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Trick the Trap

You are able to meddle with traps so they behave the way you desire.

Prerequisite(s): Int 13, trapfinding and trap sense class features, ranged legerdemain

Benefit: When you discover a trap with a successful Perception check you are able to discern precisely how the trap is triggered. While this knowledge does not allow you to bypass or disarm the trap without making the usual Disable Device check, it does allow you to purposefully trip the trap by hand or using your ranged legerdemain ability. You do not need to make a skill check to trip the trap in this manner. If you do make a successful Disable Device skill check as you trip the trap (DC equal to the trap’s usual Disable Device DC), you are able modify the trap with 1 of the following effects, plus 1 for every 5 points by which you beat the DC increase or decrease the saving throw DC or the trap’s attack modifier by 2; increase the damage dealt by the trap, if applicable, by 2d6; increase the area the trap effects by one 5-foot square; or cause the trap to go off 2d4 rounds later instead of immediately.

Special: You must have 5 or more ranks in Spellcraft to modify magical traps.

Section 15: Copyright Notice

Undefeatable: The Collected Feats Sourcebook, Copyright 2009 – 2010, Louis Porter Jr. Design, Inc. Undefeated, Copyright 2011, Louis Porter Jr. Design, Inc.