Trapmaking AKA Un-fucking D&D Traps

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Dominicius
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Trapmaking AKA Un-fucking D&D Traps

Post by Dominicius »

The fact that trapmaking in D&D is all kinds of messed up is not news. I will not waste time listing how it is a pile of ass but instead make an effort to write up a system that can actually see play. So here is what needs to be done:
  • Crafting Feat and Craft (Trapmaking)
  • Level appropriate list of traps
  • Master Trapper PrC
So with that in mind let's go over this from the top. And credit goes to Red Rob for his crafting system.

Craft (Trapmaking)

To craft a trap you must first gather together the base materials. These are appropriate goods with a value equal to half of the standard retail value of the trap to be made. If the base materials are artificially more expensive to buy, then the cost of the materials will increase. If the finished trap is artificially expensive to buy, then the material cost is based on the standard price, not the increased price. Once these have been obtained then you can begin crafting. Each trap has a Craft DC, representing how difficult it is to make, and a base Work Period, which represents the minimum time required to manfuacture it. Once the crafter has been working for one Work Period they make a Craft check (you can take 10 on this check). The result is then compared to the Craft DC to see how long the item will take to craft.

There are two types of traps magical and mechanical. A crafter only trained in the skill of Trapmaking but without the corresponding feat can only craft mechanical traps.

Further, all traps are divided into two more categories: stationary and portable. A portable magical trap, when deployed, will take up one of the eight item slots of the one deploying it. To deploy a magical trap you must have the Trapfinding class feature and one minute of time. If you do not have Trapfinding then you may attempt a Use Magic Device roll equal to the craft DC to ignore the prerequisite. Stationary magical traps do not take up an item slot.

Trapsmith [Skill]
Sometimes you just want to know what it is like to be on the other end of the Dungeon crawl
Craft (Trapmaking)
0: You gain a +3 Insight bonus to Craft checks.
4: You gain the Trafinding class feature if you don't already have it. If you do then the DC of the traps you craft is increased by 2.
9: You are able to make Masterpieces. Your Masterpiece can be a Lesser magical trap with an enchanting time of 1 week.
14: Your Masterpiece Item can now be a Medium magical trap. You are now able to make Lesser magical traps at will, with an enchanting time of 1 day.
19: Your Masterpiece Item can now be a Greater magical trap. You are now able to make Medium magical traps at will, with an enchanting time of 1 week.

Hiding your traps


The search DC to discover a portable mechanical trap is 18 and 23 for a magical one. A stationary trap of any kind gains a +4 bonus to the DC needed to discover it. When deploying your trap you are allowed to increase the deployment time by one minute to make a disguise check, if the result is greater than the base Search DC, you may use it as as the new DC instead. Also, bigger traps are easier to spot but are sometimes necessary if you are expecting a large foe.

Bypassing Traps

All magical traps can be bypassed if you know where it is located and the mental code that corresponds to that particular trap (which must be visualized as you enter the area). The code is usually set by the one who deployed the trap, although the crafter can specifically forge his trap in such a way that the mental code cannot be altered.

With Mechanical traps it is as simple as knowing the location of the trigger mechanism and stepping around it. However, some traps also have a built in off switch usually put in place if the area is expected to have a lot of traffic.

Disarming Traps

After a trap has been uncovered a character can attempt a Disable Device check with a DC equal to the craft DC to prevent it from triggering normally. In case of a magical trap, finding the one who deployed it and making sure that the trap is no longer attuned to him will also disable the trap.

If you pass a Disable Device check by 10 or more you are able to un-attune the trap from the one who deployed it, letting you loot it. Only people with Trapfinding can use Disable Device to disarm magical traps. Attempting to loot a trap that is still attuned will instantly cause it to trigger.
Last edited by Dominicius on Mon Apr 04, 2016 10:02 am, edited 10 times in total.
Dominicius
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Post by Dominicius »

Mechanical Traps

These traps can be forged by someone without the corresponding crafting feat. Most have a base work period of one day. Once a mechanical trap has been sprung it needs to be rearmed manually to be used again.

