Trap
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
The DC of a set trap is modified by +1 for each 5 Rogue/Assassin/Zhent Operative/Harper Scout levels of the trapper.
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.
Character and other members of their party can't set off a trap that they lay down (unless the trapper relogs). Everyone can still be affected by the AoE once the trap is triggered (if it targets all).
Other characters outside of the trap layer's party will set off the trap regardless if they are set to "Like"/friendly or "Dislike"/hostile.
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 Craft Trap.
- 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
Type | Strength | Target | Damage Output | Set DC | Effects | Saves | DC |
---|---|---|---|---|---|---|---|
Acid Blob | Minor | Single Creature | Pitiful Damange | Acid DoT, Paralysis, 1 round | Reflex | 15 | |
Average | Single Creature | Very Low Damange | Acid DoT, Paralysis, 2 rounds | Reflex | 20 | ||
Strong | Single Creature | Low Damange | Acid DoT, Paralysis, 3 rounds | Reflex | 25 | ||
Deadly | Single Creature | Moderate Damange | Acid DoT, Paralysis, 4 rounds | Reflex | 30 | ||
Acid Splash | Minor | Single Creature | Very Low Damange | Blindness, 2 rounds | Reflex | 10 | |
Average | Single Creature | Low Damange | Blindness, 2 rounds | Reflex | 15 | ||
Strong | Single Creature | Moderate Damange | Blindness, 2 rounds | Reflex | 20 | ||
Deadly | Single Creature | High Damange | Blindness, 2 rounds | Reflex | 25 | ||
Eletrical | Minor | 4 creatures, 15 food radius | Low Damange | Reflex | 10 | ||
Average | 5 creatures, 15 foot radius | Moderate Damange | Reflex | 15 | |||
Strong | 6 creatures, 15 foot radius | High Damange | Reflex | 20 | |||
Deadly | 7 creatures. 15 foot radius | Very High Damange | Reflex | 25 | |||
Epic | 7 creatures, 15 foot radius | Extreme Damange | Reflex | 30 |
External links
- Traps on NWNwiki