| Post/Author/DateTime | Post |
|---|---|
| Ravens Claw01-06-04, 06:52 AM | I would like your views guys but first... In the Splat Book Song and Silence it provides a lot of mechanics for trap making, but what about pre built traps e.g. cages and bear traps or other similar traps that are re usable. A Bear Trap is re usable and is capable of snaring a person especially at night or in a combat situation when their attention is elsewhere. A theoretical design Bear Trap Cost 50gp Affects Small/Medium/Large - Other sizes immune Damage D8 + 2 (strength) Critical (D8 + 2) X 2 Base Attack Bonus +2 Snared Person has movement halved and limited to 5ft from snare. No Armour Bonus/Deflection Bonus/Dex Bonus Persons wearing boots get +2 to AC Disarm Trap DC 8 Search DC 5 or Trapmaking Skill Strength Check DC 14 or Escape Artist DC 14 What do you think... or if you have other ideas please post them. Cheers |
| sandskimmer01-06-04, 12:51 PM | Looks good but the DC should be lots higher... A puny black bear with a str of 19 would have no problem escaping with a 14 DC. A good bear trap should be able to hold a polar bear fast and tight - they have a str of 27. I'd make the DC 25. |
| Angrymartian01-06-04, 10:21 PM | Yes a nasty invention indeed. How does it fare against higher level targets though, would it become obsolete? |
| Ravens Claw01-07-04, 03:32 AM | Here in lies a problem. Game Mechanics vs Real Life; and trying to maintain the integrity of both. In real life if a limb is snared, death is not likely at least immediately. If a person or animal were snared around the neck different story of course. A trap such as this should have a strength bonus (i.e. the +2), but this wa just a shot in the dark. The trap owner also needs to be able to open and close it themself. Cost and damage also need to be factors (for game mechanics). A trap that e.g. costs 50 gp should not be able to do 4D6 + 12 damage. A possible adjustment is any creature of animal intelligence cannot apply their strength bonus to break free. The reason for this post has to do with encounters in the wilderness whilst in camp. A charging orc would be quite upset should he step on a bear trap. Some extra defence while in camp would be a good idea. Cheers |
| Kaston01-07-04, 12:26 PM | Races of Faerun has a Footsaw trap: Search check DC 15 to find when hidden, Disable Device DC 15. Anyone who walks over it triggers it: it makes a melee touch attack with a +8 bonus. If successful, it deals 1d6 points of damage. A victim caught can move at half speed unless it is chained or staked down- if it is, the victim must break it loose to move. It deals 1d4 damage each round the victim takes an action involving movement. It takes a DC 25 Strength check or a DC 30 Escape Artist check for a victim to free himself. Failure means the victim takes 1d4 points of damage and is still trapped. CR 2, Craft (trapmaking) DC 20, 700 gp. |
| CX31601-07-04, 01:05 PM | and doesn't the sawtooth trap say that it's a SMALL version of the ones used for bears? |
| Kaston01-07-04, 03:12 PM | "This item is similar to others of its kind that are typically designed to trap large animals such as bears or cougars." I suppose that could mean it's smaller. It says ghostwise hin (halfling subrace) use them near campsites when there's enemies in the area. |
| Ravens Claw01-07-04, 08:32 PM | Thanks guys, I don't own that book, but will try to track it down. Cheers |
| Kaston01-08-04, 09:26 AM | Glad to help. A lot of FR books are kind of... off, but they've been getting better: Races of Faerun and Underdark are both great books. |