].
 
This skill allows the character to perform a variety of actions on a [[trap]].
 
*'''Ability''': [[Intelligence]]
 
*'''Ability''': [[Intelligence]]
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*'''[[untrained skill check|Requires Training]]''': Yes
 
*'''[[untrained skill check|Requires Training]]''': Yes
   
*'''Check''': There are four progressively difficult actions that a character may perform on a trap; the base [[Difficulty class|DC]] is determined by the difficulty rating of the trap and is modified by the action being performed. Assessing a trap to determine its difficulty modifies the DC by -7. Flagging a trap to make it visible to the rest of the party modifies the DC by -5. Disarming a trap uses the base DC. Recovering a trap modifies the DC by +10.
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*'''Check''': There are four progressively difficult actions that a character may perform on a trap; the base [[difficulty class|DC]] is determined by the difficulty rating of the trap and is modified by the action being performed. Assessing a trap to determine its difficulty modifies the DC by -7. Flagging a trap to make it visible to the rest of the party modifies the DC by -5. Disarming a trap uses the base DC. Recovering a trap modifies the DC by +10.
   
 
*'''Special''': [[Rogue]] is the only class capable of disarming traps with a DC of 35 or greater. With 5 or more ranks in the [[set trap]] skill a character gets a +2 [[synergy bonus]] on disable trap checks.
 
*'''Special''': [[Rogue]] is the only class capable of disarming traps with a DC of 35 or greater. With 5 or more ranks in the [[set trap]] skill a character gets a +2 [[synergy bonus]] on disable trap checks.
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*'''Spectacular Failure''': When disarming or recovering a trap, a spectacular failure results in the trap immediately going off if a DC check is failed by 10 or more.
 
*'''Spectacular Failure''': When disarming or recovering a trap, a spectacular failure results in the trap immediately going off if a DC check is failed by 10 or more.
   
*'''Use''': Assess, Flag, Recover, and Disarm are radial menu options off of a detected trap.
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*'''Use''': Assess, flag, recover, and disarm are radial menu options off of a detected trap.
   
 
== Notes ==
 
== Notes ==
 
*Traps recovered with this skill are considered "stolen" and therefore many merchants will not buy them.
 
*Traps recovered with this skill are considered "stolen" and therefore many merchants will not buy them.
*Allows for a [[take 20]] when the character is not in combat, or if the character has the [[Skill Mastery]] feat.
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*Allows for a [[take 20]] when the character is not in combat, or if the character has the [[skill mastery]] feat.
*The default disarm DC's for the standard traps are listed in the notes for the [[set trap#Notes|Set trap article]]. However, module designers are free to change this value.
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*The default disarm DC's for the standard traps are listed in the notes for the [[set trap#Notes|set trap article]]. However, module designers are free to change this value.
 
*The official description has an error. Any class can disarm a DC 35 trap. Rogue is the only class capable of disarming traps with a DC greater than 35.
 
*The official description has an error. Any class can disarm a DC 35 trap. Rogue is the only class capable of disarming traps with a DC greater than 35.
 
*The special prohibition involving rogues only applies to disarming a trap. Any class can successfully examine, flag, or recover any trap, provided the skill check is passed.
 
*The special prohibition involving rogues only applies to disarming a trap. Any class can successfully examine, flag, or recover any trap, provided the skill check is passed.

Revision as of 16:46, December 10, 2007

Isk distrap

This skill allows the character to perform a variety of actions on a trap.

  • Check: There are four progressively difficult actions that a character may perform on a trap; the base DC is determined by the difficulty rating of the trap and is modified by the action being performed. Assessing a trap to determine its difficulty modifies the DC by -7. Flagging a trap to make it visible to the rest of the party modifies the DC by -5. Disarming a trap uses the base DC. Recovering a trap modifies the DC by +10.
  • Special: Rogue is the only class capable of disarming traps with a DC of 35 or greater. With 5 or more ranks in the set trap skill a character gets a +2 synergy bonus on disable trap checks.
  • Spectacular Failure: When disarming or recovering a trap, a spectacular failure results in the trap immediately going off if a DC check is failed by 10 or more.
  • Use: Assess, flag, recover, and disarm are radial menu options off of a detected trap.

Notes

  • Traps recovered with this skill are considered "stolen" and therefore many merchants will not buy them.
  • Allows for a take 20 when the character is not in combat, or if the character has the skill mastery feat.
  • The default disarm DC's for the standard traps are listed in the notes for the set trap article. However, module designers are free to change this value.
  • The official description has an error. Any class can disarm a DC 35 trap. Rogue is the only class capable of disarming traps with a DC greater than 35.
  • The special prohibition involving rogues only applies to disarming a trap. Any class can successfully examine, flag, or recover any trap, provided the skill check is passed.
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