| Corvo Spiritwind |
| 2 people marked this as a favorite. |
Bravo sir
I had a thought, it was a dumb thought, but I commited and here we are.
Joke aside, any experience with snares yet?I kind of wanna run around deploying bear traps.
Also
Snare Specialist
Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you have master proficiency in Crafting and eight if you have legendary proficiency in Crafting. Snares prepared in this way don’t cost you any resources to Craft.
Poison Weapon
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.
Alchemist
As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end.
Traps you make prepare for free. They don't seem to expire ever.
| Captain Morgan |
One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.
I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.
| Corvo Spiritwind |
One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.
I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.
Do you guys play with the traps expiring on the next day prep?
Per RAW; it seems they don't expire, but I'm guessing this is a mistake?
| Captain Morgan |
Captain Morgan wrote:One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.
I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.
Do you guys play with the traps expiring on the next day prep?
Per RAW; it seems they don't expire, but I'm guessing this is a mistake?
Hasn't come up. Because you can't move snares once they are made. Unless you're asserting you can keep the undeployed quick snares for later. Which might be supported by RAW but clearly isn't the intention. That would be insanely OP.
| Corvo Spiritwind |
| 2 people marked this as a favorite. |
Corvo Spiritwind wrote:Hasn't come up. Because you can't move snares once they are made. Unless you're asserting you can keep the undeployed quick snares for later. Which might be supported by RAW but clearly isn't the intention. That would be insanely OP.Captain Morgan wrote:One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.
I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.
Do you guys play with the traps expiring on the next day prep?
Per RAW; it seems they don't expire, but I'm guessing this is a mistake?
Goblin Rangers with infinite traps scare me.
| Corvo Spiritwind |
The amount of type it took for me to realize that it was a pun, and not some complaining about something again, brings me shame.
Hopefully kobolds in the APG gets some good trap synergy in their ancestry feats.
I take this as a compliment. Also kind of traumatized by kobolds and traps so I'm on a fence on that.
| MaxAstro |
| 3 people marked this as a favorite. |
Some Kind of Chymist wrote:I take this as a compliment. Also kind of traumatized by kobolds and traps so I'm on a fence on that.The amount of type it took for me to realize that it was a pun, and not some complaining about something again, brings me shame.
Hopefully kobolds in the APG gets some good trap synergy in their ancestry feats.
I am, too, but as a GM. XD
When I ran Kingmaker, my players allies with the kobolds. Fast forward to the mass combat section and they end up with a kobold army... Paizo gave the kobolds an ability to set traps/ambushes as part of mass combat. My players devised a strategy where the kobolds would set traps, let the enemy walk into them, and then immediately retreat, and repeat.
Using this strategy, the kobolds delayed an army nearly ten times their size for three solid weeks and did so much damage the army had to retreat.
It's now canon in my home games that no army is willing to engage an army of kobolds on their own turf. XD I would be very happy if PF2e gives kobolds trap synergy that supports that flavor; my players will love that.
| MaxAstro |
I am pleasantly reminded of the 'Giant Slap In The Face' thread. :)
Thank you for reminding me I need to dig that thread up and see where it went!
| Thebazilly |
| 1 person marked this as a favorite. |
Corvo Spiritwind wrote:Some Kind of Chymist wrote:I take this as a compliment. Also kind of traumatized by kobolds and traps so I'm on a fence on that.The amount of type it took for me to realize that it was a pun, and not some complaining about something again, brings me shame.
Hopefully kobolds in the APG gets some good trap synergy in their ancestry feats.
I am, too, but as a GM. XD
When I ran Kingmaker, my players allies with the kobolds. Fast forward to the mass combat section and they end up with a kobold army... Paizo gave the kobolds an ability to set traps/ambushes as part of mass combat. My players devised a strategy where the kobolds would set traps, let the enemy walk into them, and then immediately retreat, and repeat.
Using this strategy, the kobolds delayed an army nearly ten times their size for three solid weeks and did so much damage the army had to retreat.
