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Tuesday 7 October 2014

Thief Traps

 Thief Traps have a negative beside them. Two traps a level can be learned. Thief must roll % to make trap.
May try again, but next failure sets off trap on himself.
-Notes Pit Trap inconsistent with pit traps.
-Why not make snares only? They are fast and very effective.  No auto damage. Auto damage is also inconsistent with traps.
-Think of it.

Build Snares & Traps. These constructions will catch game or enemies. The hunter can construct any of the following in the times shown below and with the noted effects on any victim:

Snare: 30 minutes; save vs. DEATH or victim killed. (-75%)
Deadfall: 1 hour; 4d6 damage. (-25%)
Heavy Deadfall: 2 hours; save vs. DEATH or victim killed; 6d6 damage if save made. (-60%)
Pit Trap: 4 hours; save vs. DEATH to avoid unconsciousness for 1 hour, 1d6 damage + 1d6/stake placed by hunter up to 10, with d10 roll by victim to determine how many stakes are effective; no escape, or at least 1 minute required to get out of pit (DM determination).
Spring Trap: 15 minutes; 4d4 damage; successful ‘to hit’ roll must be made by trap against victim’s armor class to inflict damage, but no dexterity bonuses allowed (because the trap is a surprise).

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