User:Deider/Unimplemented2: Difference between revisions

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{{Systems}}
 
 
This is a work in progress. While the system is fully functional, the trap crafting supply NPCs are not equipped to sell Tracprafting Kits yet. While largely this system is complete, there are still some other missing pieces to actually have it implemented and usable.
 
==Introduction==
==Introduction==


Line 11: Line 14:
* If you use the kit and target a spot on the ground it will spawn a trapcrafting station (a small bag which represents the kit).  You will use this station to make traps.  If you use the kit and target another spot on the ground while you already have a station out the original station will be destroyed and a new one will spawn where you targeted it.  When a trapcrafting station is destroyed anything inside it is spilled onto the ground.
* If you use the kit and target a spot on the ground it will spawn a trapcrafting station (a small bag which represents the kit).  You will use this station to make traps.  If you use the kit and target another spot on the ground while you already have a station out the original station will be destroyed and a new one will spawn where you targeted it.  When a trapcrafting station is destroyed anything inside it is spilled onto the ground.
* If you use the kit on a stack of arrows, bolts, darts or shuriken it will prime that item, allowing it to be used as a component in the creation of projectile traps.
* If you use the kit on a stack of arrows, bolts, darts or shuriken it will prime that item, allowing it to be used as a component in the creation of projectile traps.
* If you use the kit on your PC you will get a temporary Craft Trap synergy bonus to set traps (see below for details).
* If you use the kit on your PC you will get a temporary [[nwn:Craft Trap|Craft Trap]] synergy bonus to set traps (see below for details).


Note: The Trapcrafting Kit is '''not''' a [[nwn:Plot|Plot]] item.
Note: The Trapcrafting Kit is '''not''' a [[nwn:Plot|Plot]] item.
Line 25: Line 28:


As a part of ACS, Trapcrafting provides both tradeskill and character XP.  Trapcrafting XP has a level progression the same as [[NWN:Level_progression | character levels]].
As a part of ACS, Trapcrafting provides both tradeskill and character XP.  Trapcrafting XP has a level progression the same as [[NWN:Level_progression | character levels]].
The XP granted by the [[Trap_System|original system]] is different from the XP granted by the ACS version of Trapcrafting.
<br>
The XP granted by the [[Trap_System|original system]] is different from the XP granted by the ACS version of Trapcrafting.


==Differences Between the Original System and the ACS System==
==Differences Between the Original System and the ACS System==
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The list of traps which can be crafted via ACS is as follows.  Items in <span style="color: blue;">'''blue'''</span> are custom traps.
The list of traps which can be crafted via ACS is as follows.  Items in <span style="color: blue;">'''blue'''</span> are custom traps.
Detect DC: this is the DC of the [[nwn:Search|Search]] check needed for someone to detect the trap.  The trap setter's [[nwn:Set Trap|Set Trap]] skill is added to this DC.
Disarm DC: this is the DC of the [[nwn:Disarm Trap|Disarm Trap]] check needed for someone to disarm the trap.  The trap setter's Set Trap skill is added to this DC.


