Bear traps


Advice


I recently used these in a game (they are sooo cheap!) and they proved to be overly effective.

I was beginning to wonder if I could have these follow me throughout my adventuring career. In order to do that I would need a few ways to increase DC's and attack rolls, damage too if at all possible.

Any ideas?

Grand Lodge

Craft: Trapmaking

Redesign the bear trap using the rules for building a trap. It will take time and some money, but you can do it.

Grand Lodge

Also- applying poison to the trap could be rough on anyone foolish enough to step into it.

Grand Lodge

Wow. It ain't cheap and by the time you finish building it you won't need it anymore.

Here's a significantly advanced one:
CR 10
Perception: DC 30
Disable: DC 30
+20 to hit
4d6+6 damage

Craft DC 25, Cost 10,000 gp.
To craft one it will take 3,333 gp and if you exactly hit the DC 25 crafting goal every week... 160 weeks.

You can tinker with the numbers to get different values.

Your GM has the option to reduce the cost (and therefore time) to as little as 25% of the value above if he considers it a particularly simple trap. If you were modifying an existing trap he might also be willing to house rule that you could reduce the effective CR for crafting the new trap since the majority of it is already built and you are just trying to substitute more powerful springs or wider jaws or something.


Great tips, thank you

One thing the craft-making doesn't elaborate on is what it takes to increase DC's other then disable device.

What about strength DC and Escape artist DC?

Wouldn't making that trap a touch attack and lowering the to-hit be more cost effective? +10 to hit and touch attack seems better, damage is less important so I may opt for lower. perception check may also be less important since you can always raise that by using camouflage on the already made trap.


I recently started a character and intend to do some trapmaking. I'm curious if anyone's done much of that in game or if you can offer any advice?

The character is a wizard, just hit 3rd level.


Blueluck wrote:

I recently started a character and intend to do some trapmaking. I'm curious if anyone's done much of that in game or if you can offer any advice?

The character is a wizard, just hit 3rd level.

The big issue with Trap crafting is the cost. The key that I found to keeping the cost of traps manageable is to use the disable device DC as a dump "stat" and boost the Perception DC, instead.

I find that traps that aren't seen in the first place are more effective than traps that can be seen, but are harder to Disable. In most circumstances, if the targets can spot the trap, then it doesn't really matter how hard it is to disarm, as the target can usually avoid it one way or the other.

For example, a DC 20 Perception/Disable trap is less effective than a DC 25 perception/DC 15 Disable trap, altho the cost is the same.

YMMV, of course.


Mynameisjake wrote:
Blueluck wrote:

I recently started a character and intend to do some trapmaking. I'm curious if anyone's done much of that in game or if you can offer any advice?

The character is a wizard, just hit 3rd level.

The big issue with Trap crafting is the cost. The key that I found to keeping the cost of traps manageable is to use the disable device DC as a dump "stat" and boost the Perception DC, instead.

I find that traps that aren't seen in the first place are more effective than traps that can be seen, but are harder to Disable. In most circumstances, if the targets can spot the trap, then it doesn't really matter how hard it is to disarm, as the target can usually avoid it one way or the other.

For example, a DC 20 Perception/Disable trap is less effective than a DC 25 perception/DC 15 Disable trap, altho the cost is the same.

YMMV, of course.

The purpose I have for the bear trap is to immobilize people, the DC 26 strength check absolutely killed the melee guy in battle (until he rolled a nat 20) so the trap will be seen one way or the other, I find it is best to hide it without upping the DC on perception.

I just don't know how to increase the Strength or escape artist DC


I have recently had a horrible idea for a fightery type who specializes in throwing armed beartraps at people.

Now I have seen this thread, and I'm going to go make a statblock.

Dark Archive RPG Superstar 2013 Top 32

Phneri wrote:
I have recently had a horrible idea for a fightery type who specializes in throwing armed beartraps at people.

This made me literally LOL. You should go the extra mile and get a spiked chain with a bear trap at each end.


This is the ones from KM I liked them alot!

Bear Trap CR 1
XP 400
Type mechanical; Perception DC 15; Disable Device DC 20
Effects
Trigger location; Reset manual
Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the
victim’s ankle and halves the creature’s base speed (or holds
the victim immobile if the trap is attached to a solid object);
the trap can be escaped with a DC 20 Disable Device check,
DC 22 Escape Artist check, or a DC 24 Strength check.


Here's my insane beartrap-fu idea. Would make a decent early-level baddie for a wilderness adventure.

