Players who want to trap

One aspect to keep in mind is that traps can lead to the same issues as pets: They are a way to grant additional attacks/actions during the combat.

To put it another way: Just as adding traps on the monsters side is equivalent to adding additional creatures, adding traps on the players side is equivalent to adding additional combatants on the players side.

So, for example, a trap that the player had to take an action to trigger (maintaining strict economy of actions) would be preferable to a trap that was triggered automatically. This can be rationalized in game by requiring hidden automatic triggers to be much harder and more difficult to implement.

Secondly, I would probably make creating a trap into a Utility Power rather than a skill usage (or a ritual). This keeps the character's power in check and inline with the other party members.

I also might look closely at the way artifices work (for the artificer class) - that basic mechanic might work for some purposes.

If you do come up with something that works well, I'm sure we'd all like to hear about it. I've got at one player who just created a rogue (he's been playing a wizard but wants to play something different) and knowing the player as I do I'm sure it won't be long before he wants to start laying traps as well.

Carl
 

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Treat it like a ritual.

A level X trap deals damage equal to the level X medium limited damage expression on the table in the DMG and costs as either a ritual of that level's component cost.

The skill check is a Thievery check. If the thievery check meets a high DC check for level X, the damage is bumped up to the High damage expression. If the check only meets the normal DC, the damage remains medium. If the check only meets the low DC, the damage is reduced to low. If the check fails to meet the low DC, the thief loses one healing surge and the trap fails to be set.

"Casting" time is 5 minutes for most traps. Spending an extra 5 minutes and accepting -5 to the check allows you to attack a secondary condition:

- On hit, Deal Ongoing Fire Damage (Save Ends) equal to 1/2 your level
- On hit, target is slowed (Save Ends)
- On hit, target is rendered prone
- On hit, make a secondary attack to everyone in an adjacent. DEX vs. REF. If hit, deal acid damage equal to the trap's level.
 

Personally, I'd treat Trapmaking as a direct parallel from Alchemy.

TRAPMAKING
The crafting of highly complex traps is an expensive and time consuming endeavor. Trapmaking provides a powerful tool to those who wish to utilize such tactics.

Magic is unnecessary to create traps, but some arcane ingredients can be required, as are other expensive materials. These items are rare and expensive, so trapmakers commonly have adventuring backgrounds.

Setting a trap is a standard action.

Using Trapmaking
The process of creating traps is similar to the process of casting rituals (see Chapter 10 of the Player’s Handbook). As with casting rituals, a character using trapmaking must first take a special feat that allows
them to understand and construct traps.


TRAPMAKER
Heroic Tier
Benefit: You can make traps of your level or lower. You must have the correct plans and an appropriate skill.


Gaining and Using Trap Plans
Trap plans are like rituals; they are usually written down in a book or on a scroll. Unlike rituals, though, plans are nonmagical and recorded with normal materials. As a result, trap plans are generally less expensive than rituals. They also cannot be performed from a scroll like rituals. A character wishing to use a trap plan must buy the plan and learn it or else pay someone to teach it to them (the same market price).

Trap plans have a cost and creation time that the character creating an trap must spend. The components used in trap plans are called engineering supplies, but work much like ritual components (PH 300).

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Then from here simply develop the traps that can be created with the skill.

The skills to link to them would be: Dungeoneering, Nature, and Thievery.
 

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