Tarvesh |
I play a sniper rogue in our Pathfinder campaign. I'm good at my job. I hide, pop my head for one moment, hit something with SA damage for very far away thanks to elven sniper feats, and hide again.
However, our DM is starting to send creatures my way to try and prevent my 1 attack = 1 kill (for basic creatures) equation. I'm light and mobile, I can usually reposition myself and hide with relative ease. However, I've started thinking about simply fortifying my chosen position with some simple traps.
Tanglefoot bags, snares, maybe even a few clouds that make creatures go to sleep. They have to be simple in design and easily dropped so I can get them out. However, I can't find any rules for making a trap as a PC...
No materials needed, no skill checks, nothing. Can anyone out there help me?
Charlie Bell RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16 |
Charlie Bell RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16 |
5 levels of Trapsmith.
Yeah, but that's a big leveling commitment, and not every PF GM will allow 3.5 material. It's a cool concept class if you have the patience and focus to build for it, or if you start at mid-high levels where you can start with it.
A good kludge you can pull as a rogue is to use UMD and carry scrolls/wands of spells like entangle, fog cloud, snare, spike growth, spike stones, and glyph of warding.
Whopper |
I'm going to try to work with my DM on making bear traps.
Here's how I figure it should work.
If the attacker lands on the trap itself, reflex save or they are trapped, (requiring a limb to land on the trap), 1-2 points of damage, and the trap will prevent the victim from moving, the victim cannot be pushed or pulled from the spot, suffer a -2 to attack, a -2 to defend.
This is assuming the trap was tied to an object that is secure such as a tree.
The only way to get out of the trap is to push open the trap (requiring some type of strength related feat) that will take a standard action. Or the person could try to pull the trap outside of whatever is securing it also requiring a strength related feat/standard action. If the person manages to break the trap from the foundation, but is still trapped in it, they could move at half speed and are -1 to defend, -1 to attack.
Drawbacks, allies can accidentally land on the trap, carrying one is cumbersome.
Problems: cost? Any other drawbacks?
Brogue The Rogue |
There's good news and bad news. The good news is that Craft: trapmaking allows you to make you own traps. The bad news is that it takes FOREVER.
Truth.
Also, Craft: Trapmaking is covered under core 3.5 rules. Not sure about pathfinder, though, but 3.5 DMG even lists prices. You're not going to like it. Thousands of gold pieces for the simplest of traps.
Senevri |
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Okay, I perfectly well understood what this topic was about when I clicked on it, but after browsing some others with this open in a tab, I close one, and what I see is a topic called
TRAPS AND HOW TO MAKE THEM... AS A PC
So, I apologize beforehand. I'm really very, very sorry. I'm a bad person.
*ahem*
You can make a trap by having a male PC with a high charisma score, a good Disguise skill and a Disguise Kit.