CRAFT DC CHART
TrapPortable or StationaryDC[/b]
Bear TrapPortable (2 lbs)20
Trip WirePortable (4 lbs)10
Net TrapPortable (5 lbs)15
Gas TrapPortable or Stationary (3 lbs)18
Weapon EmplacementStationary18
Pit TrapStationary10
AlarmPortable (2 lbs) or Stationary10
Environmental TrapStationary25
Explosive TrapPortable (20 lbs)20

Bear Trap
Originally intended for hunting, a bear trap can be effectively used against the occasional careless humanoid.
Creation: To create a bear trap you need 20 gold worth of materials.
Effect: A target no more than one size category bigger than the intended target that moves over a bear trap takes 1d4 piercing damage and stops its movement. At the beginning of each turn the target may try to break free of the trap which requires a DC 16 Fort save. A success breaks the target free while a failure means that it can't move out of the square with the trap and takes another 1d4 piercing damage.

Trip Wire
A simple rope or similar mechanism placed with the intent of making the target fall on its face. While not particularly fancy or intricate it gets the job done.
Creation: Some rope and clever thinking.
Effect: A target no more than one size category bigger than the intended target that moves over a trip wire must make a DC 16 Reflex save or become prone.

Net Trap
Nothing beats catching somebody under a heavy net.
Creation: A net, some rope and clever thinking.
Effect: A target no more than one size category bigger than the intended target that triggers a net trap must make a DC 16 Reflex save or become entangled, after which only destroying the net itself will free the target. Said net can also be anchored to a solid surface to prevent movements.

Gas Trap
A popular trap among jesters who like to fill it up with the stink of rotting eggs.
Creation: Base materials worth 40 gp. Gas not included.
Effect: A specially designed trap to fill a 10-ft cure around it with gas when triggered. The exact nature of said gas is up to the crafted though it can be anything from smoke, toxins or airborne disease.

Weapon Emplacement
Most mechanical traps will fall under this category. Be it a giant hammer that comes crashing down from the ceiling, blades popping up from the floor or a bolt flying at you from a hole in the wall.
Creation: 100 gold worth of materials plus the weapon to be used.
Effect: Once triggered the trap will attack the target using pure mechanical force with the chosen weapon. It makes an attack roll with a +4 bonus to hit and always takes 10. Keep in mind that the unfortunate target will most likely be flat-footed when this trap is sprung.

Pit Trap
A classic. Killing people via long drops is never going out of style.
Creation: Free! However if you make are making a pit deeper than 20 feet the work period is increased to 1 week.
Effect: A carefully concealed hole usually 10-ft in diameter. A target that steps over the fragile covers will be forced to make a DC 16 Reflex save or start falling and potentially experience a very painful landing. Most people like putting spikes at the bottom of the pit, some enterprising trap makers take it a step further and put another trap on the bottom as a way of adding insult to injury.

Alarm
A bunch of bells and other noisy things can be just as deadly for an infiltrator as a hidden crossbow.
Creation: 5 gp worth of materials.
Effect When triggered this trap will emit a loud noise, easily heard by anyone within 100 foot radius. Walls and strong winds will naturally reduce the distance by which the sound travels

Environmental Trap
The most complex trap but also potentially the most deadly.
Creation: 500 gold worth of materials as well as access to the hazard you wish to mimic.
Effect: You manipulate the environment via an intricate mechanism. Once triggered such a trap can cause a chamber to fill up with water to drown enemies or lava to burn them alive. With this kinda of trap you will generally be able to mimic a natural hazard so peek in the DMG for details.

Explosive Trap
You know what they say about red barrels.
Creation: 150 gp worth of materials and the alchemical ingredient to make gunpowder.
Effect: You create a small sized container filled with explosive substance. Upon detonation it deals 3d6 fire damage to everything within a 10 ft radius, allowing a Ref save for half damage (DC 16). The trap can be triggered by dealing at least one point of fire damage to the container, manually via fuse or by setting a trigger in place.


Magical Traps

Magical traps can be either portable or stationary. Unlike mechanical traps, a magical trap will have a number of charges before it needs to be manually rearmed. More powerful traps will require wish economy goods to create but can have a devastating effect when they fire. These lists are by no means extensive and DM should feel free to come up with new traps as needed. Magical traps have a base work period of one day.
The save DC for magical traps is 10+ 1/2 Character level of the crafter + Int modifier unless specified otherwise. A magical trap can trigger only once per round.

Lesser Traps
TrapChargesDC[/b]
Spell Trap, Lesser922
Push Trap1520
Hunger Trap1024
Elemental Trap, Lesser1525
Essence Trap, Lesser1025
Phantom Weight Trap622
Scanner Trap825
Aversion Trap827
Force Trap5025

Lesser traps costs 500 gold in materials to manufacture and twice that much to purchase. Four lesser traps can be traded for a single lesser item.

