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Players who want to trap
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<blockquote data-quote="Khaalis" data-source="post: 4489769" data-attributes="member: 2167"><p>Personally, I'd treat Trapmaking as a direct parallel from Alchemy.</p><p></p><p><span style="font-size: 15px"><span style="color: RoyalBlue"><strong>TRAPMAKING</strong></span></span></p><p>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. </p><p></p><p>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.</p><p></p><p>Setting a trap is a standard action.</p><p></p><p><span style="color: RoyalBlue"><strong>Using Trapmaking</strong></span></p><p>The process of creating traps is similar to the process of casting rituals (see Chapter 10 of the <em>Player’s Handbook</em>). As with casting rituals, a character using trapmaking must first take a special feat that allows</p><p>them to understand and construct traps.</p><p></p><p></p><p><strong>TRAPMAKER</strong></p><p><em>Heroic Tier</em></p><p><strong>Benefit:</strong> You can make traps of your level or lower. You must have the correct plans and an appropriate skill.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>Gaining and Using Trap Plans</strong></span></p><p>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).</p><p></p><p>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).</p><p></p><p>------------------------------</p><p></p><p>Then from here simply develop the traps that can be created with the skill.</p><p></p><p>The skills to link to them would be: Dungeoneering, Nature, and Thievery.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 4489769, member: 2167"] Personally, I'd treat Trapmaking as a direct parallel from Alchemy. [SIZE="4"][COLOR="RoyalBlue"][b]TRAPMAKING[/b][/COLOR][/SIZE] 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. [COLOR="RoyalBlue"][b]Using Trapmaking[/b][/COLOR] The process of creating traps is similar to the process of casting rituals (see Chapter 10 of the [i]Player’s Handbook[/i]). As with casting rituals, a character using trapmaking must first take a special feat that allows them to understand and construct traps. [b]TRAPMAKER[/b] [i]Heroic Tier[/i] [b]Benefit:[/b] You can make traps of your level or lower. You must have the correct plans and an appropriate skill. [COLOR="RoyalBlue"][b]Gaining and Using Trap Plans[/b][/COLOR] 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). ------------------------------ 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. [/QUOTE]
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