[Variant Rule] Magical Wards and Traps

Started by Throndir, May 19, 2012, 04:51:48 PM

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Throndir

Some changes for traps.

Trapfinding: Rogues lose the ability to disarm magic traps using Disable Device.

Wizards and arcane spellcasters gain the following class feature:

Remove Wards: A wizard can use Spellcraft to detect and disable magical traps. The wizard adds half her level to Spellcraft checks made to disable magic traps. It takes 2d4 rounds to attempt to disable a magical trap and if the wizard fails the check by five or more, the trap activates.