Lesser Spell Trap
An all purpose trap that replicates the effect of a spell of levels 0 to 3.
Creation: A scroll of the spell to be imbued into the trap plus the necessary gold.
Effect: Once triggered the trap replicates the effect of the spell upon the target that triggered it. If the spell has an area of effect consider the target to be at the center of the effect. The saving throw is equal to 10+Level of the spell+Intelligence modifier of the crafter and Caster level is equal to his ranks in Craft (Trapmaking) minus 3 (minimum 1).
Depending on the level of the spell a certain number of charges are expanded when the trap fires, so a level 3 spell will consume 3 charger. A level 0 spell will still consume 1 charge.

Push Trap
A trap to push people in the direction of your choice, be it off a cliff or into another trap. The possibilities are endless.
Effect: A target stepping on a Push trap is allowed a Fortitude Save or be pushed up to 50 feet in a set direction, decided by the maker of the trap. If the target collides with an obstacle then it takes 3d6 bludgeoning damage and stops moving, if that object is a creature then both take the damage.

Hunger Trap
A trap that can cause supernatural hunger in the victim while turning their bodies upon themselves.
Effect: A target that comes within 20 feet of this trap must make a Fortitude Save or instantly resolve the effects of going without food and water for a full week.

Lesser Elemental Trap
A trap that blasts your foe with either Fire, Cold, Acid or Electricity.
Effect: A target that comes within 20 feet of this trap takes xd6 elemental damage of the chosen type (Reflex half), where X is the makers craft (trapmaking) ranks minus 3 (minimum 1).

Lesser Essence Trap
When triggered this trap rips out part of the mental or physical essence of the target.
Effect: A target that comes within 10 feet of this trap must make a Fortitude Save (if physical) or Will Save (if mental). Failure means the target takes 2 damage to all physical or mental ability scores.

Phantom Weight Trap
Targets afflicted by this trap begin moving sluggishly as if carrying a tremendous load on their bodies.
Effect: A target that comes within 20 feet of this trap must make a Will save or it will believe that it is carrying a heavy load even though there might be nothing there. This conditions also prevents the target from running, makes the target more susceptible to fatigue and prevents restful sleep. The effects of the trap last two days.

Scanner Trap
This particular trap is not meant to actually harm the target, rather it is a clever way to gather information about whoever it is that invaded your laid.
Effect: When a target comes within 10 feet of this trap it must make a Will Save. On a failure the one who deployed the trap instantly becomes aware of the targets the name, age, sex, race, approximate appearance, CR and number of attuned magical items they posses. Even targets that pass their save are still recorded by the trap as having passed however the one who deployed it does not gain any additional information.

Aversion Trap
A subtle deterrent that keeps foes away by having them do something else.
Effect: A target that comes withing 20 feet of this trap must make a will save or fall prey to a powerful aversion decided by the one who deployed the trap. This does not reveal the trap. The aversion can be to a person, a place, an action or sensation. In either case the effected individual will do his best to avoid the subject without suspecting any particular outside influence. The effect lasts for one day.

Force Trap
A trap that will continuously bombard a foes with a volley of magic missiles.
Effect: A target that comes within 30 feet of this trap will take 1d4+1 force damage. Unlike other traps this one will fire each time the target moves to a new square within its trigger radius.

Moderate Traps
TrapChargesDC[/b]
Spell Trap1827
Eyeblight Trap530
Murderous Urge Trap532
Elemental Trap1020
Essence Trap1032
Amnesia Trap530
Thieving Trap132
Voodoo Trap132
Swallowing Trap428

Moderate traps costs 4000 gold worth of wish economy goods to manufacture and twice that much to purchase. Two moderate traps can be traded for a moderate item.

Spell Trap
Effect: As lesser spell trap but can be armed with spells level 4 to 6.

Eyeblight Trap
Magic is a common crutch for dealing with traps which has forced many trap makers to get creative...
Effect: Unlike other traps, this one is triggered when it is spotted by magical means of perception. When this occurs the victim must make a Fortitude save or be rendered blind permanently and take 10d6 fire damage.

Murderous Urge Trap
Turning your foes upon themselves is gruesome practice, which is why it best practiced via the proxy of trapmaking.
Effect: A target that comes within 10 feet of this trap must make a Will save or be overcome by an overwhelming desire to harm itself. It does so to the best of its ability either by trying to full attack itself or using the environment if something more deadly is present. The effect lasts for one turn.