{| class="wikitable"
{| class="wikitable"
|Type
!Type
|Strength
!Strength
|Target
!Target
|Damage
!Damage
|Special
!Special
|Save
!Save
|Save DC
!Save DC
|Set DC
!Set DC
|Detect DC
!Detect DC
|Disarm DC
!Disarm DC
|Custom Bonus
!Custom Bonus
|-
|-
|rowspan="5"|Acid Blob
|rowspan="5"|Acid Blob
Line 67: Line 75:
|reflex
|reflex
|15
|15
|XX
|15
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|increased DC for assassins
|-
|-
|Average
|Average
Line 78: Line 86:
|reflex
|reflex
|20
|20
|XX
|25
|XX
|14
|XX
|26
|-
|-
|Strong
|Strong
Line 88: Line 96:
|reflex
|reflex
|25
|25
|XX
|35
|XX
|18
|XX
|31
|-
|-
|Deadly
|Deadly
Line 98: Line 106:
|reflex
|reflex
|25
|25
|XX
|45
|XX
|18
|XX
|31
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|single creature
|single creature
|a lot
|40d6 acid
|paralysis, 5 rounds
|paralysis, 10 rounds
|reflex
|reflex
|??
|40
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Acid Splash
|rowspan="5"|Acid Splash
Line 119: Line 127:
|reflex
|reflex
|12
|12
|XX
|15
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|increased damage for assassins
|-
|-
|Average
|Average
Line 130: Line 138:
|reflex
|reflex
|14
|14
|XX
|20
|XX
|10
|XX
|22
|-
|-
|Strong
|Strong
Line 140: Line 148:
|reflex
|reflex
|17
|17
|XX
|25
|XX
|10
|XX
|22
|-
|-
|Deadly
|Deadly
Line 150: Line 158:
|reflex
|reflex
|20
|20
|XX
|30
|XX
|10
|XX
|22
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|single creature
|single creature
|a lot
|40d8 acid
|
|
|reflex
|reflex
|??
|30
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Electrical
|rowspan="5"|Electrical
Line 171: Line 179:
|reflex
|reflex
|19
|19
|XX
|20
|XX
|14
|XX
|26
|rowspan="5"|stuff
|rowspan="5"|increased DC for assassins
|-
|-
|Average
|Average
Line 182: Line 190:
|reflex
|reflex
|22
|22
|XX
|25
|XX
|18
|XX
|31
|-
|-
|Strong
|Strong
Line 192: Line 200:
|reflex
|reflex
|26
|26
|XX
|30
|XX
|22
|XX
|36
|-
|-
|Deadly
|Deadly
Line 202: Line 210:
|reflex
|reflex
|28
|28
|XX
|35
|XX
|22
|XX
|36
|-
|-
|Epic
|Epic
|15 ft radius
|15 ft radius
|30d6 electrical
|60d6 electrical
|
|
|reflex
|reflex
|35
|35
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Fire
|rowspan="5"|Fire
Line 223: Line 231:
|reflex
|reflex
|18
|18
|XX
|20
|XX
|14
|XX
|26
|rowspan="5"|stuff
|rowspan="5"|area of effect increase for assassins
|-
|-
|Average
|Average
Line 234: Line 242:
|reflex
|reflex
|20
|20
|XX
|30
|XX
|14
|XX
|26
|-
|-
|Strong
|Strong
Line 244: Line 252:
|reflex
|reflex
|23
|23
|XX
|40
|XX
|18
|XX
|31
|-
|-
|Deadly
|Deadly
Line 254: Line 262:
|reflex
|reflex
|26
|26
|XX
|50
|XX
|22
|XX
|36
|-
|-
|Epic
|Epic
Line 264: Line 272:
|reflex
|reflex
|33
|33
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Frost
|rowspan="5"|Frost
Line 275: Line 283:
|fortitude
|fortitude
|12
|12
|XX
|15
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|increased damage for assassins
|-
|-
|Average
|Average
Line 286: Line 294:
|fortitude
|fortitude
|13
|13
|XX
|20
|XX
|10
|XX
|22
|-
|-
|Strong
|Strong
Line 296: Line 304:
|fortitude
|fortitude
|14
|14
|XX
|25
|XX
|10
|XX
|22
|-
|-
|Deadly
|Deadly
Line 306: Line 314:
|fortitude
|fortitude
|15
|15
|XX
|30
|XX
|10
|XX
|22
|-
|-
|Epic
|Epic
Line 316: Line 324:
|fortitude
|fortitude
|30
|30
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Holy
|rowspan="5"|Holy
Line 327: Line 335:
|none
|none
|n/a
|n/a
|XX
|10
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|turn undead when set by good holy warriors
|-
|-
|Average
|Average
