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Community
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High CR traps
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1426091" data-attributes="member: 3146"><p>The traps in the 3.5 SRD only go up to CR 10. Is it just me or is it rather difficult to come up with good high CR traps? Most of them seem either rather deadly</p><p></p><p>For instance, <strong>Forcecage, Energy Drain, and Summon Monster VII trap</strong>: CR 12; magic device; touch trigger; automatic reset; multiple traps (one forcecage trap, one Energy Drain trap, and one summon monster VIII trap that summons a Celestial dire bear); spell effect (forcecage, 13th-level wizard), spell effect (energy drain, 17th level wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude save negate), spell effect (summon monster VIII, 15th-level wizard, Celestial Dire Bear); Search DC 34; Disable Device DC 34</p><p></p><p>And that's a more reasonable one. This one, made by stringing together eight power word kill traps seems more than a little deadly. </p><p></p><p><strong>Multiple Power Word Kill trap</strong>: CR 16; magic device; touch trigger; automatic reset; spell effects (Power Word Kill, 17th-level wizard); multiple targets (up to 8 creatures in the treasure room); Search DC 34; Disable Device DC 34</p><p></p><p>And, according to the rules, it would still be CR 16 if I replaced it with this:</p><p></p><p><strong>Cone of Cold, Delayed Blast Fireball and Multiple Power Word Kill trap</strong>: CR 16; magic device; touch trigger; automatic reset; spell effects (Cone of Cold, 14d6 cold, reflex DC 17 for 1/2, 14th level wizard), (Delayed Blast Fireball 14d6 fire, reflex DC 20 for 1/2, 14th level wizard), (Power Word Kill, 17th-level wizard); multiple targets (up to 4 creatures in the treasure room); Search DC 34; Disable Device DC 34</p><p></p><p>Now a competent 14th level rogue (max ranks +17, int +2, heroism +2, masterwork theives tools +2) might be able to disarm it on a roll of 11 but it seems inordinately deadly for its CR even so.</p><p></p><p>Anything I'm missing here?</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1426091, member: 3146"] The traps in the 3.5 SRD only go up to CR 10. Is it just me or is it rather difficult to come up with good high CR traps? Most of them seem either rather deadly For instance, [b]Forcecage, Energy Drain, and Summon Monster VII trap[/b]: CR 12; magic device; touch trigger; automatic reset; multiple traps (one forcecage trap, one Energy Drain trap, and one summon monster VIII trap that summons a Celestial dire bear); spell effect (forcecage, 13th-level wizard), spell effect (energy drain, 17th level wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude save negate), spell effect (summon monster VIII, 15th-level wizard, Celestial Dire Bear); Search DC 34; Disable Device DC 34 And that's a more reasonable one. This one, made by stringing together eight power word kill traps seems more than a little deadly. [b]Multiple Power Word Kill trap[/b]: CR 16; magic device; touch trigger; automatic reset; spell effects (Power Word Kill, 17th-level wizard); multiple targets (up to 8 creatures in the treasure room); Search DC 34; Disable Device DC 34 And, according to the rules, it would still be CR 16 if I replaced it with this: [b]Cone of Cold, Delayed Blast Fireball and Multiple Power Word Kill trap[/b]: CR 16; magic device; touch trigger; automatic reset; spell effects (Cone of Cold, 14d6 cold, reflex DC 17 for 1/2, 14th level wizard), (Delayed Blast Fireball 14d6 fire, reflex DC 20 for 1/2, 14th level wizard), (Power Word Kill, 17th-level wizard); multiple targets (up to 4 creatures in the treasure room); Search DC 34; Disable Device DC 34 Now a competent 14th level rogue (max ranks +17, int +2, heroism +2, masterwork theives tools +2) might be able to disarm it on a roll of 11 but it seems inordinately deadly for its CR even so. Anything I'm missing here? [/QUOTE]
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