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Thread: [3.5/E6] Rizban's E6 Compendium

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Chapter 6: Equipment

    Item
    Cost
    Weight
    Tactical Trap Components
    5
    0.5
    Trapsmith's Tool Belt
    50
    5
    Trapsmith's Tool Belt, masterwork
    100
    5

    Tools and Materials

    Tactical Trap Components: To set tactical traps, a trapsmith needs the appropriate parts. He is able, however, to use almost any parts to make any of his tactical traps. As such, he needs only have these components. Each set of components contains enough springs, tripwire, and other necessary parts to make a single tactical trap.

    Trapsmith's Tool Belt: This heavy duty leather tool belt has compartments to hold all the tools and components a trapsmith needs to set his tactical traps. A trapsmith with a tool belt is assumed to have all the tools necessary for setting his tactical traps. In addition, the compartments for storing his trap components keep the parts within easy reach, allowing him to retrieve tactical trap components as a free action when setting a tactical trap. A tool belt has enough space to store up to 10 lbs of components, usually enough to set 20 tactical traps.

    Trapsmith's Tool Belt, masterwork: A masterwork tool belt grants a +2 circumstance bonus on Craft (trapmaking) and Disable Device checks when dealing with tactical traps.





    Chapter 7: Miscellaneous Systems

    Tactical Traps

    Tactical traps have many traits in common.
    The save DC of any Tactical Trap a characters sets is usually equal to 10 + his Int modifier + his class level.
    If a trap calls for an attack roll, this roll is 1d20 + the character's base attack bonus + his Intelligence modifier.

    When setting a tactical trap, a character may choose to set the trap in his square or in any square within his reach. Since a character never accidentally sets off his own tactical traps, he may set the tactical trap in his own square without danger. A character may never set a tactical trap or tripwire in a square containing another creature or an existing trap.

    When setting a tactical trap, the character makes a Craft (trapmaking) check. The result of this check is the DC to successfully find or disable the tactical trap with the Search and Disable Device skills. Because tactical traps are set hastily and usually not well hidden, the DM may choose to allow tactical traps to be found using a Spot check rather than a Search check. Watching a character set a tactical trap adds a +5 circumstance bonus to the Search/Spot check to find the trap, but knowing where it is doesn't automatically inform the watcher what the trap is or how it's triggered. Unless otherwise stated, all tactical traps produce extraordinary effects, so dispel magic and spell resistance have no effect on them.

    In order to set traps, a character must have access to the proper materials. Any trap a character successfully disables, including one of his own tactical traps, provides enough materials to craft one additional tactical trap.


    All tactical trap entries follow the following format.

    Tactical Trap Name
    Spoiler
    Show
    Prerequisite:
    Any requirements that the character must meet in order to learn to use the tactical trap.
    Setting Time:
    The action or amount of time required to set the tactical trap. Most tactical traps have a setting time of 1 standard action.
    Size:
    Most tactical traps fit in only one square, though some are larger. If there is not enough room to set a tactical trap in the area, then it can not be set there.
    Tripwire:
    Many tactical traps are activated when a creature touches a tripwire attached to them. A tripwire is some form trigger, usually a string or thin wire, that activates the trap when a creature enters a square containing a tripwire. The tripwire entry on a trap indicates how long a tripwire may be and still activate the trap. Tripwires must always be laid out in a straight line away from the trap and can not be longer than the listed length, though the character may choose to make a tripwire shorter if he desires.
    For example, the dart trap below has a tripwire length of 10 ft. When setting the dart trap, the character chooses what square it is in then immediately chooses any two squares leading away from the dart trap in which the tripwire is placed. If a creature enters the square containing the dart trap or either of the two squares containing the tripwire, the tactical trap is activated, hurling a dart at that creature.
    Target/Area:
    The target or targets affected by the tactical trap, or the area its effects cover.
    Save:
    The type of save, if any, to avoid the trap's effects.
    The effect of the tactical trap is listed here, describing what the trap does and how to resolve its effects.