Line 338: Line 346:
|none
|none
|n/a
|n/a
|XX
|20
|XX
|10
|XX
|22
|-
|-
|Strong
|Strong
Line 348: Line 356:
|none
|none
|n/a
|n/a
|XX
|25
|XX
|14
|XX
|26
|-
|-
|Deadly
|Deadly
Line 358: Line 366:
|none
|none
|n/a
|n/a
|XX
|30
|XX
|14
|XX
|26
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|single creature
|single creature
|a lot
|40d4 divine
|a lot more dmg vs. undead
|60d10 dmg vs. undead
|none
|none
|n/a
|n/a
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Negative
|rowspan="5"|Negative
Line 379: Line 387:
|fortitude
|fortitude
|12
|12
|XX
|15
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|heal undead
|-
|-
|Average
|Average
Line 390: Line 398:
|fortitude
|fortitude
|15
|15
|XX
|20
|XX
|10
|XX
|22
|-
|-
|Strong
|Strong
Line 400: Line 408:
|fortitude
|fortitude
|18
|18
|XX
|25
|XX
|14
|XX
|26
|-
|-
|Deadly
|Deadly
Line 410: Line 418:
|fortitude
|fortitude
|21
|21
|XX
|30
|XX
|14
|XX
|26
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|single creature
|single creature
|a lot
|40d6 negative
|something
| -2 levels
|fortitude
|fortitude
|??
|30
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Sonic
|rowspan="5"|Sonic
Line 431: Line 439:
|will
|will
|12
|12
|XX
|15
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|increased DC and duration for assassins & bards
|-
|-
|Average
|Average
Line 442: Line 450:
|will
|will
|14
|14
|XX
|20
|XX
|10
|XX
|22
|-
|-
|Strong
|Strong
Line 452: Line 460:
|will
|will
|17
|17
|XX
|25
|XX
|10
|XX
|22
|-
|-
|Deadly
|Deadly
Line 462: Line 470:
|will
|will
|20
|20
|XX
|30
|XX
|10
|XX
|22
|-
|-
|Epic
|Epic
Line 472: Line 480:
|will
|will
|30
|30
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Spike
|rowspan="5"|Spike
Line 483: Line 491:
|reflex
|reflex
|15
|15
|XX
|5
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|increased damage for assassins
|-
|-
|Average
|Average
Line 494: Line 502:
|reflex
|reflex
|15
|15
|XX
|20
|XX
|10
|XX
|22
|-
|-
|Strong
|Strong
Line 504: Line 512:
|reflex
|reflex
|15
|15
|XX
|25
|XX
|10
|XX
|22
|-
|-
|Deadly
|Deadly
Line 514: Line 522:
|reflex
|reflex
|15
|15
|XX
|35
|XX
|22
|XX
|36
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|single creature
|single creature
|a lot
|50d6 piercing
|
|
|reflex
|reflex
|??
|15
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Tangle
|rowspan="5"|Tangle
Line 535: Line 543:
|reflex
|reflex
|20
|20
|XX
|15
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|increased duration for rangers
|-
|-
|Average
|Average
Line 546: Line 554:
|reflex
|reflex
|25
|25
|XX
|20
|XX
|14
|XX
|26
|-
|-
|Strong
|Strong
Line 556: Line 564:
|reflex
|reflex
|30
|30
|XX
|25
|XX
|14
|XX
|26
|-
|-
|Deadly
|Deadly
Line 566: Line 574:
|reflex
|reflex
|35
|35
|XX
|30
|XX
|18
|XX
|31
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|? ft radius
|15 ft radius
|
|
|slow, ? rounds
|slow, 6 rounds
|reflex
|reflex
|??
|50
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Gas
|rowspan="5"|Gas
|Minor
|Minor
|
|5ft radius
|
|none
|poison
|poison, 2 rounds
|poison
|poison
|15
|30
|18
|18
|XX
|31
|XX
|1st dmg: 1d6 DEX; 2nd dmg: 1d6 CON
|XX
|rowspan="5"|stuff
|-
|-
|Average
|Average
|
|5ft radius
|
|none
|poison
|poison, 2 rounds
|poison
|poison
|20
|20
|XX
|35
|XX
|18
|XX
|31
|1st dmg: 1d10 DEX; 2nd dmg: 1d10 CON
|-
|-
|Strong
|Strong
|
|10ft radius
|
|none
|poison, 2 rounds
|poison
|poison
|poison
|25
|18
|45
|XX
|22
|XX
|36
|XX
|1st dmg: 3d4 STR; 2nd dmg: 3d4 CON
|-
|-
|Deadly
|Deadly
|
|10ft radius
|
|none
