Difference between revisions of "Traps"
Foxwarrior (Talk | contribs) (Created page with "'''Creating Triggers and Traps:''' Triggers and traps are items, and are created as such. === Trap Triggers === ==== Statistics ==== '''Detection Method:'...") |
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'''Cost:''' The amount of copper the trigger is worth. By doubling the price and making a DC 12 [[Legerdemain]] check, you can give the trigger +2 Stealth. | '''Cost:''' The amount of copper the trigger is worth. By doubling the price and making a DC 12 [[Legerdemain]] check, you can give the trigger +2 Stealth. | ||
+ | |||
+ | '''Disarm:''' The [[Items]] check DC to break the trigger without triggering it, with 3 rounds of [[concentration]]. +2 to the DC brings it down to 2 rounds, or +5 to the DC brings it down to 1 round. +3 to the DC disables the trigger without breaking it. | ||
==== Trigger List ==== | ==== Trigger List ==== | ||
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:Detection Method: The pressure plate is set to a specific weight. When a creature or object weighing at least that much is placed upon it, it triggers. | :Detection Method: The pressure plate is set to a specific weight. When a creature or object weighing at least that much is placed upon it, it triggers. | ||
:Stealth: 3 | :Stealth: 3 | ||
+ | :Disarm: 3 | ||
:Cost: 200 [[copper]] | :Cost: 200 [[copper]] | ||
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:Detection Method: The tripwire is pulled by creatures moving past it. When the creature starts to move past it, it can attempt a DC 9 [[Acrobatics]] check as an [[immediate action]] to pull back before the tripwire is tripped. | :Detection Method: The tripwire is pulled by creatures moving past it. When the creature starts to move past it, it can attempt a DC 9 [[Acrobatics]] check as an [[immediate action]] to pull back before the tripwire is tripped. | ||
:Stealth: 2 | :Stealth: 2 | ||
+ | :Disarm: 4 | ||
:Cost: 5 [[copper]] | :Cost: 5 [[copper]] | ||
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:Detection Method: The lever is intentionally pulled, as a [[standard action]]. | :Detection Method: The lever is intentionally pulled, as a [[standard action]]. | ||
:Stealth: 0 | :Stealth: 0 | ||
+ | :Disarm: 4 | ||
:Cost: 5 [[copper]]. | :Cost: 5 [[copper]]. | ||
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:Detection Method: A creature reads and understands the Glyph. | :Detection Method: A creature reads and understands the Glyph. | ||
:Stealth: 4 or less, determined upon creation. Detecting the glyph involves reading it. | :Stealth: 4 or less, determined upon creation. Detecting the glyph involves reading it. | ||
+ | :Disarm: 2 | ||
:Cost: 500 [[copper]]. Creation fails unless the creator has an implanted [[purple gem]] and succeeds on a DC 8 [[Arcana]] check. | :Cost: 500 [[copper]]. Creation fails unless the creator has an implanted [[purple gem]] and succeeds on a DC 8 [[Arcana]] check. | ||
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'''Cost:''' The amount of copper the trap is worth. By doubling the price and making a DC 8 [[Legerdemain]] check, you can give the trap +2 Stealth. By doubling the price, you can give the trap +3 to attack bonusl; this bonus may be obtained any number of times. | '''Cost:''' The amount of copper the trap is worth. By doubling the price and making a DC 8 [[Legerdemain]] check, you can give the trap +2 Stealth. By doubling the price, you can give the trap +3 to attack bonusl; this bonus may be obtained any number of times. | ||
+ | |||
+ | '''Disarm:''' The [[Items]] check DC to break the trap without triggering it, with 3 rounds of [[concentration]]. +2 to the DC brings it down to 2 rounds, or +5 to the DC brings it down to 1 round. +3 to the DC disables the trap without breaking it. | ||
==== Trap List ==== | ==== Trap List ==== | ||
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'''Trapdoor:''' This opens to drop victims into a hazard below, then closes again after 1 round. | '''Trapdoor:''' This opens to drop victims into a hazard below, then closes again after 1 round. | ||
:Stealth: 2 | :Stealth: 2 | ||
+ | :Disarm: 5 | ||
:Cost: 100 [[copper]] per square meter | :Cost: 100 [[copper]] per square meter | ||
