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General Tabletop Discussion
*Pathfinder & Starfinder
Traps: making them and setting them
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<blockquote data-quote="Snowy" data-source="post: 2139939" data-attributes="member: 20465"><p>and they can spend a couple of skill points to get a rank in disable device, showing that they've had some training in setting snares and other woodsy type traps.</p><p></p><p>On the other hand if you want an expert trap setter then they've multiclassed into rogue maybe?</p><p></p><p>I mean just because its cross class doesnt mean that its impossible. This is an area where I think lots of situational modifiers could be applied, for example, knowledge nature - bonuses on setting/making traps on game trails or for certain animals, knowledge dungeoneering bonuses in dungeons, maybe hide? to give a bonus to the search DC (similar to the hide another description).</p><p></p><p></p><p>In fact I think that my rogues going to sink some points into craft trapmaking, poisoned spike traps round our camp might slow down unwelcome visitors!</p></blockquote><p></p>
[QUOTE="Snowy, post: 2139939, member: 20465"] and they can spend a couple of skill points to get a rank in disable device, showing that they've had some training in setting snares and other woodsy type traps. On the other hand if you want an expert trap setter then they've multiclassed into rogue maybe? I mean just because its cross class doesnt mean that its impossible. This is an area where I think lots of situational modifiers could be applied, for example, knowledge nature - bonuses on setting/making traps on game trails or for certain animals, knowledge dungeoneering bonuses in dungeons, maybe hide? to give a bonus to the search DC (similar to the hide another description). In fact I think that my rogues going to sink some points into craft trapmaking, poisoned spike traps round our camp might slow down unwelcome visitors! [/QUOTE]
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