Trap CR for Maximized Explosive Runes?


Rules Questions


Assuming a character gets handed a note by a courier that contains maximized explosive runes, what would be the CR equivalency of this as a trap?


Following the rules for traps, at least CR 7 or 9.

A magical trap has a base CR of 1, modified by either the highest spell level of the effects, or, in the case of HP damaging spells, the average damage of the effect (reduction from saving throws unconsidered).

In this case with a maximized explosive runes, you either add +6 to the CR from the effective level of the spell. Or add +1 CR per 10 points of average damage. In this case, 36 damage is the average. It's not entirely clear how you're supposed to round the numbers, so this could be +3 or +4 CR. In addition, in the case of effects that hit multiple targets, you multiple the CR from damage by 2, so either +6 or +8. This results in a CR of 7 or 9.

The higher of these might better represent the trap in this case given the lack of detection methods and the scenario it will be encountered in.


My question is are you sure you want to do this?

Either the trap kills the PC, which isn't much fun or it deals some damage which is then healed via wand of CLW.

I get it from a story telling perspective, but you can also just handle it as "You receive a letter. You open it to discover it's trapped, you are injured by not killed. But now you now Count Evil Von Villain is after you. You use magic to recover with no lasting damage."


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Many thanks The Archive, I'll count it as a CR 9 trap per your suggestion.

In answer to Claxon, the trap is part of a larger encounter, hence needing to know how much it contributes towards my encounter's CR budget.

Without giving too much away, assume Count Evil Von Mustache-Twist arranges to have the party at a large open air gathering, the note is delivered by courier to one of the PCs, they open it and read "Nobody Expects the Spanish Inquisition!" and kaboom. The explosion is the signal for assassins hidden in the crowd to start laying down ranged attacks.

The trap's damage isn't enough to kill any of the players at full hit points, since they're level 11. But it is enough to give them a bloody nose at the start of the battle, forcing them to choose whether to attack while wounded, devote several starting actions to healing first, or run away to lick their wounds.


JDLPF wrote:

Many thanks The Archive, I'll count it as a CR 9 trap per your suggestion.

In answer to Claxon, the trap is part of a larger encounter, hence needing to know how much it contributes towards my encounter's CR budget.

Without giving too much away, assume Count Evil Von Mustache-Twist arranges to have the party at a large open air gathering, the note is delivered by courier to one of the PCs, they open it and read "Nobody Expects the Spanish Inquisition!" and kaboom. The explosion is the signal for assassins hidden in the crowd to start laying down ranged attacks.

The trap's damage isn't enough to kill any of the players at full hit points, since they're level 11. But it is enough to give them a bloody nose at the start of the battle, forcing them to choose whether to attack while wounded, devote several starting actions to healing first, or run away to lick their wounds.

Ah! Well then, I rescind my comment. This is a great way to use traps. I wouldn't worry so much about the CR of the trap by itself, as much as making sure the PCs have the potential to survive the combat with the ranged attackers afterwards.

I would definitely include terrain the PCs can hide behind in order to recover/buff before engaging enemies.


Claxon wrote:

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Ah! Well then, I rescind my comment. This is a great way to use traps. I wouldn't worry so much about the CR of the trap by itself, as much as making sure the PCs have the potential to survive the combat with the ranged attackers afterwards.

Well, that's sort of what the CR/XP budget deal with. The trap has a CR (although I'm of the opinion that it should only be CR 7, because "always round down in Pathfinder), which means either that the remaining assassins are weaker [because the overall encounter is supposed to be only CR 10, so the assassins can only be CR 9], or the overall encounter gets bumped up a notch in CR, meaning that the characters get more XP when they survive.

And, let's face it, a CR 7 trap doing 36 points of damage isn't going to do much more than scuff the paint on a party of APL 11. Ezren, the iconic squishy-clothy-wizard, could have eaten that trap, failed his save and taken full damage, and still walked away... four levels ago. Amiri, the iconic barbarian, probably wouldn't even break stride.


That's my point though Orfamay. What matters is the overall challenge of the encounter, but we all know that while there are "rules" for calculating CR those are usually just a guideline at best. Grossly incorrect at the worst.

An 11th level character should probably have mid 50s hp (at least), so 36 damage isn't insignificant to them.


Claxon wrote:
An 11th level character should probably have mid 50s hp (at least), so 36 damage isn't insignificant to them.

Mmmh... You're exaggerating a bit... Yes, a Wizard with 12 CON and no added hp from favored bonus would have an average of 57hp... But a well build wizard with 14 CON, Toughness and hp from Favored bonus would have 33 more hp for 90... So if he take full dmg that's roughly a little more than a third of his hp...

And at this level any cleric can cast Mass Cure Moderate Wound (highest spell lvl so not interesting) for 2d8+11 on the entire group, Mass Cure Light Wound 1d8+11 for the group which in one spell will erase almost half of the damage done by the trap... :)

Scarab Sages

JDLPF wrote:

Many thanks The Archive, I'll count it as a CR 9 trap per your suggestion.

In answer to Claxon, the trap is part of a larger encounter, hence needing to know how much it contributes towards my encounter's CR budget.

Without giving too much away, assume Count Evil Von Mustache-Twist arranges to have the party at a large open air gathering, the note is delivered by courier to one of the PCs, they open it and read "Nobody Expects the Spanish Inquisition!" and kaboom. The explosion is the signal for assassins hidden in the crowd to start laying down ranged attacks.

The trap's damage isn't enough to kill any of the players at full hit points, since they're level 11. But it is enough to give them a bloody nose at the start of the battle, forcing them to choose whether to attack while wounded, devote several starting actions to healing first, or run away to lick their wounds.

That is awesome. Lead lined envelope, I assume?

Only challenge would be if one of the PCs has fire vulnerability (never put it past PCs to have some insane weakness on their character that they don't tell anyone about...).


Many thanks for the praise from those who liked the idea.

In response to Murdock, the Explosive Runes actually deal Force damage, so no real risk of weakness or resistance there. The note's a simple folded piece of paper, since a lead envelope actually reduces the chance of the trap working as intended by making it suspicious. If they're smart enough to Detect Magic on the note, they get to avoid the trap, same as searching for traps on a door before opening it.

I agree the trap isn't going to be a significant threat for the group at their level. I never use traps as simple 'save or die' events or as a hit point tax for walking around. Nobody likes saying "I check for traps in this 10 ft. square" each round.

Instead I just add their CR to an encounter. A mine with kobolds firing arrows from the other end is a standard encounter. A 20 ft. pit trap halfway along the shaft to catch the charging barbarian is a memorable encounter. A wizard's tower guarded by a clay golem is a standard encounter. A wizard's tower guarded by a clay golem and an acid fog trap that simultaneously heals the golem and damages the players is a memorable encounter.

Most combats tend to be resolved in four rounds or less. If the party's cleric spends the first round casting Mass Cure Light Wounds, that's a round that they don't have to spend casting another buff like Prayer or Blessing of Fervor. When the eight low CR assassins throw off their cloaks and start shooting, the group will probably charge off in different directions to reach cover or attack in melee, making it even tougher to group up for buffs.

Then when the ninth assassin with Greater Invisibility and a much higher CR starts shooting from a nearby rooftop, the s&*$ really hits the fan...

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