It's now canon in my home games that no army is willing to engage an army of kobolds on their own turf. XD I would be very happy if PF2e gives kobolds trap synergy that supports that flavor; my players will love that.
Vietnam: Kobold Boogaloo.
| Zwordsman |
| 1 person marked this as a favorite. |
Nice pun there. A good riff on how these boards keep over exageratting titles lately.
THe base feat I don't much like. I do love the ranger feat, Does make me mildly sad that it doesnt' come with the skill feat automatically.
My alchemist (who is also decently sneaky) is more than likely going to pick it up, as he is dipping Ranger anyway. There will be only certain uses of course. But even if he just gets to secure the rest area still pretty useful. And the occasions when he'll get to sneak into the enemy camp. poison random things, snare random things, will be fun.
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.....huh. I wonder if I could use contact poison on a snare and have it effect whoever gets snared?
in regards to the large snares. I swear I saw a rule about how snares work with large creatures.. Pretty sure the range had a f eat to make the area bigger later? I remember the rules talking bout how a large creature needed to be in all the snare points. (which would make good in hallway settings but less elsewhere.)
Huh if Kobolds get trap feats. Whelp I'm totally gonna make a half-Kobold. Which.. as a sidenote. Just has the coolest visual in my head. I wanna draw that (badly but hey practice is practice)
| Corvo Spiritwind |
| 1 person marked this as a favorite. |
Deadmanwalking wrote:I am pleasantly reminded of the 'Giant Slap In The Face' thread. :)Thank you for reminding me I need to dig that thread up and see where it went!
I need a link, this reference is beyond me.
Fast forward to the mass combat section and they end up with a kobold army...
Oh no.
Can we please stop calling everything tr-
...oh.
Not even one ounce of sorry here >:(
When I saw the thread title I thought "that's a bold claim, what will you pay if you're wrong". But I approve of this.
If I was wrong, I'd pay you in cup ramen. I got tons.
| Corvo Spiritwind |
Corvo Spiritwind wrote:I need a link, this reference is beyond me.Linked.
Thank you undead dad.
| Corwin Icewolf |
One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.
I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.
So, I know a friend of mine who's 100% going to want to go Snare specialist, and I have to ask, how did he get the minion and boss to fall for it? I mean, if you just set up a trap right in front of them it wouldn't work.
| Corvo Spiritwind |
Captain Morgan wrote:So, I know a friend of mine who's 100% going to want to go Snare specialist, and I have to ask, how did he get the minion and boss to fall for it? I mean, if you just set up a trap right in front of them it wouldn't work.One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.
I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.
What if they scout during exploration, setup the trap and some bait?
I don't think anyone expects a snare to be set up in front of them, it's not WoW Hunters after all.
| Zwordsman |
Easiest would be to sneak into the enemy area. Set them in front of tents. then set them aflame.
Or trap the door you know the enemies are hiding in.
Trap up when you go to bed in case of attack. Trap up the entrence of the cave, then set a fire and waft th smoke into the tunnels. They'll come out (ideally at your entry but watch your back).
Use hide/stealth in combat and fast create them (with the later feats)
| Captain Morgan |
Captain Morgan wrote:So, I know a friend of mine who's 100% going to want to go Snare specialist, and I have to ask, how did he get the minion and boss to fall for it? I mean, if you just set up a trap right in front of them it wouldn't work.One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.
I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.
Basically what others have said. Boss was probably a little strong to describe this enemy, but the party came up with a clever ruse to draw one of the lieutenants out of his workshop and placed snares between them and said lieutenant. The lieutenant's first round involved drawing his weapon, moving to the door, and opening it for his pets to go through, who immediately rushed up the stairs and out of sight. One got killed by the first snare, and the other got focus fired by the party, leaving the ranger a full round to plant the second snare in the lieutenant's path before he rounded the corner.
You need to be clever and sneaky to make snares work. They are not a good fit for folks who just want to kick every door down.