|poison, 2 rounds
|poison
|poison
|poison
|30
|20
|45
|XX
|22
|XX
|36
|XX
|1st dmg: 3d6 STR; 2nd dmg: 3d6 CON
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|15ft radius
|
|none
|poison, 2 rounds
|poison
|poison
|poison
|35
|??
|65
|XX
|43
|XX
|58
|XX
|1st dmg: 3d8 STR; 2nd dmg: 3d8 CON
|-
|-
|rowspan="5"|Blinding Light
|rowspan="5"|Blinding Light
!style="color:blue"|Minor
!style="color:blue"|Minor
|
|5 ft radius
|
|none
|
|blindness, 2 rounds
|
|fortitude
|??
|14
|XX
|10
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|Hide penalty, chance to be dropped out of stealth
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|
|10 ft radius
|
|none
|
|blindness, 4 rounds
|
|fortitude
|??
|20
|XX
|25
|XX
|14
|XX
|26
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|
|10 ft radius
|
|none
|
|blindness, 6 rounds
|
|fortitude
|??
|26
|XX
|40
|XX
|18
|XX
|31
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|
|15 ft radius
|
|none
|
|blindness, 8 rounds
|
|fortitude
|??
|32
|XX
|50
|XX
|22
|XX
|36
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|20 ft radius
|
|none
|
|blindness, 10 rounds
|
|fortitude
|??
|38
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Darkness
|rowspan="5"|Darkness
!style="color:blue"|Minor
!style="color:blue"|Minor
|
|5 ft radius
|
|none
|
|darkness, 4 rounds
|
|will
|??
|14
|XX
|10
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|dropped out of stealth, move silently penalty
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|
|10 ft radius
|
|none
|
|darkness, 8 rounds
|
|will
|??
|20
|XX
|25
|XX
|14
|XX
|26
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|
|10 ft radius
|
|none
|
|darkness, 12 rounds
|
|will
|??
|26
|XX
|40
|XX
|18
|XX
|31
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|
|15 ft radius
|
|none
|
|darkness, 16 rounds
|
|will
|??
|32
|XX
|50
|XX
|22
|XX
|36
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|20 ft radius
|
|none
|
|darkness, 20 rounds
|
|will
|??
|38
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Thunder & Lightning
|rowspan="5"|Thorny Tangle
!style="color:blue"|Minor
!style="color:blue"|Minor
|
|5 ft radius
|
|1d4 piercing
|
|slow, 2 rounds
|
|reflex
|??
|14
|XX
|10
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|automatic entangle if set by ranger
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|
|5 ft radius
|
|3d4 piercing
|
|slow, 3 rounds
|
|reflex
|??
|18
|XX
|25
|XX
|14
|XX
|26
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|
|10 ft radius
|
|6d4 piercing
|
|slow, 4 rounds
|
|reflex
|??
|24
|XX
|40
|XX
|18
|XX
|31
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|
|15 ft radius
|
|9d4 piercing
|
|slow, 5 rounds
|
|reflex
|??
|30
|XX
|50
|XX
|22
|XX
|36
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|20 ft radius
|
|12d4 piercing
|
|slow, 6 rounds
|
|reflex
|??
|36
|XX
|65
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Darkness
|rowspan="5"|Thunder & Lightning
!style="color:blue"|Minor
!style="color:blue"|Minor
|
|10 ft radius
|
|4d6 electrical
|
|1d4 sonic dmg (no save)
|
|reflex
|??
|14
|XX
|20
|XX
|10
|XX
|22
|rowspan="5"|stuff
|rowspan="5"|will save to avoid stun; possible knockdown if set by assassin or bard
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|
|10 ft radius
|
|8d6 electrical
|
|2d4 sonic dmg (no save)
|
|reflex
|??
|16
|XX
|35
|XX
|14
|XX
|26
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|
|10 ft radius
|
|15d6 electrical
|