'''Concealed Spikes:''' These spikes suddenly spring forward, making a 1 meter reach melee attack with an attack bonus of +2 for 1d6+2 Physical damage. The spikes retract after 1 round. Spikes can be coated with [[poison and disease|poison or disease]]. | '''Concealed Spikes:''' These spikes suddenly spring forward, making a 1 meter reach melee attack with an attack bonus of +2 for 1d6+2 Physical damage. The spikes retract after 1 round. Spikes can be coated with [[poison and disease|poison or disease]]. | ||
:Stealth: 1 | :Stealth: 1 | ||
+ | :Disarm: 4 | ||
:Cost: 100 [[copper]] | :Cost: 100 [[copper]] | ||
'''Springloaded Weapon:''' A weapon is set to attack the nearest creature in a specific line, with an attack bonus of +1. The weapon rearms after 1 round. | '''Springloaded Weapon:''' A weapon is set to attack the nearest creature in a specific line, with an attack bonus of +1. The weapon rearms after 1 round. | ||
:Stealth: 1 | :Stealth: 1 | ||
+ | :Disarm: 3 | ||
:Cost: 100 [[copper]], plus weapon. | :Cost: 100 [[copper]], plus weapon. | ||
'''Springloaded Wand:''' A wand is set to cast a spell on the nearest target(s) in specific line(s), with an attack bonus of +1, if relevant. | '''Springloaded Wand:''' A wand is set to cast a spell on the nearest target(s) in specific line(s), with an attack bonus of +1, if relevant. | ||
:Stealth: 1 | :Stealth: 1 | ||
+ | :Disarm: 3 | ||
:Cost: 500 [[copper]], plus wand with gem. Creation fails unless the creator succeeds on a DC 8 [[Arcana]] check. | :Cost: 500 [[copper]], plus wand with gem. Creation fails unless the creator succeeds on a DC 8 [[Arcana]] check. | ||
'''Crusher:''' The ceiling falls down, making an attack with a +2 bonus for 1d6+4 Physical damage against each creature and unattended object in the area. Targets more than 1 meter from the edge are hit automatically. It takes 5 rounds to lift all the way up again. | '''Crusher:''' The ceiling falls down, making an attack with a +2 bonus for 1d6+4 Physical damage against each creature and unattended object in the area. Targets more than 1 meter from the edge are hit automatically. It takes 5 rounds to lift all the way up again. | ||
:Stealth: 2 | :Stealth: 2 | ||
+ | :Disarm: 7 | ||
:Cost: 500 [[copper]] per square meter. | :Cost: 500 [[copper]] per square meter. | ||
'''Snare:''' A rope grabs the centermost creature in a 1 meter space if it hits them with an attack against [[GD]] using an attack bonus of +3. Upon successfully grabbing the creature, the creature is hoisted into the air and [[paralyzed]]. The rope has 1 HP and 5 Toughness. | '''Snare:''' A rope grabs the centermost creature in a 1 meter space if it hits them with an attack against [[GD]] using an attack bonus of +3. Upon successfully grabbing the creature, the creature is hoisted into the air and [[paralyzed]]. The rope has 1 HP and 5 Toughness. | ||
:Stealth: 1 | :Stealth: 1 | ||
+ | :Disarm: 1 | ||
:Cost: 1 [[copper]] per kilogram of lifting capacity. 1 [[copper]] per meter of lifting distance. | :Cost: 1 [[copper]] per kilogram of lifting capacity. 1 [[copper]] per meter of lifting distance. | ||
+ | |||
+ | '''Gas Sprayer:''' A container of gaseous [[poison and disease|poison or disease]] is set to break, releasing a cloud of gas. | ||
+ | :Stealth: 2 | ||
+ | :Disarm: 3 | ||
+ | :Cost: 100 [[copper]], plus poison or disease. | ||
=== Trap Monsters === | === Trap Monsters === |
Revision as of 17:12, 15 June 2013
Creating Triggers and Traps: Triggers and traps are items, and are created as such.
Contents
Trap Triggers
Statistics
Detection Method: How the trigger detects a victim.
Stealth: How well the trigger is hidden. Triggers roll two Sneak checks per minute, and get the results for the entire minute.
Cost: The amount of copper the trigger is worth. By doubling the price and making a DC 12 Legerdemain check, you can give the trigger +2 Stealth.
Disarm: The Items check DC to break the trigger without triggering it, with 3 rounds of concentration. +2 to the DC brings it down to 2 rounds, or +5 to the DC brings it down to 1 round. +3 to the DC disables the trigger without breaking it.
Trigger List
Pressure Plate:
- Detection Method: The pressure plate is set to a specific weight. When a creature or object weighing at least that much is placed upon it, it triggers.
- Stealth: 3
- Disarm: 3
- Cost: 200 copper
Tripwire: Once a tripwire is tripped, it is broken.
- Detection Method: The tripwire is pulled by creatures moving past it. When the creature starts to move past it, it can attempt a DC 9 Acrobatics check as an immediate action to pull back before the tripwire is tripped.
- Stealth: 2
- Disarm: 4
- Cost: 5 copper
Lever:
- Detection Method: The lever is intentionally pulled, as a standard action.
- Stealth: 0
- Disarm: 4
- Cost: 5 copper.
