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*TTRPGs General
What is a Rogue to do in an undead-heavy campaign?
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<blockquote data-quote="Old One" data-source="post: 1044694" data-attributes="member: 83"><p>I know there are a couple of books out there with trap-making stuff in them, I will see if I can get some "official" sources. Pages 114-117 in the original 3E DMG has some stuff on traps (pretty sparse), but is a good place to start. Simple mechanical traps - ie, tripwires, deadfalls, oilfire, etc - should be doable "on-the-fly" IMO. You just have to have some materials, make the set-up roll vs. the approapriate DC (12-18, maybe) with a critical failure yielding springing it on yourself.</p><p></p><p>Also, the ability to make magical traps with spells like burning hands, shocking grasp and acid arrow would be a great reason to add a couple of levels of sorcerer or wizard. Maybe I am playing too much NWN these days (with some very cool trapsetting skills), but I think it would make you a very valuable member of the party...just wear stripped pants and a poofy shirt!</p><p></p><p>~ Old One</p><p></p><p>PS - Just get the DM to let you buy a <strong>Portable Hole Trap(tm)</strong>...DC 20 REF save to avoid, 1 full-round action to set-up/take down, 20' deep for 3d6 falling damage + 1d6 spike damage, anything killed or destroyed within the trap turns to dust in 5 rounds, allowing you to pour the dust out and store the trap <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />!</p></blockquote><p></p>
[QUOTE="Old One, post: 1044694, member: 83"] I know there are a couple of books out there with trap-making stuff in them, I will see if I can get some "official" sources. Pages 114-117 in the original 3E DMG has some stuff on traps (pretty sparse), but is a good place to start. Simple mechanical traps - ie, tripwires, deadfalls, oilfire, etc - should be doable "on-the-fly" IMO. You just have to have some materials, make the set-up roll vs. the approapriate DC (12-18, maybe) with a critical failure yielding springing it on yourself. Also, the ability to make magical traps with spells like burning hands, shocking grasp and acid arrow would be a great reason to add a couple of levels of sorcerer or wizard. Maybe I am playing too much NWN these days (with some very cool trapsetting skills), but I think it would make you a very valuable member of the party...just wear stripped pants and a poofy shirt! ~ Old One PS - Just get the DM to let you buy a [b]Portable Hole Trap(tm)[/b]...DC 20 REF save to avoid, 1 full-round action to set-up/take down, 20' deep for 3d6 falling damage + 1d6 spike damage, anything killed or destroyed within the trap turns to dust in 5 rounds, allowing you to pour the dust out and store the trap :D! [/QUOTE]
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What is a Rogue to do in an undead-heavy campaign?
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