Traps: Large

The character can attempt to set or neutralize traps of large size.

When the presence of a trap is known, the character can try to remove or defuse it (even if he does not have the expertise to create such a trap). Complex traps may have more than one mechanism, each of which must be diffused for the trap to be completely disarmed. A failure with a natural 20 results in the trap being triggered.

Large traps can include rolling or dropping rocks, triggers and crossbows, dropping floor or moving walls, nets and snares.

Prerequisites

Agility: 6