The Trapper:

Human Fighter 3 (The Trapper)

15 PB

16 str
14 con
14 dex
10 int
8 cha
12 wis

Perception +4, Survival +7, Climb +8

Feats: Toughness, Catch Off-Guard, Throw Anything, QUick Draw

BAB +3, CMB +6, CMD +18

AC 17 (+2 dex, +4 MW Chain shirt, +1 buckler)

HP 12 + 3 + 3 + 11 (29)

Fort +5, Ref +3, WIll +2

Attack: Bear trap +6 (2d6+3) +grab or Bear trap (10 feet) +5 (2d6+3) +grab or MW Spiked gauntlet +7 (d4+3) or MW battle axe +7 (d8+3)

Equipment: MW Chain Shirt. MW Buckler, MW spiked gauntlets, MW battle axe, 3 bear traps, potion cure moderate woundsx2, potion of bull's strength.

The trapper uses one of the opened bear traps on his person to initiate a grapple, then finish an injured opponent with his spiked gaunlet. At a distance he'll throw a trap and use the 10' chain attached to attempt trip attempts.

Should the trapper ever be tripped with active traps on his person he must make a DC 15 reflex save to avoid having his own traps spring on him.


Mynameisjake wrote:
The big issue with Trap crafting is the cost. The key that I found to keeping the cost of traps manageable is to use the disable device DC as a dump "stat" and boost the Perception DC, instead

That's a good idea, thanks for the tip.


Also be aware of rogue talents

such as...

Cunning Trigger (Ex): A rogue with this talent can use a swift action to set off any trap within 30 feet that she constructed. Source: Advanced Player's Guide

Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Quick Trapsmith (Ex): As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than 1/2 her rogue level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.


Phneri wrote:

I have recently had a horrible idea for a fightery type who specializes in throwing armed beartraps at people.

Now I have seen this thread, and I'm going to go make a statblock.

Awesome, but if you could find a way to attach them to the ground it would be perfect.

Seriously though, no ideas on increasing the other DC's?

Sczarni RPG Superstar 2012 Top 32

Shadow_of_death wrote:


Seriously though, no ideas on increasing the other DC's?

Magical bear traps are good for a more permanent location or if you have time to collect them afterword.

If you know an enemy is approaching, obscuring mist will very effectively keep it from being seen.

My favorite trap ,used by my Elf Ranger who hunted Orcs, was covered by enchantments. It was a +1 with Orc Bane. The party wizard eventually put a permanent alarm on it. He would also use a spell glyph with a summon monster II(1d3 vipers).

Grand Lodge

The thing with bear traps is that they are like mouse traps to some degree. You set them in place, pry the jaws open and secure it with the latch, then get the hell away from it. You could cover it with leaves to up the Perception DC I'd think. Jostling it will set it off.

You cannot carry it around armed and swinging it and expect that it won't go off until you hit someone with it. The trigger type is location. That means once it is armed, stepping into the same square with it activates it unless you can disable it by your skills, or by setting it off with a stick or something from an adjacent square so you can safely collect it.

Grand Lodge

I don't understand how they figured the initial DC for breaking out of the bear trap with Strength or Escape Artist. Traps can have a Strength rating. This one has a mod of +3. Anyone know how that becomes a Strength check of DC 26 to escape? Or how you arrive at DC 22 Escape Artist to escape?


ithuriel wrote:


You cannot carry it around armed and swinging it and expect that it won't go off until you hit someone with it. The trigger type is location. That means once it is armed, stepping into the same square with it activates it unless you can disable it by your skills, or by setting it off with a stick or something from an adjacent square so you can safely collect it.

Or by knowing specifically to avoid it, because I'm holding it. I can do that. Most mechanical traps allow the setter or someone specifically instructed about the trap to avoid it without a check.

A good leg hold trap (bear trap) goes off with about 2 lbs of force. This is adjustable. If someone really wanted to weaponize these and throw them/etc that trigger weight could be bumped to 10lbs of force or so. Yes it would be ridiculous, ineffective, and absurdly dangerous in reality. But wizards.

Don't ruin my dream of improvised thrown bear traps! Loony Tunes fighter will prevail!

Anyway, regarding the strength, I'm guessing the trap is considered to have automatically "won" a grapple by attaching itself and gets the additional +5 based on that? Still doesn't quite work for escape artist but it's closer. Strength check I'm assuming is the break DC of the metal object (chain bonds).


I had one player attach a beartrap to one side of his maul.... deadly first strike there.

and fallout new vegas has a new " beartrap gauntlet" which is pretty much just a smaller version of the beartrap strapped to your hand. I could also see one going on a heavy shield.

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