Create Trap

Stealth

This skill maybe purchased multiple times.

Fighter Scout Rogue Adept Scholar Spellsword Artisan
6 4 3 4 6 6 3

Daily. This skill allows the character to make traps and Trap Globes as per the “Traps” section as well as identify Trap Globes at a base time of 60 seconds.

It also allows the character to attempt to arm a trap, disarm a trap, or pick a lock. It does not guarantee success. With 1 rank of Create Trap they may try to arm Noisemaker, Gas, Scroll, and Weapon Traps; with 2 ranks they may attempt to arm Explosive Traps; and with 3 ranks they may attempt to arm Mechanical Traps.

You must have this skill to even attempt to set a trap, disarm a trap, or pick a lock. You may not even cut an obvious trip wire without this skill.

A person without this skill can detect whether a trap is present but will have no idea how to disarm that trap. For example: Rendal, a big strong fighter, does not have the Create Trap skill. He sees a trip wire crossing the path which is attached to a mouse trap, and recognizes it as a trap. Out-of-game, it is plainly obvious how to disarm this trap but in-game, Rendal is stumped.

A character with 3 ranks of Create Trap may throw Trap Globes.

Making a trap or globe costs Production Points and in-game money and falls under the rules set forth in the section on the "Production Skills" section.

You receive 5 Production Points for every time you purchase this skill.

Advanced Use: A character with 10 or more levels of Create Trap is considered a Journeyman, and only spends 4 copper for every 5 production points of Create Trap. A character with 20 or more levels of Create Trap is considered a Master and gains the ability to set a trap in 30 seconds as opposed to the usual 60 seconds.

Name Cost (PP) Type Notes
Noisemaker 5 Trap
Slow Globe 10 Globe Thrown as “Elemental Slow”
Shatter Globe 20 Globe Thrown as “Elemental Shatter
Gas Trap 25 Area Trap
Scroll Trap 25 Area Trap
Silence Globe 30 Globe Thrown as “Elemental Silence”
Weapon Trap 2 damage per pp Trap Minimum of 10 damage (5 pp)
Mechanical Trap 1 damage per pp Trap Minimum of 20 damage (20 pp)
Explosive Trap 1 damage per 2 pp Area Trap Minimum of 20 damage (40 pp)