    Tactical Trap List
    Spoiler
    Show
    Alarm Trap
    Spoiler
    Show
    Prerequisite:
    Trapsmith 1st-level
    Setting Time:
    1 move action
    Size:
    n/a
    Tripwire:
    15 ft.
    Target:
    1 creature
    Save:
    Reflex negates
    A simple tripwire is connected to a bell or other noisemaker which sets off an audible alarm when this trap is triggered. This functions as the Audible Alarm version of the alarm spell, except that it is only triggered if a creature enters the 15-ft. line covered by the tripwire.

    Alchemical Trap
    Spoiler
    Show
    Prerequisite:
    Trapsmith 2nd-level
    Setting Time:
    1 standard action
    Size:
    10-ft. square
    Tripwire:
    n/a
    Target:
    1 creature
    Save:
    see text
    A small vial of alchemical liquids is placed in a small launcher, tossing it at the first creature that disturbs the area. The character who set this trap makes an attack roll for the vial, which contains acid that deals 1d3+1 acid damage, Reflex half.

    If the character setting the alchemical trap has an alchemical item which can be thrown as a splash weapon, such as a flask of acid, alchemist's fire, or tanglefoot bag, he may use that item in this trap instead of the default acid. Use the alchemical item's normal save.

    Caltrops
    Spoiler
    Show
    Prerequisite:
    Trapsmith 1st-level
    Setting Time:
    1 standard action
    Size:
    5-ft. square
    Tripwire:
    n/a
    Target:
    see text
    Save:
    see text
    This tactical trap functions exactly as a normal bag of caltrops (PHB 126).

    Dart Trap
    Spoiler
    Show
    Prerequisite:
    Trapsmith 1st-level
    Setting Time:
    1 standard action
    Size:
    5-ft. square
    Tripwire:
    10 ft.
    Area:
    1 creature
    Save:
    n/a
    A small spring launcher is set, ready to hurl a dart at the first creature to trigger the tripwire. The character who set this trap makes an attack roll for the dart, which deals 1d4+1 damage, 2 on a critical.

    The character may choose to add any contact or injury poison he possesses to the dart when he sets the trap, but doing so takes an additional move action and risks poisoning himself as normal for applying poison to a weapon.

    Deadfall Trap
    Spoiler
    Show
    Prerequisite:
    Trapsmith 2nd-level
    Setting Time:
    1 full-round action
    Size:
    10-ft. square
    Tripwire:
    n/a
    Target:
    1 creature
    Save:
    Reflex half; Fortitude negates (see text)
    A deadfall is created by rigging a heavy object to fall from above. Any creature entering the area of a deadfall trap must make a successful Reflex save or take 1d6 bludgeoning damage from the falling object. If the creature fails the save by more than 10, it is also dazed for 1 round (Fortitude save negates the daze effect).

    Flashbang
    Spoiler
    Show
    Prerequisite:
    Trapsmith 3rd-level
    Setting Time:
    1 standard action
    Size:
    5-ft. square
    Tripwire:
    10 ft.
    Target:
    10-ft. burst
    Save:
    Fortitude partial
    A flashbang is a small pouch containing highly flammable powder that ignites with a bright, white flash and a explosive bang. Any creature within 10 ft. of the flashbang when it is activated is blinded and deafened for 1d4+1 rounds. A successful Fortitude save reduces this effect to dazzled and a -2 penalty to Spot and Listen checks for the duration.

    Creatures that are sightless are unaffected by the blinding and dazzling effects.
    Creatures that can not hear are unaffected by the deafening effect and the penalties to Spot and Listen.

    Fusillade of Darts
    Spoiler
    Show
    Prerequisite:
    Trapsmith 4th-level
    Setting Time:
    1 full-round action
    Size:
    5-ft. square
    Tripwire:
    10 ft.
    Target:
    15-ft. cone
    Save:
    n/a
    This tactical trap functions as the dart trap, except that it hurls darts at all creatures in a 15-ft cone. Each creature in the area of effect is targeted by 1d4 darts. The character who sets this trap makes an attack roll for each dart.

    Gas Trap
    Spoiler
    Show
    Prerequisite:
    Trapsmith 2nd-level
    Setting Time:
    1 full-round action
    Size:
    5-ft. square
    Tripwire:
    20 ft.
    Area:
    20-ft. spread
    Save:
    n/a
    A small canister of alchemical liquid breaks open when this trap is triggered, mixing the liquids and releasing a thick fog. Treat this as an obscuring mist spell cast on the square containing the trap. The character's class level is the effective caster level for this trap.

