Trap making rules
- "Trip the trap" gained as an encounter power through trapsmith. Treated as normal.
- After a short rest, one 'trip the trap' like effect can also be set on any square in the room rested in (like the exit!). Only one such additional trap may exist at a time (an old one 'expires' if a new one is set). Playing the 'trip the trap' encounter power does not expire the additional trap. The additional trap also expires if tripped by a monster.
- on the additional trap only, you can sacrifice the 1d6 damage to have the target fall prone instead.
- making further basic traps:
Treated like a ritual:
Time required: 5 minutes (five simple traps), 10 minutes (one complex).
Skill: Thievery check
Simple trap: DC10 check for 5 traps.
Complex trap: DC15 check for each trap.
Cost: Special. With trapmaking kit, 2 complex or 10 simple traps per day for free. Need suitable surroundings such as forest/town to replenish kit each day. Or else 1gp components per 5 simple traps, or 5gp components for a complex trap.
All constructed traps have DC15 to spot.
Simple trap can be trip wire, slide, caltrop, or similar.
Effect (choose one): 1hp damage (non-lethal), knock prone, slow (until end of next turn), daze (until start of next turn), trigger potion/weapon attack.
Complex trap recreates 'trip the trap' power.
You can raise the construction DC by 5 to add a (second) non damaging effect, give the trap a second use, make it +5 harder to spot, increase the damage die by one level (complex only), or lower the construction time by 5 minutes (to a minimum of 1 round).
A helper can lower the DC by 5 (to a miminum of 10/15), or for simple traps add 5 extra traps for no extra time cost.
If you fail a check by more than 10 it will just not work. If you fail by less than 5, you won't know the trap isn't complete. It may still have an effect, but might do less damage, or have a chance of not springing, or be easier to spot (random)
- making complicated traps:
Will be based on existing DMG traps
May require a skill challenge to complete
Will require costing on a trap by trap basis
This message was last edited by the GM at 09:01, Mon 12 Oct 2015.