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1 year ago ::
Feb 28, 2012 - 2:45AM
#11
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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
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- Core Coliseum
- Heroic Dungeon Master
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+100gp for the "High Strength Rating"
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1 year ago ::
Feb 28, 2012 - 7:48AM
#13
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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
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Date Joined:
Jun 23, 2005
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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 rolls, Search 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
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 06, 2012 - 6:31AM
#15
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- Core Coliseum
- Heroic Dungeon Master
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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
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Date Joined:
Jun 23, 2005
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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?
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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9 months ago ::
Sep 01, 2012 - 10:37AM
#17
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Date Joined:
Apr 20, 2008
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I'd like to suggest the following custom trap for approval:
Wing-BladeA 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
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- Core Coliseum
- Heroic Dungeon Master
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That trap looks fine to me and all of the calculations seem to be correct.
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2 months ago ::
Apr 06, 2013 - 7:51AM
#19
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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
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Date Joined:
Jan 20, 2007
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that's my understanding, yes
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