Rules for a PC placing and hiding traps


Rules Questions


Can anyone tell me if there are rules covering PC's who place traps and snares?

I'm playing a ranger and as part of the character concept, it could be cool to be able to set up snares and traps, such as the bear trap from the new Adventurer's Armory book.

Do you simply pick a spot to place the trap and apply the appropriate DC's to detect/disable it? Or is there some kind of skill-check involved - and in that case which skill? Survival? Disable Device?

Thank you in advance.


It's a Craft (traps) check. Figure out how much the trap costs from the Traps section, then figure out the DC and construction rules from the Craft section.

Note that even a CR 1 trap generally costs 1,000 gp, although the DM has the discretion to lower this.


AvalonXQ wrote:
It's a Craft (traps) check. Figure out how much the trap costs from the Traps section, then figure out the DC and construction rules from the Craft section.

That covers construction - what I'm thinking of is placement and concealment.


JaceDK wrote:
AvalonXQ wrote:
It's a Craft (traps) check. Figure out how much the trap costs from the Traps section, then figure out the DC and construction rules from the Craft section.
That covers construction - what I'm thinking of is placement and concealment.

In the case of traps, this is also covered by the construction rules. It's assumed that the trap is constructed where it's placed, and the Perception DC is factored into the construction cost.

Craft is the only skill you need.


...By the way, that one-time-use CR 1 trap is going to cost you 166 gp to make, and a week of work to set, assuming you can succeed at a DC 25 Craft check.


... so, I checked your OP above. Everything I said there applies for setting traps according to the PRD. I haven't read the Armory, so I don't know if the rules for bear traps and the like in there would supercede what I said.
Sorry about that.


AvalonXQ wrote:
...By the way, that one-time-use CR 1 trap is going to cost you 166 gp to make, and a week of work to set, assuming you can succeed at a DC 25 Craft check.

Adventurer's Armory lists a bear trap as costing 2 gp - so making one should be about 6.6 silver pieces. And since it can be bought in a store, the point about construction on the spot is kinda moot.

The pricing of traps is another thing that bothers me - why should it cost me 250 gp to dig a pit in the forest floor?


I entirely agree. The best I can tell you is that the 250 gp reflects the cost of materials necessary to conceal that pit in the floor.

One house rule to make these simple checks more manageable and affortable -- use the same CR rules for monsters with CRs lower than one. So, if you're willing to settle for a crappy enough trap with a "-1" in certain categories, you can have a CR 1/2, 1/3, etc. trap that costs substantially less time and money to create.


Using that house rule, you can have a Crude Spiked Pit Trap. It has Perception and Disable DCs of 15. It's 5 feet square and 20 feet deep, Reflex 15 to avoid, and deals 2d6 falling and 1d6 piercing damage if you fall into it.
The CR of the trap starts at 1 from the 10 average damage. It goes down one each from the Reflex save, Perception DC, and Disable DC -- which I think makes it a CR 1/4 trap.
Assuming it can't be reset, the trap cost is 125 gp. That's not amazing, but it's much better than before. Spend 42 gp and enough time and it's yours.
... the problem is that it's still going to take forever to craft, isn't it? 125 gp is 1,250 sp. If the trapmaking DC and your check both average 20, you make 400 sp progress a week.
So you'll be done in less than a month. :-(


I think this is a profession

trapper/furrier/huntsman/ whatever you want to call it.

As far as concealing the darn thing
you could use
bluff
hide
survival


For reference, d20pfsrd.com already has most of the equipment from Adventurer's Armory listed, including another cheap and simple trap called Trespasser's Boot:

Trespasser's Boot:
Consisting of a small wooden frame with inward-pointing barbed spikes, this trap is placed in a shallow pit just deep enough for a Medium-sized character’s lower leg. When someone steps in the square, the boot catches and holds her leg. The target takes damage if she tries to move or if a Disable Device attempt to free her fails by 5 or more.

Trespasser's Boot CR 1/2
Type mechanical; Perception DC 20; Disable Device DC 20
Effects
Trigger location; Reset manual
Effects pit spikes (Atk +10 melee, 2d4); spikes hold the target in place; the trap can be escaped with a DC 20 Disable Device check, DC 20 Escape Artist check, or DC 24 Strength check

Traps like these serve my purpose perfectly - cheap and simple, easy to carry and make, and not too overpowering but excellent for non-magic battlefield control.


imo

Stealth to conceal it.
Survival to know the best place to site it (game trail etc).
Craft to make it.

Now if only they put these back in an offical core publication.


Shifty wrote:

imo

Stealth to conceal it.
Survival to know the best place to site it (game trail etc).
Craft to make it.

Now if only they put these back in an offical core publication.

nm, dc15 to spot.

Scarab Sages

JaceDK wrote:

For reference, d20pfsrd.com already has most of the equipment from Adventurer's Armory listed, including another cheap and simple trap called Trespasser's Boot:

** spoiler omitted **

Traps like these serve my purpose perfectly - cheap and simple, easy to carry and make, and not too overpowering but excellent for non-magic battlefield control.

If it's references you need, the Archives have everything from the Adventurer's Armory, including errata factored in.

The Exchange

Just a note: The items on d20pfsrd.com from the Adventurer's Armory were mostly copied verbatim from Karui's Archives site so if the errata was figured in there, then its on d20pfsrd.com as well (along with all of the core items etc) :)


PFsrd seems to now be providing stats for lots of Adv. Armoury stuff... are these rules 'official'?

The Exchange

Shifty wrote:
PFsrd seems to now be providing stats for lots of Adv. Armoury stuff... are these rules 'official'?

They are as official as if you bought the book lol Its the same stuff Paizo released. It's up to your GM to decide if he allows any particular items though.

At this point ALL Adventurer's Armory items should be on the site. If anyone notices anything missing please do let us know.


cool, thanks!

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