Xynphos
2012-12-12, 02:08 AM
A couple of friends and myself will soon be playing in a new campaign hosted by one of our other friends as the DM.
While thinking of character concepts together we settled that it would be cool to play as arms dealers. The only problem with this is that the firearms rules really seem to hate the players.
Then I thought, well there are traps that shoot javelins, arrows, darts, etc. So why not Sling Bullets.
The trap rules here (http://www.d20srd.org/srd/traps.htm#designingATrap) say that a mechanical trap is anything that depends on a mechanism to operate.
So why not design a gun "trap" with the following statistics:
Search DC: 0 (CR -1, Cost -2000 GP) - we will be wielding this this trap as a weapon, we don't care if the enemy sees it.
Disable Device DC: 11 (CR -1, Cost -900 GP) - if an enemy takes our trap we wouldn't care if they could disable it or not.
Trigger Type: Touch, attached (-100 GP) - imagine a trigger on a real firearm
Reset Type: Automatic (+500 GP) - the next sling bullet automatically goes into the chamber
Bypass type: Hidden Switch (+200 GP) - the safety
Attack Bonus: +15 (CR +1, Cost +1000 GP)
Damage Bonus: +4 (+400 GP)
Miscellaneous Features:
Touch Attack: (CR +1)
Average Damage: 1d4+4(7) (CR +1)
Using the damage for a medium sling bullet
Base Cost: 1000 GP
We end up with a CR 1 trap that costs 100 GP. This is a craft(trapmaking) DC of 25
So Playground, Did I build this trap correctly?
While thinking of character concepts together we settled that it would be cool to play as arms dealers. The only problem with this is that the firearms rules really seem to hate the players.
Then I thought, well there are traps that shoot javelins, arrows, darts, etc. So why not Sling Bullets.
The trap rules here (http://www.d20srd.org/srd/traps.htm#designingATrap) say that a mechanical trap is anything that depends on a mechanism to operate.
So why not design a gun "trap" with the following statistics:
Search DC: 0 (CR -1, Cost -2000 GP) - we will be wielding this this trap as a weapon, we don't care if the enemy sees it.
Disable Device DC: 11 (CR -1, Cost -900 GP) - if an enemy takes our trap we wouldn't care if they could disable it or not.
Trigger Type: Touch, attached (-100 GP) - imagine a trigger on a real firearm
Reset Type: Automatic (+500 GP) - the next sling bullet automatically goes into the chamber
Bypass type: Hidden Switch (+200 GP) - the safety
Attack Bonus: +15 (CR +1, Cost +1000 GP)
Damage Bonus: +4 (+400 GP)
Miscellaneous Features:
Touch Attack: (CR +1)
Average Damage: 1d4+4(7) (CR +1)
Using the damage for a medium sling bullet
Base Cost: 1000 GP
We end up with a CR 1 trap that costs 100 GP. This is a craft(trapmaking) DC of 25
So Playground, Did I build this trap correctly?