|3d4 sonic dmg (no save)
|
|reflex
|??
|18
|XX
|40
|XX
|18
|XX
|31
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|
|10 ft radius
|
|20d6 electrical
|
|5d4 sonic dmg (no save)
|
|reflex
|??
|24
|XX
|55
|XX
|22
|XX
|36
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|10 ft radius
|
|30d6 electrical
|
|8d4 sonic dmg (no save)
|
|reflex
|??
|24
|XX
|70
|XX
|43
|XX
|58
|-
|-
|rowspan="5"|Arrow
|rowspan="5"|Arrow
!style="color:blue"|Minor
!style="color:blue"|Minor
|
|2 creatures
|
|20d8 piercing
|pierces +1 DR
|pierces +1 DR
|
|none
|??
|20 BAB
|XX
|20
|XX
|20
|XX
|32
|rowspan="5"|stuff
|rowspan="5"|no save; attack roll vs target AC
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|
|3 creatures
|
|40d8 piercing
|pierces +2 DR
|pierces +2 DR
|
|none
|??
|30 BAB
|XX
|30
|XX
|24
|XX
|36
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|
|4 creatures
|
|60d8 piercing
|pierces +3 DR
|pierces +3 DR
|
|none
|??
|40 BAB
|XX
|40
|XX
|28
|XX
|41
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|
|5 creatures
|
|80d8 piercing
|pierces +4 DR
|pierces +4 DR
|
|none
|??
|50 BAB
|XX
|50
|XX
|32
|XX
|46
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|6 creatures
|
|100d8 piercing
|pierces +5 DR
|pierces +5 DR
|
|none
|??
|60 BAB
|XX
|70
|XX
|53
|XX
|68
|-
|-
|rowspan="5"|Bolt
|rowspan="5"|Bolt
!style="color:blue"|Minor
!style="color:blue"|Minor
|
|single creature
|
|20d12 piercing
|pierces +1 DR
|pierces +1 DR
|
|none
|??
|20 BAB
|XX
|20
|XX
|20
|XX
|32
|rowspan="5"|stuff
|rowspan="5"|no save; attack roll vs target AC
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|
|single creature
|
|40d12 piercing
|pierces +2 DR
|pierces +2 DR
|
|none
|??
|30 BAB
|XX
|30
|XX
|24
|XX
|36
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|
|single creature
|
|60d12 piercing
|pierces +3 DR
|pierces +3 DR
|
|none
|??
|40 BAB
|XX
|40
|XX
|28
|XX
|41
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|
|single creature
|
|80d12 piercing
|pierces +4 DR
|pierces +4 DR
|
|none
|??
|50 BAB
|XX
|50
|XX
|32
|XX
|46
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|single creature
|
|100d12 piercing
|pierces +5 DR
|pierces +5 DR
|
|none
|??
|60 BAB
|XX
|70
|XX
|53
|XX
|68
|-
|-
|rowspan="5"|Dart
|rowspan="5"|Dart
!style="color:blue"|Minor
!style="color:blue"|Minor
|
|single creature
|
|50d4 piercing
|pierces +1 DR
|pierces +1 DR
|
|none
|??
|20 BAB
|XX
|20
|XX
|20
|XX
|32
|rowspan="5"|stuff
|rowspan="5"|no save; attack roll vs target AC
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|
|single creature
|
|100d4 piercing
|pierces +2 DR
|pierces +2 DR
|
|none
|??
|30 BAB
|XX
|30
|XX
|24
|XX
|36
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|
|single creature
|
|150d4 piercing
|pierces +3 DR
|pierces +3 DR
|
|none
|??
|40 BAB
|XX
|40
|XX
|28
|XX
|41
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|
|single creature
|
|200d4 piercing
|pierces +4 DR
|pierces +4 DR
|
|none
|??
|50 BAB
|XX
|50
|XX
|32
|XX
|46
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|single creature
|
|250d4 piercing
|pierces +5 DR
|pierces +5 DR
|
|none
|??
|60 BAB
|XX
|70
|XX
|53
|XX
|68
|-
|-
|rowspan="5"|Shuriken
|rowspan="5"|Shuriken
!style="color:blue"|Minor
!style="color:blue"|Minor
|
|single creature
|
|50d3 piercing
|pierces +1 DR
|pierces +1 DR
|
|none
|??
|25 BAB
|XX
|20
|XX
|20
|XX
|32
|rowspan="5"|stuff
|rowspan="5"|no save; attack roll vs target AC
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|
|single creature
