Trapmaking? [Archive] - Wizards Community

Post/Author/DateTimePost
Harper7

04-27-08, 03:31 AM
Anybody have any ideas for Craft(Trapmaking) being useful for an adventurer? I know the official rules are something like (1000gp and 1 week of creation for each 2d6 damage) which, if true, is not very worthwhile for an adventuring pc.

Also, I've heard of 1/2 cr booby traps? Anybody know anything?
changing-winds11

04-27-08, 03:43 AM
Actually, the Dungeon Master's Guide has an entire section on Trap Making. The 1000 GP per 2d6 points of dmg thing doesn't ring any sort of bells whatsoever to me either.

Additionally, some spells scattered throughout the 3.5 d&d books specifically detail how they work as traps. (Though not very many of them.)

As to how it could be useful to adventurers: If you get a strong hold, you can set traps in your treasure room, or anywhere else that you don't want people getting into.

For a more every-day use to traps: WIZARD + Spell Book = For The Win. I can't remember who, but I think Logic Ninja had a guide somewhere that gave additional ideas for trapping your spell book.

Also, hell, whenever the party rests in a dungeon - assuming you don't just use rope trick - you can put up simple traps like, 2 Pitans (Sp?) and a piece of rope or string as a simple trip-wire. With some creativity - along with DM approval - you can probably rig something like those cheesy Log from the Tree traps that you see in all of those movies; this is, of course, into addition to casting the Alarm series of spells.
Fireclave

04-27-08, 03:50 AM
Pretty much, Craft (Trapmaking) is only useful if the action comes to you. If you are building a stronghold, especially if you are using the Stronghold Builder's Guide, trapmaking can be a useful skill. It might also be of some use in a war campaign of some sort where you have some time to build fortifications. Though mobile adventurers might be able to get clever with Fabricate and a Bag O' Holding full of raw materials.

Not sure what book booby traps are detailed in. I think it's Races of the Dragon, but it might be the Complete Scoundrel or Complete Adventurer.
Rominova

04-27-08, 04:08 AM
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Not sure what book booby traps are detailed in. I think it's Races of the Dragon, but it might be the Complete Scoundrel or Complete Adventurer.

There is a prestige class in Compleate Scoundrel that allows you to make traps as a full round action that provokes an attack of opportunity, these traps last for one hour as they are built so quickly and crudely. That might be what you are thinking about.
Harper7

04-27-08, 04:13 AM
Here's what I was hoping for.

A rogue is in a warehouse, where he knows enemies will enter after x amount of time. He has craft(trapmaking) and trapmaking tools. Can he rig up crossbow/spear/alchemists fire/falling crates or barrels/whatever traps that require spot or search to locate? In a matter of minutes/hours? I think that would be realistic enough for a dm to allow, I just don't know how to go about it.
Harper7

04-27-08, 04:16 AM
I'm not necessarily looking for official stuff, personal opinions are helpful too.

Thanks for your input.
Fireclave

04-27-08, 12:09 PM
There is a prestige class in Compleate Scoundrel that allows you to make traps as a full round action that provokes an attack of opportunity, these traps last for one hour as they are built so quickly and crudely. That might be what you are thinking about.
No, I was pretty sure there were variant rules for booby traps, and I think a spell for creating them instantly. Though I very well be misremembering.

Here's what I was hoping for.

A rogue is in a warehouse, where he knows enemies will enter after x amount of time. He has craft(trapmaking) and trapmaking tools. Can he rig up crossbow/spear/alchemists fire/falling crates or barrels/whatever traps that require spot or search to locate? In a matter of minutes/hours? I think that would be realistic enough for a dm to allow, I just don't know how to go about it.
The Combat Trapsmith in the CS might be what you're looking for, but I'm not too familiar with the class.

You might also want to take a cue from NWN and discuss with your DM a variant that would allow you to make "trap kits;" pre-built traps that only take a few minutes to set up. I'm not sure if any such variant rules already exist for it, but it probably wouldn't be too hard to come up with something reasonable.
Essex

04-27-08, 01:49 PM
Page 41 of the DMGII has rules for CR 1/2 traps. They can be set up in 1 minute (1 round if you increase the DC) and can be made from scrounged materials if you can take 10 minutes to make a Survival check (or you can just spend gold to buy the materials). CR 1/2 traps include alarms, spikes, and tripwires.