    Needle Burst
    Spoiler
    Show
    Prerequisite:
    Trapsmith 4th-level
    Setting Time:
    1 full-round action
    Size:
    5-ft. square
    Tripwire:
    10 ft.
    Target:
    15-ft. burst
    Save:
    Reflex half
    A needle burst trap is built from a special type of flashbang filled with needles, bits of metal, or other sharp shrapnel. When activated, the explosion sends the shrapnel flying in all directions. Any creature within 15 ft. when the needle burst is activated takes 3d6 piercing damage.

    Net Trap
    Spoiler
    Show
    Prerequisite:
    Trapsmith 2nd-level
    Setting Time:
    1 standard action
    Size:
    10-ft. square
    Tripwire:
    n/a
    Area:
    Creatures in the trap's area
    Save:
    Reflex negates
    A net trap functions much like a snare, activating only when a creature tries to leave the area it covers. When a creature attempts to leave the area containing a net trap, the net springs up around any creatures in its area. Any affected creature that fails a Reflex save is entangled by the net and cannot move.

    A creature can escape from the net with a DC 18 Escape Artist check or burst it with a DC 25 Strength check. It may also spend a full round action to cut the net away with a slashing weapon. When a creature escapes a net, it is no longer entangled.

    Noxious Gas Trap
    Spoiler
    Show
    Prerequisite:
    Trapsmith 4th-level
    Setting Time:
    1 full-round action
    Size:
    5-ft. square
    Tripwire:
    20 ft.
    Area:
    20-ft. spread
    Save:
    Fortitude partial
    This trap functions like the gas trap, except that the fog produced is foul and toxic. Any creature entering the fog cloud must make a Fortitude save each round or become nauseated for 1d4+1 rounds. Any creature with the scent special ability or an exceptionally good sense of smell takes a -5 penalty on its save.

    Razor-wire
    Spoiler
    Show
    Prerequisite:
    Trapsmith 1st-level
    Setting Time:
    1 standard action
    Size:
    n/a
    Tripwire:
    15 ft.
    Area:
    1 creature
    Save:
    Reflex negates
    A razor-wire tactical trap consists only of a thin, taut metal tripwire stretched across an area, usually a hallway. When a creature triggers the tripwire, it snaps loose and whips through the air as it coils up, dealing 1d6 slashing damage to the hapless creature.

    Snare
    Spoiler
    Show
    Prerequisite:
    Trapsmith 1st-level
    Setting Time:
    1 standard action
    Size:
    5-ft. square
    Tripwire:
    n/a
    Target:
    1 creature
    Save:
    Reflex negates
    Unlike most other tactical traps, a snare doesn't activate until a creature tries to leave the square in which it is located. When a creature attempts to leave a square containing a snare, the snare tightens around one of the creature's limbs. If the creature fails its save, the creature becomes entangled by the snare and can not move more than 5 feet away from the square containing the snare.

    A creature can escape from the snare with a DC 15 Escape Artist check or burst it with a DC 20 Strength check. It may also spend a full round action to cut the snare away with a slashing weapon. When a creature escapes a snare, it is no longer entangled.

    Spell Trap
    Spoiler
    Show
    Prerequisite:
    Trapsmith 3rd-level
    Setting Time:
    1 full-round action
    Size:
    5-ft. square
    Tripwire:
    10 ft.
    Target:
    see text
    Save:
    see text
    Using his skill with traps both mundane and magical, a character can cobble together this magical trap, even if he is not a spellcaster.

    He may set any spell of 2nd-level or lower on the trapsmith spell list as a spell trap. When the trap is activated, the spell is cast from the trap on the creature that triggers the trap.

    Spells that target one or more creatures target only the creature that triggers the trap. Spells with an area affect are centered on the trap itself.

    Any save DCs are calculated as normal for tactical traps instead of using the trapsmith's primary casting ability, if any, for the spell.

    A trapsmith may instead use any spell contained in a scroll not on the trapsmith spell list, but he must make a successful Use Magic Device check to activate the scroll as if he were casting the spell. If he fails the skill check, the trap is not set.
    Last edited by Rizban; 2014-09-13 at 12:06 PM.