Craft Trap to Craft/Modify Trap

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JustAFingerWiggler
Posts: 24
Joined: Mon Dec 25, 2017 12:43 am

Craft Trap to Craft/Modify Trap

Post by JustAFingerWiggler » Tue May 15, 2018 1:50 pm

Hello,

I'd like to suggest an expansion to the "craft trap" skill. Craft trap is fairly useless currently, or so I gather, and this might make it actually worth putting points in. Also, this would be a nice addition for the lesser-used types of traps. DC to construct is the DC to manufacture the trap plus 10. Epic traps should be DC 50 or 60 to enhance in this manner. Subject to Skill Mastery as well.


Poisoned Traps

This is an addition for fire and spike traps. By using a vial of poison on the trap, a skilled trapper can enhance it's effectiveness. Fire traps generate a cloud of the appropriate poison on being triggered in addition to burning the target, while spike traps stab and inject the victim with poison as if it was being used by an assassin with levels scaling in the class per 6 points invested in Craft Trap (someone with 6 pts in craft trap would have the poison delivered as by a level 3 assassin, someone with 30 pts would have traps poisoning like a level 18 assassin).

Napalm Traps

By using a flask of oil on a fire trap, or alchemist's fire on an acid blob/spray trap, the trap is enhanced with a "combust"-type effect: it immolates the person who sets it off, in addition to acid damage. Duration and damage scale with the potency of the trap plus the number of points in Craft Trap.

Enhanced Gas Traps

By using a vial of poison of any type on a gas trap, the gas trap is modified to use both it's original form of poison and the new one as well. Those triggering it are forced to make two saves per round in the cloud, one for each type of poison. The DCs of both poisons are increased scaling on the number of points invested in Craft Trap.

Sticky Tangle Traps

By using a tanglefoot bag on a tangle trap, it can be modified to spray out a gout of sticky goo, which causes it to gain a chance to paralyze the target for one round. Additionally, it applies a -1 modifier to AB and -2 modifiers to discipline, move silently, tumble, pick lock, set/disarm trap, and parry skills per 6 points of the creator's Craft Trap skill for the duration of the slow effect. It might also apply a 25% ASF to the target as well (arcane gestures are hard to make when your fingers stick together).

Anti-Undead Holy Traps

Using Yarrow (or maybe a +6 heal kit?) on a Holy Trap adds in a high-potency combust-type effect that only affects undead. The damage done is positive energy, not fire, however. This should also affect PC undead. Damage and DC scales with points invested in craft trap.
Glartar Zimbrulgan - Cormyrian expat, mageling, and alchemist
Kwalu Senghali - Creepy monk

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