Elemental Trap
Effect: As lesser elemental trap but the energy is released in the form of a ball of energy with a 20-ft radius spread with the target at the center.

Essence Trap
Effect: As lesser essence trap but the target takes 4 damage to ability scores on a failed save.

Amnesia Trap
While not as deadly as some other traps, this lead many an unprepared adventurer to ruin.
Effect: A target that comes within 15 feet of this trap must make a Will Save. Failure means that they are teleported 500 feet in a random direction horizontally and then forget everything that happened to them within the last 48 hours.

Thieving Trap
Originally crafted by jesters as a way to leave the victim without their pants, this trap has been later improved by industrious rogues for much more profitable endeavors.
Effect: A target that comes within 10 feet of this trap must make a Reflex Save. Failure means that the trap takes one of their attuned magic items on their person (going for the most powerful one) and teleports it to the one who deployed the trap. This effect then repeats until the target either has no more items to take or he finally passes the Reflex Save.

Voodoo Trap
A trap inspired by the practices of ancient swamp priests.
Effect: A target that comes within 10 feet must make a Fortitude Save. Failure means that a corresponding puppet held by the one who deployed the trap becomes linked to their life force for a brief period of time. For one minute any damage dealt to the puppet is transferred to the victim instead unless he or she is on another plane.

Swallowing Trap
A trap that is quite literally hungry for its victims.
Effect: A target that comes within 10-ft of this trap must make a Reflex Save. Failure means they are teleported into a pocket dimension consisting of nothing but a stomach. No matter how big or small victim, the stomach will always tightly envelop it, leaving very little space to move. The target is considered to be grappled and must deal 40 piercing or slashing damage to the surrounding tissue to escape. If that happens the target is teleported back to its previous location just outside the trigger radius of the trap. At the start of each turn the target takes 2d6 acid damage and 2d6 bludgeoning damage from the muscular grinding of the stomach as it is being digested. The trap does not damage any items the target might have and they can later be retrieved by disarming the trap.

Greater Trap
TrapChargesDC[/b]
Spell Trap, Greater2735
Sphere of Annihilation340
Elemental Trap, Greater1037
Essence Trap, Greater1038
Storm TrapInfinite40
Transmutation Trap535
Dimensional Exile Trap535
True Immovability Trap336
Spell Eater Trap2736

Greater traps costs 15000 gold worth of wish economy goods to manufacture and twice that much to purchase. A single greater trap can be traded for a greater item.

Greater Spell Trap
Effect: As lesser spell trap but can be armed with spells level 7 to 9.

Sphere of Annihilation
Simply put, the most deadly trap that can be forged by mortal hands.
Crafting: A Planar Pearl as base.
Effect: Arming and disarming this trap takes five minutes. Anyone that touches the 2-foot diameter obsidian sphere is instantly erased from existence as well as any items they were holding. Hiding the sphere is particularly difficult, lowering the DC to uncover it by 5. While deployed, the sphere is anchored to its space on the plane and can't be moved.

Greater Elemental Trap
Effect: As elemental trap but any target that took damage from the blast must make a second save against the same DC or suffer one of the following effects:
Fire - Blind for a day, set on fire.
Cold - Encased in Ice and helpless, DC 25 str check to break out.
Acid - 1d6 pieces of attuned magical (non-artifact) equipment that the target is wearing is rendered inert for one day.
Electricity - Stunned for 2d6 rounds.

Greater Essence Trap
Effect: As lesser essence trap but the target takes 6 damage to ability scores on a failed save.

Storm Trap
Sometimes you build traps for a single quarry and sometimes, you build traps for an army.
Creation: Concentration to serve as base.
Effect: Similar to Force Trap but with a range of one mile.

Transmutation Trap
At some point mages realized that instead of turning lead into gold, they cold just turn their enemies instead.
Creation: Raw Chaos to serve as base.
Effect: A target that comes within 30 feet of this trap must make a fortitude save. Failure means that they are transformed into a golem made of gold (use iron golem stats). The golem will remain active for as long as the trap remains deployed and will swiftly attack any enemies of the one who deployed the trap provided they are within 200-ft of the trap.

Dimensional Exile
When it is not enough to just throw someone out the proverbial door but also to make sure they don't come back.
Creation: Planar pearl to serve as base.
Effect: A target that comes withing 30 feet of this trap must make a Will save. Failure means that they are shunted out of they current plane into the nearest transient plane. For the next week the victim can't enter the plane where the trap was sprung and nothing it does has any effect upon those still in that plane.