|
|100d3 piercing
|pierces +2 DR
|pierces +2 DR
|
|none
|??
|35 BAB
|XX
|30
|XX
|24
|XX
|36
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|
|single creature
|
|150d3 piercing
|pierces +3 DR
|pierces +3 DR
|
|none
|??
|45 BAB
|XX
|40
|XX
|28
|XX
|41
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|
|single creature
|
|200d3 piercing
|pierces +4 DR
|pierces +4 DR
|
|none
|??
|55 BAB
|XX
|50
|XX
|32
|XX
|46
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|single creature
|
|250d3 piercing
|pierces +5 DR
|pierces +5 DR
|
|none
|??
|65 BAB
|XX
|70
|XX
|53
|XX
|68
|-
|-
|rowspan="5"|Magical
|rowspan="5"|Magical
!style="color:blue"|Minor
!style="color:blue"|Minor
|single creature
|2d10 magical
|
|
|
|reflex
|
|20
|
|25
|??
|30
|XX
|42
|XX
|rowspan="5"|reflex save DC bonus for spellcasters
|XX
|rowspan="5"|stuff
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|single creature
|3d10 magical
|
|
|
|reflex
|
|24
|
|30
|??
|30
|XX
|42
|XX
|XX
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|single creature
|5d10 magical
|
|
|
|reflex
|
|28
|
|35
|??
|34
|XX
|46
|XX
|XX
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|single creature
|25d10 magical
|
|
|
|reflex
|
|32
|
|40
|??
|34
|XX
|46
|XX
|XX
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|single creature
|50d10 magical
|
|
|
|reflex
|
|40
|
|75
|??
|64
|XX
|78
|XX
|XX
|-
|-
|rowspan="5"|Positive
|rowspan="5"|Positive
!style="color:blue"|Minor
!style="color:blue"|Minor
|
|single creature
|
|2d8 positive
|
|allies within 5 ft are healed
|
|none
|??
|n/a
|XX
|25
|XX
|30
|XX
|42
|rowspan="5"|stuff
|rowspan="5"|allies of the trap setter are healed within a radius when an enemy triggers the trap
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|
|single creature
|
|3d8 positive
|
|allies within 10 ft are healed
|
|none
|??
|n/a
|XX
|30
|XX
|30
|XX
|42
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|
|single creature
|
|5d8 positive
|
|allies within 10 ft are healed
|
|none
|??
|n/a
|XX
|35
|XX
|34
|XX
|46
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|
|single creature
|
|8d8 positive
|
|allies within 15 ft are healed
|
|none
|??
|n/a
|XX
|40
|XX
|34
|XX
|46
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|single creature
|
|40d8 positive
|
|allies within 15 ft are healed
|
|none
|??
|n/a
|XX
|75
|XX
|64
|XX
|78
|-
|-
|rowspan="5"|Spell
|rowspan="5"|Spell
!style="color:blue"|Minor
!style="color:blue"|Minor
|
|colspan="2"|depends on spell
|
|2nd lvl spells & lower
|1st-2nd lvl spells
|colspan="2"|depends on spell
|
|30
|??
|40
|XX
|62
|XX
|rowspan="5"|casts the primed spell on the enemy who triggers the trap
|XX
|rowspan="5"|stuff
|-
|-
!style="color:blue"|Average
!style="color:blue"|Average
|
|colspan="2"|depends on spell
|
|4th lvl spells & lower
|3rd-4th lvl spells
|colspan="2"|depends on spell
|
|35
|??
|44
|XX
|66
|XX
|XX
|-
|-
!style="color:blue"|Strong
!style="color:blue"|Strong
|
|colspan="2"|depends on spell
|
|6th lvl spells & lower
|5th-6th lvl spells
|colspan="2"|depends on spell
|
|40
|??
|52
|XX
|72
|XX
|XX
|-
|-
!style="color:blue"|Deadly
!style="color:blue"|Deadly
|
|colspan="2"|depends on spell
|
|8th lvl spells & lower
|7th-8th lvl spells
|colspan="2"|depends on spell
|
|45
|??
|56
|XX
|76
|XX
|XX
|-
|-
!style="color:blue"|Epic
!style="color:blue"|Epic
|
|colspan="2"|depends on spell
|
|9th lvl spells & lower
|9th lvl spells
|colspan="2"|depends on spell
|
|80
|??
|70
|XX
|80
|XX
|XX
|}
|}


