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1 year ago ::
Mar 02, 2012 - 8:32AM
#11
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- Core Coliseum
- Heroic Dungeon Master
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I'll give this a tentative yes, but that it still has to make all of the features of a magical trap.
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1 year ago ::
Mar 03, 2012 - 2:28PM
#12
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Date Joined:
Jun 23, 2005
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So here's some outlier psionic traps for consideration:
attraction/aversion: could cause a preference for melee or ranged combat, an aversion to potions, etc. Would have crazy implications on tactics. Targeted play could still act normally, but takes -2 on rolls
feat leach: target loses one feat that has no prereqs. Would need some sort of house ruling to the effect that the person who loses the feat can still uses other feats (eg, trap steals 'dodge', but fighter can still spring attack).
time hop: target appears in the arena on round 5 of the fight.
For triggers, 'alarm' is the default magic trap trigger spell. would the psionic equivalent be empathy (ie, detect mind)? Triggers can also be customized with detect spells (eg, dismissal triggered by detect evil). Could 'detect psionics' be used so that the trap only triggers on on a character with power point reserve (eg, 'mind trap' trap only goes off on psionic characters with pp to target)?
Core Coliseum
Weekly arena fights. 3rd and 4th edition. Why do you resist?My Character RosterPeople over the age of 50 are most likely to experience exploding head syndrome. Women are at a higher rate of experiencing it than men. It has been reported in people as young as 10 years old. Seriously. |
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1 year ago ::
Mar 03, 2012 - 2:46PM
#13
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That sounds cool. One thing though is that Feat Leech only works on Psionic or Metapsionic feats so if you're simply casting the spell from a trap, your mileage may vary.
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1 year ago ::
Mar 03, 2012 - 3:13PM
#14
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Date Joined:
Jun 23, 2005
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The majority of other low level psionic effects are pretty reasonable: sicken, daze, shaken, entangled, energy or untyped damage. For both magic and psionic traps, lv 5 auto kill effects (disintigrate, mind crush) are CR 6, so an ECL 10 character can get them in a trap. Unlikely to be a game winner, but possible. Question about house rules for trap design: rules say... Required Trap Features: Search DC, Disable DC, Reflex DC or Attack Bonus, Reset Type and Trigger Type does this mean that a magic trap must have a reflex save or attack roll in addition to a will save for the spell itself?
SRD example:
Core Coliseum
Weekly arena fights. 3rd and 4th edition. Why do you resist?My Character RosterPeople over the age of 50 are most likely to experience exploding head syndrome. Women are at a higher rate of experiencing it than men. It has been reported in people as young as 10 years old. Seriously. |
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1 year ago ::
Mar 03, 2012 - 4:32PM
#15
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Date Joined:
Jun 23, 2005
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related: would a summon monster trap allow the monster to take one standard action against the target? (eg, a rapid summoner crafts a SM I trap for a scorpion that takes one stab with poison before the fight starts) What about a trip attack, or spell-like? And the obvious follow-up: same for summon astral construct?
Core Coliseum
Weekly arena fights. 3rd and 4th edition. Why do you resist?My Character RosterPeople over the age of 50 are most likely to experience exploding head syndrome. Women are at a higher rate of experiencing it than men. It has been reported in people as young as 10 years old. Seriously. |
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1 year ago ::
Mar 04, 2012 - 9:22AM
#16
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I would have thought that spell-like traps wouldn't require a reflex save (unless of course the spell itself does).
Presumably, if Black Tentacles can attack for one round, so could a summoned creature or Astral Construct. That's probably not actually as good as just shooting an arrow at them or something, though.
Slightly off-topic: If I can prebuff allies contingent on being the attacker (so I use either allies or a trap), can I make other prebuffs or even free actions depend on my attacker/defender status? I can't remember what I had in mind - I think something like e.g. prebuffing with Longstrider to increase my speed and thus my Jump and thus give me a better Outmanouevre score.
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1 year ago ::
Mar 04, 2012 - 7:33PM
#17
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Date Joined:
Aug 24, 2010
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You have to prebuff longstrider long befor the fight (at least 1 hour), and thus you have no idea if you are defender or not. Traps are the only conditional prebuff.
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1 year ago ::
Mar 04, 2012 - 7:48PM
#18
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Date Joined:
Jun 14, 2006
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You have to prebuff longstrider long befor the fight (at least 1 hour), and thus you have no idea if you are defender or not. Traps are the only conditional prebuff.
Not quite; IIRC you can also have allies prebuffed conditional on the trap not being available (i.e. prebuff trap if defender, other ally instead if attacker.)
Ever want to try your hand at optimizing, but don't like excessive splatbook use? Come visit the Core Coliseum today, and give it a try.
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1 year ago ::
Mar 04, 2012 - 7:52PM
#19
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Date Joined:
Aug 24, 2010
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True, but I meant that as the ally is dependant on the trap, so it is still a direct result of the trap not being available. Prebuffing longstrider has nothing to do with traps being possible or not.
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1 year ago ::
Mar 05, 2012 - 6:18AM
#20
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That's what I would have thought, but I figured it bore asking. What if e.g. you wanted to buff an ally? Would you have to do that without knowing whether the ally would join you or not?
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