Bear trap set up time


Rules Questions


7 people marked this as FAQ candidate.

The bear trap in the APG doesn’t mention how long does it take to set it up, nor if any skill is listed, nor that more than one trap can not be put in the same 5 foot square.

For the time to set it up, it looks like it should be one minute and provoke attack of opportunity. The Quick Trapsmith rogue talent allows to only take a full-round action to do that. “Resetting a trap usually takes only a minute or so.”
As the trap has a different effect if its spike is not put in the ground, the time to set it up should also be given.

For the skill, as rearming the trap doen’t require a check, it probably doesn’t require any skill check. Other possibilities include Profession (trapper) and Survival checks.

I think this information are lacking in the APG entry and should be in the FAQ.

Grand Lodge

FAQ'd.

Sovereign Court

I think this was in the Adventurers Armory too and it took a strength check to set the trap...

--Vrockjaw


PRD bear trap

PRD wrote:
Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.

It seems to be targeted at character wanting to get free, because of the pulling the spike part. If it’s also for preparing the trap, what is the check required to drive the spike in the ground.

I’m looking for how long it takes to make a single ability check and I am not finding anything.


The 20 strength check is the check to open and set the trap, there is a seperate dc listed later in the entry for escaping. I would say since no action is listed it defaults to a standard action requireing a 20 strength check to set it.


I would say the spike is a seperate action and would be the same action as hammering a piton


There is a bear trap "trap" listed somewhere and it requires a number of actual items to set up. It is a CR 1. Kinda silly, I think, but that's RAW. You may have to work with your DM on it, or if you are the DM, set it up how you like.

Ah, I found it.

d20pfsrd.com wrote:


Bear Traps (12) CR 1
XP 400

Source: Pathfinder #44

Type mechanical; Perception DC 20; Disable Device DC 20

EFFECTS
Trigger location; Reset manual

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.

So it requires 12 bear traps.

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