| Fruben Wilmer |
curious how this junk works together.
1. "At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice.
At 7th level and every two levels thereafter, she learns another trap. "
The GM and I were curious about where I choose the traps that I get (from level 7 and on), there's a huge list on the craft(traps) page, can I choose one of those traps or does it have to come from the ranger trap list?
2. If I make a trap with craft(traps) can I then use one of my daily uses of trapping to set that trap instead of a ranger trap or is there a different process to set a trap that you've make with craft(traps)?
3. "If a player character wants to design and construct a magic trap, he, or an ally, must have the Craft Wondrous Item feat. In addition, he must be able to cast the spell or spells that the trap requires—or he must be able to hire an NPC to cast the spells for him."
The text says that if I want to attach a spell to a trap I need to cast the spell or to hire a NPC to cast it for me. If I am traveling with a spell caster, would it be acceptable for my party member to cast the spell on the trap in place of the NPC?
| Zwordsman |
Here's one list of ranger traps. I's nethys but they cite sources incase you guys dont allow things
http://www.archivesofnethys.com/RangerTraps.aspx
2) I don't think there is an option to use traps you made instead. Why would you ? Were you trying try find a way to speed up other trap setting? or hoping to attache some crazy ones to an arrow?
Typically the traps you can craft have mention of setting them up(Bear traps say full round action to open i think?). Either directly or by other rules (such as how long it takes to dig a pit for a pungie trap etc).
3)Yeah. generally speaking it's perfectly fine for your coplayer to supply the spells. Generally no GM says no to that. Since you can't craft in pfs i'm assuming home game, so ask your gm. But it's plenty reasonable thing to do.. I don't tihnk it upsets the costs all that much, since a normal spell caster could craft the same as such if they had the spell. So it's perfectly reasonable.
| Fruben Wilmer |
So what you are saying is the only traps that i can setup, or use, are the ones that are on the ranger trap list, and if I were to take up Craft(traps) then I could not set or use any of those traps?
The reason i wanted to have the option or crafting traps and using them is because I may want to use other spells that my friend can use as traps, something like the the spell whisper..like I could set my camp up and hear if anything whispers if they raid it. Stuff like that. Another thing is the ranger trap DCs are based on my wisdom, level. If I were to craft the traps I could customize the DC to see, disable, the save DC and stuff like that plus being able to put on whatever spell I want to.
| Zwordsman |
What I was saying is that you can't set up other traps via your trappper special ability.(that special action and ability to later fire them via arrow). To rephrase. You can only use that special ability with the specific trap you learned via the ability.
That ability is entirely unrelated to normal traps.
For normal traps made via craft traps, You set them up via that trap's specific wording and the general trap set up information. Discussed by you and the gm adjuncating the rules within the core.
So say you create bear traps. You can set them up just fine. Using the a-typical setup listed via the trap itself. I think it's listed in the book somewhere for it..
some traps reuire str checks to set up. which typically those kind of checks are a standard action. then actions to set it up.
or a pitfall trap. it just takes as long as it takes you to actuall ydig one; whether using magic or not changes the speed.
So feel free to craft traps as much as you can, with gm consent. But it does not relate to your trapper classes' special abilties.
You could reasonably ask if you could use a trap, using the crafted stats, via your ability. It's not RAW but a gm can change things just fine after all.
The trapper class ability is a special way of creating a trap with paultry things in a speedy fashion. (hence magic version and mechanical version-with the mechanical lesser)
If you and your friend wanted to so much. You could ask your GM To let you use your ability to quick create and quick place traps.. but they would likely (and reasonably) subject it to the decay for mechanical traps via the trapper ability..
TLDR:
Trapper class ability is entirely unrelated to self crafted traps. It's a set parameters from that list only.
You can set normal crafted traps as per their normal set up times and crafting times.
Basically look at the game mastering section of the books with your gm and develop Okay'd traps and how long it'll take to craft and how long and what actions to set up. It's a reasonable idea to ask if you can use your ability to "quick place " the traps in exchnage for degrading the traps as per the mechincal trap's trapper ability.
sidenote: If you want almost only self crafted traps, you could also look into Trapbreaker alchemist. That allows for offensive traps.