Mechanical Traps: Simply select the elements you want the trap to have and add up the adjustments to the trap's Challenge Rating that those elements require (see
Table: CR Modifiers for Mechanical Traps) to arrive at the trap's final CR. From the CR you can derive the DC of the
Craft (trapmaking) checks a character must make to construct the trap.
Magic Traps: As with
mechanical traps, you don't have to do anything other than decide what elements you want and then determine the CR of the resulting trap (see
Table: CR Modifiers for Magic Traps). If a player character wants to design and construct a magic trap, he must have the
Craft Wondrous Item feat. In addition, he must be able to cast the spell or spells that the trap requires-or, failing that, he must be able to hire an NPC to cast the spells for him.
Challenge Rating of a Trap
Mechanical Trap: The base CR for a
mechanical trap is 0. If your final CR is 0 or lower, add features until you get a CR of 1 or higher.
Average Damage: If a
trap (either mechanical or magic) does
hit point damage, calculate the
average damage for a successful hit and round that value to the nearest multiple of 7. Use this value to adjust the Challenge Rating of the
trap, as indicated on the tables below. Damage from poisons and
pit spikes does not count toward this value, but damage from a high strength rating and extra damage from multiple attacks does.
For a
magic trap, only one modifier applies to the CR-either the level of the highest-level spell used in the trap, or the
average damage figure, whichever is larger.
Multiple Traps: If a trap is really two or more connected
traps that affect approximately the same area, determine the CR of each one separately.
Multiple Dependent Traps: If one trap depends on the success of the other (that is, you can avoid the second trap altogether by not
falling victim to the first), they must be treated as separate
traps.
Multiple Independent Traps: If two or more
traps act independently (that is, none depends on the success of another to activate), use their CRs to determine their combined Encounter Level as though they were monsters
. The resulting Encounter Level is the CR for the combined
traps.
Table: CR Modifiers for Mechanical Traps
|
Feature
|
CR Modifier
|
Search DC
|
|
15 or lower |
-1 |
25-29 |
+1 |
30 or higher |
+2 |
Disable Device DC
|
|
15 or lower |
-1 |
25-29 |
+1 |
30 or higher |
+2 |
Reflex Save DC (Pit or Other Save-Dependent Trap)
|
|
15 or lower |
-1 |
16-24 |
- |
25-29 |
+1 |
30 or higher |
+2 |
Attack Bonus (Melee or Ranged Attack Trap)
|
|
+0 or lower |
-2 |
+1 to +5 |
-1 |
+6 to +14 |
- |
+15 to +19 |
+1 |
+20 to +24 |
+2 |
Damage/Effect
|
|
Average damage
|
+1/7 points* |
Miscellaneous Features
|
|
Alchemical device |
Level of spell mimicked |
Liquid
|
+5 |
Multiple target
|
+1 (or 0 if never miss) |
Onset delay 1 round |
+3 |
Onset delay 2 rounds |
+2 |
Onset delay 3 rounds |
+1 |
Onset delay 4+ rounds |
-1 |
Poison
|
CR of poison (see below) |
Black adder venom |
+1 |
Large scorpion venom |
+3 |
Black lotus extract |
+8 |
Malyss root paste |
+3 |
Bloodroot |
+1 |
Medium spider venom |
+2 |
Blue whinnis |
+1 |
Nitharit |
+4 |
Burnt othur fumes |
+6 |
Purple worm poison |
+4 |
Deathblade |
+5 |
Sassone leaf residue |
+3 |
Dragon bile |
+6 |
Shadow essence |
+3 |
Giant wasp poison |
+3 |
Small centipede poison |
+1 |
Greenblood oil |
+1 |
Terinav root |
+5 |
Insanity mist |
+4 |
Ungol dust |
+3 |
Wyvern poison |
+5 |
|
|
Pit spikes
|
+1 |
Touch attack
|
+1 |
* Rounded to the nearest multiple of 7 (round up for an average that lies exactly between two numbers). |
The final cost is equal to (modified base cost x Challenge Rating) + extra costs. The minimum cost for a
mechanical trap is (CR x 100) gp.
After you've multiplied the modified base cost by the Challenge Rating, add the price of any
alchemical items or
poison you incorporated into the
trap. If the
trap uses one of these elements and has an
automatic reset, multiply the
poison or
alchemical item cost by 20 to provide an adequate supply of doses.
Multiple Traps: If a trap is really two or more connected
traps, determine the final cost of each separately, then add those values together. This holds for both multiple dependent and multiple independent
traps (see the previous section).
Building a
magic device trap involves the expenditure of experience points as well as gold pieces, and requires the services of a spellcaster.
Table: Cost Modifiers for Magic Device Traps summarizes the cost information for magic device traps. If the trap uses more than one spell (for instance, a sound or visual
trigger spell in addition to the main spell effect), the builder must pay for them all (except
alarm, which is free unless it must be cast by an NPC; see below).
The costs derived from
Table: Cost Modifiers for Magic Device Traps assume that the builder is casting the necessary spells himself (or perhaps some other PC is providing the spells for free). If an NPC spellcaster must be hired to cast them those costs must be factored in as well.
Table: Cost Modifiers for Magic Device Traps
|
Feature
|
Cost Modifier
|
Alarm spell used in trigger |
- |
One-Shot Trap
|
|
Each spell used in trap |
+50 gp x caster level x spell level, +4 XP x caster level x spell level |
Material components |
+ Cost of all material components |
XP components |
+ Total of XP components x 5 gp |
Automatic Reset Trap
|
|
Each spell used in trap |
+500 gp x caster level x spell level, +40 XP x caster level x spell level |
Material components |
+ Cost of all material components x 100 gp |
XP components |
+ Total of XP components x 500 gp |
A
spell trap has a cost only if the builder must hire an NPC spellcaster to cast it.
Craft DCs for Mechanical Traps
Trap CR
|
Base Craft (Trapmaking) DC
|
1-3 |
20 |
4-6 |
25 |
7-10 |
30 |
Making the Checks: To determine how much progress a character makes on building a
trap each week, that character makes a
Craft (trapmaking) check. See the
Craft skill description for details on
Craft checks and the circumstances that can affect them.
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