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Trap Stat Blocks, Examples, CR and XP
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<blockquote data-quote="Jester David" data-source="post: 7191942" data-attributes="member: 37579"><p>Here's what I'd do:</p><p></p><p><strong>Above Door Darts Trap</strong></p><p><em>Mechanical trap</em></p><p>This trap fires darts from the ceiling in front of the door when the door is opened. When triggered it fires two dozen darts into the ten foot square area in front of the door.</p><p><strong>Trigger. </strong>This trap is triggered when the door is opened more than a few inches. It automatically resets itself three times before it must be reloaded.</p><p><strong>Detection. </strong>A DC 14 Wisdom (Perception) check in the hallway in front of the door reveals two dozen holes in the ceiling in the ten foot square area. A DC 10 Intelligence (Investigation) check of the door determined that the darts are triggered when a simple switch in the top of the door frame is released when the door is opened.</p><p>A DC 10 Wisdom (Perception) check from the back side of the door reveals the switch and triggering mechanism.</p><p><strong>Effect.</strong> Ranged weapon attack: +6 to hit, all targets in 10 ft. square in front of door. Hit: 4d4 + 4 piercing damage. </p><p><strong>Disarming.</strong>A DC 14 Dexterity check requiring thieves' tools disarms the trap by using a blade or other thin object to keep the switch depressed. The switch (and trap) can be disarmed from the back side of the door by anyone deciding to do so.</p><p></p><p>Changing the subheaders from separate lines to in-line reduces the space the trap takes up. Changing "Action" to "Effect" means that section encompass both attacks and non-actions, like a creature falling into a pit. Putting the trigger near the description keeps the flavour together. </p><p>It also moves things into the order they will be used description -> how it activates -> spotting it -> the effect -> countermeasures. </p><p></p><p>It wouldn't be a "thieves' tools" check but a Dexterity check. Everything is an ability check of some kind. It could be a Dexterity check that requires thieves' tools (such as picking a lock) or it could just be a Dexterity check. In this case, since it apparently can be done with just a blade, it might not require thieves' tools at all: just a knife. </p><p></p><p>Although... I don't see how anyone could really fail a DC 10 Wisdom (Perception) check, so it's probably easier to just say that the mechanism is clearly visible on the far side.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7191942, member: 37579"] Here's what I'd do: [B]Above Door Darts Trap[/B] [I]Mechanical trap[/I] This trap fires darts from the ceiling in front of the door when the door is opened. When triggered it fires two dozen darts into the ten foot square area in front of the door. [B]Trigger. [/B]This trap is triggered when the door is opened more than a few inches. It automatically resets itself three times before it must be reloaded. [B]Detection. [/B]A DC 14 Wisdom (Perception) check in the hallway in front of the door reveals two dozen holes in the ceiling in the ten foot square area. A DC 10 Intelligence (Investigation) check of the door determined that the darts are triggered when a simple switch in the top of the door frame is released when the door is opened. A DC 10 Wisdom (Perception) check from the back side of the door reveals the switch and triggering mechanism. [B]Effect.[/B] Ranged weapon attack: +6 to hit, all targets in 10 ft. square in front of door. Hit: 4d4 + 4 piercing damage. [B]Disarming.[/B]A DC 14 Dexterity check requiring thieves' tools disarms the trap by using a blade or other thin object to keep the switch depressed. The switch (and trap) can be disarmed from the back side of the door by anyone deciding to do so. Changing the subheaders from separate lines to in-line reduces the space the trap takes up. Changing "Action" to "Effect" means that section encompass both attacks and non-actions, like a creature falling into a pit. Putting the trigger near the description keeps the flavour together. It also moves things into the order they will be used description -> how it activates -> spotting it -> the effect -> countermeasures. It wouldn't be a "thieves' tools" check but a Dexterity check. Everything is an ability check of some kind. It could be a Dexterity check that requires thieves' tools (such as picking a lock) or it could just be a Dexterity check. In this case, since it apparently can be done with just a blade, it might not require thieves' tools at all: just a knife. Although... I don't see how anyone could really fail a DC 10 Wisdom (Perception) check, so it's probably easier to just say that the mechanism is clearly visible on the far side. [/QUOTE]
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