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m (Disable Trap moved to Disable trap)
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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.
 
*'''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.
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*'''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.
 
*'''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.

Revision as of 20:47, 10 January 2006

Disable Trap

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.

Note

  • 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.