Differences
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| poisons_traps [2024/12/25 00:25] – created scott | poisons_traps [2024/12/25 00:25] (current) – scott | ||
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| * Object: A trap is an object. | * Object: A trap is an object. | ||
| * Unaware: If you are unaware of a trap, it targets your unaware AC. | * Unaware: If you are unaware of a trap, it targets your unaware AC. | ||
| + | |||
| + | ==== Creating a Trap ==== | ||
| + | |||
| + | You can modify a generic trap in the following ways: | ||
| + | ^ Modification ^ Effect ^ Notes ^ | ||
| + | | Spell Effect | Rather than deal damage it triggers a spell. A spell is cast at the level of the trap. It cannot cast personal spells. | A spell trigger trap is considered a “spell”. It can be detected via things like “Detect (magic)” and dispelled. The Spellcasting check must beat the trap’s DC. | | ||
| + | | Magical Trap | The trap creates a magical effect that doesn’t recreate a particular spell. | Base cost x3. | | ||
| + | | Seal the Room | When triggered, the trap closes and locks all doors in the room in addition to any other effect. | +500 GP. | | ||
| + | | Damage Type | The damage dealt by the trap is changed to any other damage type. | x1.5 base cost. | | ||
| + | | Exceptional Trap | An exceptionally well crafted trap gains a higher bonus (and thus DC). Its bonus is equal to its level + 8. (It is treated as if it were exceptional at whatever it is doing.) | Base cost x2. | | ||
| + | | Obvious Trap | The trap, or at least its trigger mechanism, is painfully obvious. | Reduce the DC to spot the trap by 5. (But not the other bonus.) | | ||
| + | | Resetting Trap | The trap automatically re-arms itself after being triggered. Such traps require some expenditure of resources (ammunition, | ||
| + | | Wider Area | The trap hits a broader area, ranging from “trigger point and adjacent” to “the entire room”. | Base cost x2-x10. | | ||
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| ==== Spotting a Trap ==== | ==== Spotting a Trap ==== | ||