Glyph:
- Detection Method: A creature reads and understands the Glyph.
- Stealth: 4 or less, determined upon creation. Detecting the glyph involves reading it.
- Disarm: 2
- Cost: 500 copper. Creation fails unless the creator has an implanted purple gem and succeeds on a DC 8 Arcana check.
Trap Effects
Statistics
Stealth: How well the trap is hidden. Traps roll two Sneak checks per minute, and get the results for the entire minute.
Cost: The amount of copper the trap is worth. By doubling the price and making a DC 8 Legerdemain check, you can give the trap +2 Stealth. By doubling the price, you can give the trap +3 to attack bonusl; this bonus may be obtained any number of times.
Disarm: The Items check DC to break the trap without triggering it, with 3 rounds of concentration. +2 to the DC brings it down to 2 rounds, or +5 to the DC brings it down to 1 round. +3 to the DC disables the trap without breaking it.
Trap List
Trapdoor: This opens to drop victims into a hazard below, then closes again after 1 round.
- Stealth: 2
- Disarm: 5
- Cost: 100 copper per square meter
Concealed Spikes: These spikes suddenly spring forward, making a 1 meter reach melee attack with an attack bonus of +2 for 1d6+2 Physical damage. The spikes retract after 1 round. Spikes can be coated with poison or disease.
- Stealth: 1
- Disarm: 4
- Cost: 100 copper
Springloaded Weapon: A weapon is set to attack the nearest creature in a specific line, with an attack bonus of +1. The weapon rearms after 1 round.
- Stealth: 1
- Disarm: 3
- Cost: 100 copper, plus weapon.
Springloaded Wand: A wand is set to cast a spell on the nearest target(s) in specific line(s), with an attack bonus of +1, if relevant.
- Stealth: 1
- Disarm: 3
- Cost: 500 copper, plus wand with gem. Creation fails unless the creator succeeds on a DC 8 Arcana check.
Crusher: The ceiling falls down, making an attack with a +2 bonus for 1d6+4 Physical damage against each creature and unattended object in the area. Targets more than 1 meter from the edge are hit automatically. It takes 5 rounds to lift all the way up again.
- Stealth: 2
- Disarm: 7
- Cost: 500 copper per square meter.
Snare: A rope grabs the centermost creature in a 1 meter space if it hits them with an attack against GD using an attack bonus of +3. Upon successfully grabbing the creature, the creature is hoisted into the air and paralyzed. The rope has 1 HP and 5 Toughness.
- Stealth: 1
- Disarm: 1
- Cost: 1 copper per kilogram of lifting capacity. 1 copper per meter of lifting distance.
Gas Sprayer: A container of gaseous poison or disease is set to break, releasing a cloud of gas.
- Stealth: 2
- Disarm: 3
- Cost: 100 copper, plus poison or disease.
Trap Monsters
Some monsters are generally too stationary to function except as traps.
Slaughterpine
A slaughterpine is a majestic evergreen tree, roughly 20 meters in height, with remarkably sharp pine cones, that looks like a more conventional tree as a Poor Disguise. It has no hands.
The slaughterpine is not particularly smart, and can only speak Vine languages.
Slaughterpine Common — 16 points
| |
AD 1 GD 2 Will 1 HP 3 Toughness 5 | |
Muscle 2 Accuracy 1 Save DC 5 Magic Power 0 | |
Stealth 1 Perception 1 Agility -2 | |
Descriptors [ Blooded ], [ Living ] | |
Movement None, and it can't gain any. | |
Size 1 meter Reach 1 meter | |
Carrying Capacity 40 kilograms Weight 6000 Kilograms | |
Basic Specialties Stubborn, Offensive, Well-Rounded, Brutal, Sturdy | |
Extras Strong |
The slaughterpine has a ranged Muscle-Damage Pine Cone Fling weapon, which deals 1d6+3 Physical damage (Muscle included) and has a range of 80m/240m. If a creature is knocked unconscious by the slaughterpine's pine cone, the pine cone immediately begins to sprout from their body, dealing 1d6+3 Physical damage (Muscle included) to the creature each turn: after 1 week, the pine cone has grown into a full slaughterpine tree. While in sprout form, pine cones have 1 HP, 5 AD, and 5 Toughness.
Advancement
If the slaughterpine is given either of the following advancements, it becomes Elite tier.
Ultrafast Sprouts (5 points): The slaughterpine gains an Advanced Specialty, and its Pine cones only take 4 rounds to grow into full (unadvanced) slaughterpine trees.
Wise Tree (5 points): The slaughterpine gains a longer, Heavy pine cone flinging attack which deals 1d6+3 Physical damage (Muscle included) and has a range of 140m/420m. The slaughterpine can learn to speak, and gains an Advanced Specialty.