Trap
Contents
Arelith changes
Kills done by traps now give experience and count towards Writ progress
Traps for quarters use a different mechanic, and they may not be directly set, spotted, flagged or removed.
Traps will generate in pre-defined locations throughout the modules once per reset.
The trap of a chest will not disappear if it is triggered, rendering the chest impossible to be opened for as long as the trap is not disabled or recovered. Doors are exempt from this mechanic.
If a trap has been seen by a character the DC is modified by -5.
Characters without Rogue levels can now detect and disarm traps above a DC of 35.
Player-set traps:
- The DC of a set trap is modified by +1 for each 5 Rogue/Assassin/Zhent Operative/Harper Scout levels of the trapper.
- Traps triggered by a non-hostile are now returned to your inventory instead of damaging that person.
- Player set trap detection DC is now equal to hard Set Trap Skill + Dexterity Modifier.
- Player set trap disarm DC is now equal to soft Set Trap Skill (Includes disarm trap +2 synergy bonus, items, etc).
- Radius for Tangle Traps increased from 5ft to 10ft for Minor and Average, from 10ft to 15ft for Strong and Deadly.
- Radius for Holy traps increased from 10ft to 15ft.
- Radius for Sonic traps increased from 10ft to 15ft.
- Radius for Fire Traps increased from 5ft to 10ft for Minor and Average, from 10ft to 15ft for Strong, Deadly and Epic.
Setting traps
It is not permitted to leave traps around unattended. There does need to be a roleplay reason to set a trap (and being chaotic evil isn't a RP reason).
Despite rumors, there's no rule against leaving traps in a quarter you own. It's perfectly acceptable. However, there is a script that will stop trap stacking from occurring automatically. Attempting to stack traps or get around the script is against the rules.
The trapper and their party members will not set off the trap they set, and move over friendly traps without triggering or refunding them. (unless the trapper relogs.)
Neutral non-hostile player characters passing over the trap will cause the trap to return to the inventory of the trapper harmlessly.
Hostile player characters and non-player characters will be affected as normal by the trap's effects if it is triggered.
The mechanics on Setting Traps can be found here: [Set Trap]
Creating traps
Create Trap Kit is available as the ninth option from Crafting in radial menu. Each type of trap is listed in this menu, with the corresponding component.
In order to make a trap:
- Character needs to have required points in skill Use Traps.
- Components needs to be located in characters' inventory.
Bear in mind that Epic traps cannot be crafted and the only way to acquire them is through the Recovery option of the Disable Trap skill.
Trap Changes
Traps Table
Type | Strength | Target | Damage Output | Set DC | Effects | Saves | DC[1] |
---|---|---|---|---|---|---|---|
Acid Blob | Minor | Single Creature | Pitiful Damage | Acid DoT, Paralysis, 1 round | Reflex | 15 | |
Average | Single Creature | Very Low Damage | Acid DoT, Paralysis, 2 rounds | Reflex | 20 | ||
Strong | Single Creature | Low Damage | Acid DoT, Paralysis, 3 rounds | Reflex | 25 | ||
Deadly | Single Creature | Moderate Damage | Acid DoT, Paralysis, 4 rounds | Reflex | 30 | ||
Acid Splash | Minor | Single Creature | Very Low Damage | Blindness, 2 rounds | Reflex | 10 | |
Average | Single Creature | Low Damage | Blindness, 2 rounds | Reflex | 15 | ||
Strong | Single Creature | Moderate Damage | Blindness, 2 rounds | Reflex | 20 | ||
Deadly | Single Creature | High Damage | Blindness, 2 rounds | Reflex | 25 | ||
Electrical | Minor | 4 creatures, 15 foot radius | Low Damage | Reflex | 10 | ||
Average | 5 creatures, 15 foot radius | Moderate Damage | Reflex | 15 | |||
Strong | 6 creatures, 15 foot radius | High Damage | Reflex | 20 | |||
Deadly | 7 creatures. 15 foot radius | Very High Damage | Reflex | 25 | |||
Epic | 7 creatures, 15 foot radius | Extreme Damage | Reflex | 30 | |||
