D20r:Trapper

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(added emergency trapping)
(Trapping (Ex))
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Traps are designed to be made from natural materials; Trappers typically will not carry materials with them, but simply forage for them as necessary (see Foraging, below). If a Trapper expects to not have time to forage, or expects to be in an environment utterly devoid of resources, any town should be able to provide him with the materials he needs; trapping materials cost 5 gp per trap level (so 5 gp for a 1st level Trap, 25 gp for a 5th level Trap). Both the materials to make a trap and the prepared trap weigh 2 pounds each (but see Light-weight Traps, Feather-weight Traps, and Weightless Traps, below).
Traps are designed to be made from natural materials; Trappers typically will not carry materials with them, but simply forage for them as necessary (see Foraging, below). If a Trapper expects to not have time to forage, or expects to be in an environment utterly devoid of resources, any town should be able to provide him with the materials he needs; trapping materials cost 5 gp per trap level (so 5 gp for a 1st level Trap, 25 gp for a 5th level Trap). Both the materials to make a trap and the prepared trap weigh 2 pounds each (but see Light-weight Traps, Feather-weight Traps, and Weightless Traps, below).
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A Trapper may trap any square within 30 feet of himself as a Standard Action; no square can have two traps placed in it at once. A creature springs the trap when it enters the square, taking its effects (after failing a save, if applicable). When placing a Trap, the Trapper must make a Stealth roll, which may be opposed by creature's Awareness check to see where he's placed it. Traps can also be searched for; doing so requires a Search check matching the Stealth roll, but takes longer than the Awareness check (see Search for details). A Trapper's allies always know where he's placed traps. Once a trap has been located, it may be disarmed with a Disable Device check, but its DC is 30 + the trap's level; a Trapper gains a +5 bonus on this check, even against the traps of another Trapper.
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A Trapper may trap any square within 30 feet of himself as a Standard Action; no square can have two traps placed in it at once. A creature springs the trap when it enters the traps trigger zone (defined by each trap), taking its effects (after failing a save, if applicable). When placing a Trap, the Trapper must make a Stealth roll, which may be opposed by creature's Awareness check to see where he's placed it. Traps can also be searched for; doing so requires a Search check matching the Stealth roll, but takes longer than the Awareness check (see Search for details). A Trapper's allies always know where he's placed traps. Once a trap has been located, it may be disarmed with a Disable Device check, but its DC is 30 + the trap's level; a Trapper gains a +5 bonus on this check, even against the traps of another Trapper.
A trap's saving throw DC is calculated as 10 + the Trapper's Wisdom modifier + the Trapper's Dexterity modifier. In order to create a trap, a Trapper must have both a Wisdom and a Dexterity '''modifier''' equal to the trap's level.
A trap's saving throw DC is calculated as 10 + the Trapper's Wisdom modifier + the Trapper's Dexterity modifier. In order to create a trap, a Trapper must have both a Wisdom and a Dexterity '''modifier''' equal to the trap's level.

Revision as of 06:21, 22 December 2010

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