killem2
2016-04-21, 12:13 PM
So my players are in the Way of the Wicked (A pathfinder )AP, and need to make traps.
Except the traps the player wants to make are not exactly in the books. Some are however and those should be easy to figure out. I am looking to make sure I am figuring cost right and if other GMs have input on what maybe should be changed, because it says in the trap creation section that some are up to GM discretion.
1. Alarm traps on every door in this place (there are probably at least 40 doors maybe more) That would have to be either the alarm spell done every night or an automatic trap.
i think the Trap is free however since we have casters who can do it.
2. There is an existing pit trap:
Camouflaged Pit Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); DC 20 Reflex avoids;
multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1
above)
Cost 3,000 gp (half the usual cost of such a trap); the trap could be
upgraded to automatic reset for another 3,000 gp in materials
if someone can make a Craft (traps) skill check (DC 30).
But he wants to setup a grease trap that goes off over the area as well. Would this help with increased the DC to avoid the trap?
3. Log trap, (think Ewoks crushing ATST) but would also push the target back and even off this 400ft spire.
How would you even construct this? (Cost wise ect)
Except the traps the player wants to make are not exactly in the books. Some are however and those should be easy to figure out. I am looking to make sure I am figuring cost right and if other GMs have input on what maybe should be changed, because it says in the trap creation section that some are up to GM discretion.
1. Alarm traps on every door in this place (there are probably at least 40 doors maybe more) That would have to be either the alarm spell done every night or an automatic trap.
i think the Trap is free however since we have casters who can do it.
2. There is an existing pit trap:
Camouflaged Pit Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); DC 20 Reflex avoids;
multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1
above)
Cost 3,000 gp (half the usual cost of such a trap); the trap could be
upgraded to automatic reset for another 3,000 gp in materials
if someone can make a Craft (traps) skill check (DC 30).
But he wants to setup a grease trap that goes off over the area as well. Would this help with increased the DC to avoid the trap?
3. Log trap, (think Ewoks crushing ATST) but would also push the target back and even off this 400ft spire.
How would you even construct this? (Cost wise ect)