Difference between revisions of "Feats/Trapper"
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|Fluff=The followers of the trapper tradition are skilled at setting up snares and improvised dart traps. | |Fluff=The followers of the trapper tradition are skilled at setting up snares and improvised dart traps. | ||
|MainCategory=Trapper Style | |MainCategory=Trapper Style | ||
|SubCategories=Combat | |SubCategories=Combat | ||
|Keywords=Dart, Snare | |Keywords=Dart, Snare | ||
|Prereq=— | |Prereq=— |
Revision as of 23:41, 8 July 2021
Main > Feats |
(Combat)
As long as you have martial focus, reduce the time required to set a trap from a full-round action to a standard action.
This trap persists for 1 round per point that your check exceed the placement DC.
The trap is placed in a 5-ft. square of your choice. If you possess 5 ranks in Crafting, you may increase this area by one 5-ft. square. All squares a trap occupies must be contiguous and you can not place two separate traps in the same squares.
Entering a trap’s space triggers the trap. A trap may only be triggered once unless otherwise noted. You never set off your own traps unless you choose to.
Trap talents that require a saving throw has a DC of 10 + 1/2 level + practitioner modifier.
The Perception DC to locate a trap is 10 + your Crafting modifier. Creatures who you warn or who see you set a trap are aware of its location and gain a +5 circumstance bonus on Perception checks to notice the trap and Reflex saves and AC to avoid the trap.
Traps are cobbled together from scrap, detritus in the environment, and random bits of string, springs, and other miscellany that have been assembled into easily deployed components. Any creature in possession of a trap bag is considered to have the required materials to build these temporary traps, preparing components during downtime and restocking it for negligible cost at regular intervals, though some talents may allow the use of more expensive components that must be tracked. At the GM’s discretion, some traps may be constructed from materials in the environment even without a trap bag.
A trap may be removed as a full-round action with a Disable Device check with a DC equal to 10 + your Crafting modifier. You always succeed on removing your own traps. You may choose to recover any expensive components or Alchemy tradition formulae used in a successfully removed trap.
If a trap is perceived, it can be targeted and destroyed by attacks without setting it off. A trap has hardness equal to your level, AC equal to 10 + your level, and 5 hit points + 5 hit points per 2 levels you possess.
Trap Abilities: You gain two basic types of temporary traps, darts and snares:
Snare Modifier: You gain one modifier for the snare trap:
Tripwire
A creature that fails its save against a tripwire snare falls prone. Once knocked prone, a creature is no longer at risk of triggering the trap in that square. Running and charging creatures take a -2 penalty on their Reflex saves against this trap.
This trap is not destroyed when triggered; instead the duration is reduced by 5 rounds per creature that fails its save.
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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