I have a, let's say "creative", player in my regular game. He has commissioned a blacksmith to make him a bear trap with a handle attached so he can use it as a melee weapon. The idea being that he holds onto the handle, and thrusts it at an opponent so that it snaps closed. Then presumably he has the opponent grappled as long as he holds on to it. He even planned a safety catch so he can carry the thing without it going off accidentally.
While I'm not against the idea (I think it's hilarious) I want to be prepared to rule on how this thing will work in game.
PSRD wrote:
Bear Traps (12) (CR 1)
Effect
Atk +10 melee (2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or a DC 26 Strength check
I'm contemplating the following rules:
- It requires a full round action to set the trap.
- Unless he takes the feat Exotic Weapon Proficiency[Beartrap] he'll take the -4 non-proficiency penalty to his attack.
- The attack will be against Touch AC
- After he successfully makes his attack, the beartrap has to make its own attack. i.e. his thrusting it against a creature springs the trap as if the creature had stepped into it on the ground initiating an attack roll.
- If the trap's attack is successful, the damage is done, and the trap is attached to the creature. Both the creature and the wielder gain the grappled condition with the wielder being the grappler.
- The creature can attempt to make one of the checks to escape the trap, or can make a CMB check to escape the grapple with the wielder.
- If the wielder escapes the grapple, he still has he grappled condition until he escapes the trap.
- The bear trap grants a +2 bonus to anyone attempting to grapple the creature as long as it remain attached.
Have I missed anything? Any suggestions?