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1 year ago  ::  Feb 28, 2012 - 2:45AM #11
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,087
OK how about this for CR 1 then? EDIT: Changed 1d3+1 to 1d4.

Blue Whinnis Dart Trap
CR 1, Search DC 17, Disable DC 17, +12 to hit, 1d4 piercing, crit x2, Blue Whinnis poison on hit (DC14, 1 con/unconsciousness 1d3h) location trigger, manual reset.

CR:
Base 0
+0 Search DC 17
+0 Disable DC 17
+0 AB 12
+0 average damage 3
+1 Blue Whinnis Poison

Cost:
Base 1000gp
+0gp location trigger
+0 manual reset
-300 Search DC 17
-300 Disable DC 17
+400 AB +12
+120 Blue Whinnis poison
Total: 800 + 120 poison
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1 year ago  ::  Feb 28, 2012 - 4:54AM #12
TelinArtho
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+100gp for the "High Strength Rating"
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1 year ago  ::  Feb 28, 2012 - 7:48AM #13
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,087
Fixed.

What about a trap which attacks more than once? I was thinking that if the average damage was the same, it would be as if you'd put all the damage on the one attack (it would be more reliable, but less devastating). Example: Fusillade of Darts. I was thinking of making a Set Trap character is all.

Something like:
Whirling Chain Trap
CR 1, Search/Disable DC 20, two attacks: +10 to hit, 2d4 piercing, crit x2. Location trigger, manual reset.
Cost: 1000gp
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1 year ago  ::  Mar 05, 2012 - 10:36PM #14
Vathelokai
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Date Joined: Jun 23, 2005
Posts: 809
For consideration:

daze trap [cascading yawn]
magical trap, CR 1
search 25, disable 25 
will DC 10 negates
humanoid of 4 HD or less cannot take actions for 1 round 
no reset 
45 gp (free and 2 xp if self crafted)
Spell: 50gp * CL1 * SL 0.5 = 25gp
XP: 4xp * CL1 * SL 0.5 * 5gp = 10gp
Trigger: 10gp * CL1 * SL1 = 10gp

flare trap [sparkler]
magical trap, CR 1
search 25, disable 25
fort DC 10 negates
creature takes -1 penalty on attack rollsSearch checks, and Spot checks for 10 rounds
no reset
45 gp (free and 2 xp if self crafted)
Spell: 50gp * CL1 * SL 0.5 = 25gp
XP: 4xp * CL1 * SL 0.5 * 5gp = 10gp
Trigger: 10gp * CL1 * SL1 = 10gp

lullaby trap [music box]
magical trap, CR 1
search 25, disable 25
will DC 10 negates
-5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects for 1 round
45 gp (free and 2 xp if self crafted)
Spell: 50gp * CL1 * SL 0.5 = 25gp
XP: 4xp * CL1 * SL 0.5 * 5gp = 10gp
Trigger: 10gp * CL1 * SL1 = 10gp
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1 year ago  ::  Mar 06, 2012 - 6:31AM #15
TelinArtho
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I think you've got the pricing wrong there - though it would depend on if the character is making the trap himself or not.

If the trap-user is having it made for him:

50gp * CL1 * SL 0.5 = 25gp
4xp * CL1 * SL 0.5 * 5gp/xp = 10gp

plus the cost of the alarm spell

10gp * CL1 * SL1 = 10gp

For a total of 45gp

If you are crafting it yourself, you don't pay the alarm spell cost and you can drop the XP portion. So you'd pay half of the remaining - so 12.5gp all told.
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1 year ago  ::  Mar 07, 2012 - 8:10PM #16
Vathelokai
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Date Joined: Jun 23, 2005
Posts: 809
edited the above post.  One counter to the cost of spell traps...

SRD:Traps:Designing a Trap:Spell Trap Cost

A spell trap has a cost only if the builder must hire an NPC spellcaster to cast it.



Am I missing something? 

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9 months ago  ::  Sep 01, 2012 - 10:37AM #17
voxthunder
Date Joined: Apr 20, 2008
Posts: 318
I'd like to suggest the following custom trap for approval:

Wing-Blade

A Colossal Kukri swings out of the floor to stab the intruder, then retracts back into the floor.

CR 1, Search DC17, Disable DC17, +10 to hit, 3d6 damage, crit 18-20/x2. Location trigger, automatic reset
Cost: 900gp

CR Calculation Show

CR0 as a base as a non-magical trap
+0 (Search DC within 16-24)
+0 (Disable Device DC within 16-24)
+0 (Attack bonus within 6-14)
+1 (Average damage is 9.5 (+1/7 points average damage, round as normal))
No other features

Total CR = 1


Cost Calculation Show

1000gp base cost
0gp (location trigger type)
500gp (automatic reset)
0gp (no additional bypass)
-300gp (Search DC17, -100gp per point below DC20)
-300gp (Disable DC17, -100gp per point below DC20)
0gp (+10 attack bonus, +100gp per point above +10)
0gp (+0 damage bonus, +100gp per point)
No other features

Total Cost = 900gp
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9 months ago  ::  Sep 04, 2012 - 10:11AM #18
TelinArtho
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That trap looks fine to me and all of the calculations seem to be correct.
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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2 months ago  ::  Apr 06, 2013 - 7:51AM #19
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,087
If a trap has no reset, does that mean you need to buy/craft a new one each time the trap is triggered?
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2 months ago  ::  Apr 06, 2013 - 10:18AM #20
Eluria
Date Joined: Jan 20, 2007
Posts: 3,161
that's my understanding, yes
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