True Immovability Trap
Many speculated over the idea of a true immovable rod. Now it is weaponized.
Creation: Raw Chaos to serve as base.
Effect: A target that comes within 40 feet of this trap must make a Fortitude Save. Failure means that they are immobilized and anchored to the space on the plane in the most direct sense. The instant this happens the target will fly off at blinding speed in a random direction as the planetary movements leave them behind, forever immobilized in space. If this movement causes them to collide with another creature, that creature takes 20d6 damage (Ref half).

Spell Eater Trap
The bane of spellcasters, which does not stop them from getting this as insurance against their rivals.
Effect: If a spell or spell-like ability is used within 100 feet of the trap without the permission of the one who deployed this trap, the energy is absorbed and the spell is nullified. The trap then loses a number of charges equal to the spell level.
Last edited by Dominicius on Sun May 15, 2016 1:35 pm, edited 33 times in total.
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Post by Dominicius »

Master Trapper
"You've activated my trap card!"

For those lacking in physical strength and combat prowess but gifted with an insidious mind, a Master Trapper becomes an alluring option. Even those able should not scoff at this class for traps can be a powerful ally when one is willing to take a more hands-off approach to battle.

Prerequisites: The Trapsmith skill feat and at least 8 ranks in Craft (Trapmaking).

Hit Die: d6
BAB: 3/4 (Medium)
Good Saving Throws: Ref
Skills Points: 6 + INT modifier
Class Skills: Appraise, Bluff, Craft, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge (Architecture and Engineering), Knowledge (Dungeoneering), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Use Magic Device, and Use Rope.
Level:Abilities:
1:Rapid Creation, Subdue
2:Mechanical Precision, Sneak Attack +1d6
3:Rapid Deployment, Wide Coverage
4:Trap Concealment, Sneak Attack +2d6
5:Extra Traps, Double Activation

Weapon and Armor Proficiency
The Master Trapper is proficient with all simple weapons as well as the bolas and the net. The Master Trapper is proficient with light armor but not any shields.

Rapid Creation (Ex): Reduce the base work period for creating traps by one step. Thus for magical traps the BWP becomes one hour, rather than one day.

Subdue (Ex): When crafting a trap the Master Trapper can have any damage it deals be non-leathal.

Mechanical Precision (Ex): Traps made by the Master Trapper seem to seek out the vitals of his foes. As long as the master trapper benefits from a way to deal precision based damage (sneak attack, death attack, etc) while crafting a trap, he may have that trap inflict the same number of precision damage against foes that are denied their Dex bonus to AC.

Sneak Attack: The Master Trapper gains the sneak attack ability of the rogue, starting with +1d6 at second level and improving to +2d6 at level four.

Rapid Deployment (Ex): The Master Trapper can deploy and arm a portable magical trap as a full round action. He can further place the trap in any square within 30 ft of himself provided that he is able to see it.

Wide Coverage (Ex): The master trapper may now double the triggering range for any trap he crafts.

Trap Concealment (Su): Traps made by the Master Trapper are resistant to divinations and gain a +5 bonus to search DC needed to spot them. A spellcaster attempting to detect such a trap using divination or similar magical means must make a caster level check against a DC of 15+the level of the Master Trapper, failure means that they do not detect the trap.

Extra Traps (Su): The Master Trapper gains two extra magic item slots. There slots can only be used to attune traps.

Double Activation (Ex): The Master Trapper can set a single attuned trap that he has crafted to activate twice whenever an opponent triggers it. The second activation does not consume a charge and will target the same target.
Last edited by Dominicius on Sun May 15, 2016 2:18 pm, edited 9 times in total.
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OgreBattle
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Post by OgreBattle »

Will you be able to retroactively declare you set a trap somewhere.

ex: You scouted out a building, later on a fight breaks out there and you declare that you hid a trap in a doorway that an enemy is walking through and you use up one of your "just as planned" points for the day.
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Post by Dominicius »

Not really.

Right now I am just busy writing up the traps themselves but I might consider that idea for the Master Trapper PrC.
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Post by koz »

Inb4 "you activated my trap card" jokes.
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Post by the_taken »

koz wrote:Inb4 "you activated my trap card" jokes.
It's not a joke. It's a feature!
I had a signature here once but I've since lost it.

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