
Skarm |

Hi all,
I was wondering:
There are ready-made weapons like the bear trap, the trespasser's boot or the bellring trap...
...and some of them are quite cheap to buy...
...so...I was wondering:
What skill check would be necessary to SET them (instead of disarming)?
Is there any official source suggestion about this?
Thanks,
Skarm

Evilserran |

I don't believe any skill is required to set them at all. However, they are set, not hidden or anything. If you wanted to do something tricky like hide them, i would suggest a stealth or survival roll. And of course, just because you set them doent give you the magic disarm key, so if you want to remove them later, you'd better be ready to disarm.

VoodistMonk |

D20pfsrd:
Ranger Traps
Rangers are legendary for their ability to hunt down and capture their prey. Some rangers can create elaborate traps out of scraps, vines, and perhaps a little bit of specialized magic. Characters can learn how to set these traps by taking the Learn Ranger Trap feat or by having the trapper ranger archetype.
Setting a trap is a full-round action that provokes attacks of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as another ranger trap or a magical trap such as a glyph of warding. The ranger only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + 1/2 the character’s level + the character’s Wisdom bonus. All ranger traps are Trigger: location, and Reset: none.
Ranger traps are either extraordinary or supernatural; extraordinary traps are Type: mechanical, and supernatural traps are Type: magic. Some of the traps listed below may be set as extraordinary traps or as magical (supernatural) traps; learning such a trap lets a ranger set it either way. An extraordinary trap has a –2 penalty to its DC. An extraordinary trap lasts 1 day per ranger level or until it is triggered, whichever comes first. A magical trap lasts only 1 hour per level or until triggered, whichever comes first. A trap’s DC decreases by 1 for each full day (or hour, for a magical trap) that passes after it is set. Traps marked with an asterisk (*) add to or modify the effects of another trap; a ranger can add one of these trap types to any standard ranger trap (this costs 1 additional use of the trap ability).

blahpers |

If you want to make your own traps, you're looking for the Craft (traps) skill.
That takes time, though. If you want to make one of a subset of traps in a relatively short time, look into the trapper ranger archetype or the Learn Ranger Trap feat.
If you just want to set a portable trap that you purchased, like a bear trap, that's just a matter of arming it--no check needed unless the item says so. Hiding it is another matter.

Skarm |

If you want to make your own traps, you're looking for the Craft (traps) skill.
If you just want to set a portable trap that you purchased, like a bear trap, that's just a matter of arming it--no check needed unless the item says so. Hiding it is another matter.
Mmmh...I wanted to use them in PFS, where I don't think I can craft my own traps... :(
Skarm
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You might be able to craft your own traps in PFS. The following FAQ's aren't specifically about crafting traps, but they address crafting for other classes.
How do alchemists and investigators craft in the Pathfinder Society Roleplaying Guild?
Alchemists and investigators can use the Craft (alchemy) skill to produce items with their Alchemy ability. Follow the Craft rules on pages 91-93 of the Pathfinder Roleplaying Game Core Rulebook as well as in the alchemist's Alchemy ability description. Any item created must be properly noted on that scenario's Chronicle sheet. Alchemists and investigators are assumed to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus on their Craft (alchemy) check. Alchemists and investigators may never sell any of their created items nor may they trade them to another PC. However, they may allow other PCs to borrow or use items they've created (so long as the class ability being used allows them to do so). Alchemists and investigators may use Craft (alchemy) to craft items that they gain access to on Chronicle sheets as long as the Chronicle sheet does not limit to the number of times they may purchase those items.
How do poisons work in Pathfinder Society Organized Play?
Any character with the Poison Use ability can purchase and use poisons. No other class may purchase poisons unless they appear on a Chronicle sheet. The following poisons from the Pathfinder Roleplaying Game Core Rulebook are available for purchase: black adder venom, bloodroot, giant wasp poison, greenblood oil, large scorpion venom, malyass root paste, Medium spider venom, nitharit, shadow essence, small centipede poison, terinav root. Refer to the Additional Resources page for other poisons that are legal if you have the appropriate source.
Paladins, per their code of conduct, may not use poisons, but they don't necessarily view the use of poisons as an evil to be opposed—it's simply something their code prohibits them from doing themselves. Paladins whose race grants them natural poison are not exempt from this rule.
Characters who can purchase and use poisons may also use Craft (alchemy) to produce poisons that are legal for them to purchase. Use the rules listed in "How can alchemists and investigators craft in the Roleplaying Guild?" in the Character and Class section of the FAQ.

SheepishEidolon |

I'd be hesitant to allow players to hide traps. It devalues the original Perception DC (which is part of the trap costs!), and it might lead to barely detectable traps. Nobody says only PCs could hide traps - what if some thieves guild is so adept at hiding their traps that the players start complaining about impossible odds...
If you want to reward players for caring about setting the trap properly, maybe a +2 bonus to the DC is fine. But I wouldn't go much further.

blahpers |

According to Additional Resources, the trapper archetype, Learn Ranger Trap feat, and Quick Trapper feat are legal for PFS play, so I assume you can use those to craft traps.
All of these are specific exceptions to the general "no crafting!" PFS rule, and all revolve around specific class abilities (trap (Ex/Su), alchemy (Su) and poison lore/use). I'd assume that more general trap-crafting is out of bounds, particularly designing new traps, which (like designing custom magic items) requires far more GM discretion than PFS is willing to allow their referees.