Fire | Minor | 5 foot radius | Low Damage | Reflex | 15 | ||
Average | 5 foot radius | Moderate Damage | Reflex | 20 | |||
Strong | 10 foot radius | High Damage | Reflex | 25 | |||
Deadly | 10 foot radius | Very High Damage | Reflex | 30 | |||
Epic | 10 foot radius | Extreme Damage | Reflex | 35 | |||
Frost | Minor | Single Creature | Pitiful Damage | Paralysis, 1 round | Fortitude | 10 | |
Average | Single Creature | Very low Damage | Paralysis, 2 rounds | Fortitude | 15 | ||
Strong | Single Creature | Low Damage | Paralysis, 3 rounds | Fortitude | 20 | ||
Deadly | Single Creature | Moderate Damage | Paralysis, 4 rounds | Fortitude | 25 | ||
Epic | Single Creature | High Damage | Paralysis, 4 rounds | Fortitude | 30 | ||
Gas | Minor | 10 foot radius | Pitiful Damage | Poison Cloud (1d2 rounds, Greenblood Oil) | Initial Damage: None Poison Cloud: Fortitude |
13 | |
Average | 10 foot radius | Very Low Damage | Poison Cloud (1d2 rounds, Deathblade) | Initial Damage: None Poison Cloud: Fortitude |
20 | ||
Strong | 10 foot radius | Low Damage | Poison Cloud (2d2 rounds, Dark Reaver Powder) | Initial Damage: None Poison Cloud: Fortitude |
18 | ||
Deadly | 10 foot radius | Moderate Damage | Poison Cloud (2d2 rounds, Black Lotus Extract) | Initial Damage: None Poison Cloud: Fortitude |
20 | ||
Holy | Minor | 10 foot radius | Pitiful Damage | 15 | Double Damage to Undead | Reflex | 15 |
Average | 10 foot radius | Very Low Damage | 20 | Double Damage to Undead | Reflex | 20 | |
Strong | 10 foot radius | Low Damage | 25 | Double Damage to Undead | Reflex | 25 | |
Deadly | 10 foot radius | Moderate Damage | 30 | Double Damage to Undead | Reflex | 30 | |
Negative | Minor | Single Creature | Low Damage | -2 Strength, 3 turns | Reflex/Fortitude | 15 | |
Average | Single Creature | Moderate Damage | -4 Strength, 3 turns | Reflex/Fortitude | 20 | ||
Strong | Single Creature | High Damage | -6 Strength, 3 turns | Reflex/Fortitude | 25 | ||
Deadly | Single Creature | Very High Damage | -8 Strength, 3 turns | Reflex/Fortitude | 30 | ||
Sonic | Minor | 10 foot radius | Very Low Damage | 15 | stun, 2 rounds, deaf 2 rounds | Will | 10 |
Average | 10 foot radius | Low Damage | 20 | stun, 2 rounds, deaf 2 rounds | Will | 15 | |
Strong | 10 foot radius | Moderate Damage | 25 | stun, 2 rounds, deaf 2 rounds | Will | 20 | |
Deadly | 10 foot radius | High Damage | 30 | stun, 2 rounds, deaf 2 rounds | Will | 25 | |
Epic | 10 foot radius | Very High Damage | 65 | stun, 2 rounds, deaf 2 rounds | Will | 30 | |
Spike | Minor | Single Creature | Low Damage | 5 | Hobbled, 5 rounds [2] | Reflex | 15 |
Average | Single Creature | Moderate Damage | 20 | Hobbled, 5 rounds [2] | Reflex | 20 | |
Strong | Single Creature | High Damage | 25 | Hobbled, 5 rounds [2] | Reflex | 25 | |
Deadly | Single Creature | Very High Damage | 35 | Hobbled, 5 rounds [2] | Reflex | 30 | |
Tangle | Minor | 5 foot radius | None | 15 | Entangle, 3 rounds | Reflex | 15 |
Average | 5 foot radius | None | 20 | Entangle, 4 rounds | Reflex | 20 | |
Strong | 10 foot radius | None | 25 | Entangle, 4 rounds | Reflex | 25 | |
Deadly | 10 foot radius | None | 30 | Entangle, 5 rounds | Reflex | 30 |
Damage Table
Damage Table | Average Damage | ||||
---|---|---|---|---|---|
Damage Type | Damage Equation | Level 3 | Level 10 | Level 20 | Level 30 |
Pitiful | 1/3 HSTS d4s | 5 | 10 | 17.5 | 27.5 |
Very Low | 2/3 HSTS d4s | 10 | 20 | 37.5 | 55 |
Low | HSTS d4s | 15 | 32.5 | 57.5 | 82.5 |
Moderate | HSTS * (1 + 1/3) d4s | 20 | 42.5 | 75 | 110 |
High | HSTS * (1 + 2/3) d4s | 25 | 52.5 | 92.5 | 137.5 |
Very High | HSTS * 2 d4s | 30 | 65 | 115 | 165 |
Extreme | HSTS * (2 + 1/3) d4s | 35 | 75 | 132.5 | 192.5 |
- HSTS Stands for your Hard Ranks in Use Traps.
- [1] DC is modified by -5 if the character has seen the trap.
- DC is modified by +1 for each 5 rogue/assassin/zhent operative/ harper scout levels of the trapper
- [2] -4 Dexterity
- -10% movement speed
External links
- Traps on NWNwiki