doc the grey
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The tag line basically says it all but does anyone have or know of stats for barbed wire? As it stands I think that it would function like a trap akin to beartraps, trip wires, and the little pit trap item you can find in Ultimate Equipment but I'm not sure how it would be done and priced.
I'm guessing it causes entanglement like a tanglefoot bag where you are entangled and then save or not able to move from that spot. I guess after that it would make grapple checks against you to cause damage.
But how much damage? d4, d6, d8?
If you guys have any answers or ideas feel free to chime in I would love to know if anyone has any answers or would like to help out.
| Guardianlord |
It would likely take some adjusting to get a good set of stats, here is my best attempt.
All wires are Immune to (B), (P) damage. Resistance 50% to elemental damage (except Acid).
Vulnerability: Acid, Rust, Force.
Straight Fence style.
Price: 6GP/unit, 1/2 lb/Unit, sold in units of 6ft (1ft lost to attaching).
Perception DC10, Disable Device 10.
Attack:+0
Damage: 1D6 +2 (P OR S).
Trigger: Touch. Reset: Manual.
Hardness 10, HP 1-5 Burst DC 20
Bundled Barbwire Barrier.
Price: 48GP/Unit, 16lb/unit, sold in units of 10ft x 10ft x 5ft, or 20ft x 5ft x 5ft.
Perception DC 15 Disable Device 15.
Attack: +8
Damage: 2D6 +4 (P AND S).
Trigger: Touch. Reset Manual
Effects: CMB +10 (vs. target's CMD; target gains grappled condition, Wire CMB +5 if target is moving faster than 1/2 speed)
Special: Each failed escape attempt Adds +1 Bleed damage and increases the CMB +1 (to simulate entangling).
Hardness 10, HP 1-5/5ft Burst DC20 (2D6+4 +1 Bleed on success).
Special 2: A person with Heavy work gloves, and heavy work clothing can take a 10 to set up or take down 1 10ft square of Barbwire in 1 Minute without Training in Disable device.
Barbwire Window Snare.
Price: 6GP/Unit. 1/2 lb/unit, sold in units of 6ft.
Perception DC20 (+5 in darkness/dim light), Disable Device 10
Attack: +opponent STR.
Damage: 1D6 + Opponent (P) STR.
Trigger: Weight of Ledge walker/climber. Reset Manual.
Effects: Acts as caltrops vs Bare Feet, or -1 Attack, -1 DEX skill checks like caltrops vs Hands.
Special: These barb wires are often placed along climbable ledges, or along window sills to deter thieves using alchemical glues. Some are poisoned, or left in the rain to rust (Disease Tetanus. ).
Hardness 10, HP 1-5 Burst -NA-
Vulnerable: Alchemical Solvent.