==Cocktail Components==
==Additional Notes on Custom Traps==
 
'''Blinding Light, Darkness, Thorny Tangle, and Thunder & Lightning Traps''' have slightly different effects than the versions crafted in the original custom system.
 
* '''Blinding Light Traps''' require anyone in the area of effect to make an additional reflex save at the same DC as the fortitude save for blindness.  If the reflex save is failed the target is forced out of stealth mode.  Also, all targets within the area of effect receive a [[nwn:Hide|Hide]] penalty equal to half the trap's save DC.  The duration of this penalty is twice the blindness duration.  There is no save for the Hide penalty.
 
* '''Darkness Traps''' force anyone entering within a certain radius when the trap is triggered to make a will saving throw.  If they fail they begin to cough; this drops them out of stealth and gives them a -20 [[nwn:Move silently|Move Silently]] penalty for the same duration as the darkness.
 
* '''Thorny Tangle Traps''', when set by a [[ranger]], grant an [[nwn:Entangle|Entangle]] effect automatically to any targets who fail the reflex save.  Rangers also get a duration increase of a number of rounds equal to their ranger levels divided by four, rounded down.  The damage from this trap is increased when set by an assassin; the increase is equal to the trap setter's assassin levels.
 
* '''Thunder & Lightning Traps''' have multiple effects in addition to electrical and sonic damage.  Anyone in the trap's area of effect who fails a will save (the DC is the same as the reflex save for electrical damage) is stunned for a number of rounds corresponding to the trap's strength (1 round for minor, up to 5 rounds for epic).  If the trap is set by an [[assassin]] or a [[bard]] then anyone in the area of effect must make a [[nwn:Discpline|Discpline]] check against the trap's DC; those who fail are knocked down for the same number of rounds as the stunning effect.  The DCs for this trap are also increased by one for every five assassin levels and every five bard levels the trap setter has.  The increases are calculated separately (not for combined assassin and bard levels) and are rounded down.
 
'''Spike, Acid Splash and Frost Traps''' inflict increased damage when set by an assassin.  The damage increase is equal to the trap setter's assassin levels.
 
'''Fire Traps''' have an increased area of effect when set by assassins.  The radius of the area of effect is increased by a number of percentage points equal to the trap setter's assassin levels.
 
'''Electrical and Acid Blob Traps''' have higher save DCs when set by an assassin.  The DC increase is equal to the trap setter's assassin levels.
 
'''Tangle Traps''' have increased effect duration when set by a ranger.  The duration increase in rounds in equal to the trap setter's ranger levels divided by four, rounded down.
 
'''Gas Traps''' release a cloud of poison gas that persists for two rounds.  Anyone entering the cloud must save vs. poison or take ability damage.  Note that the poisons are different from the ones in standard NWN.


Groups of components used to make cocktails include but are not limited to:
'''Sonic Traps''' have increased DCs and duration when set by a bard or assassin.  The DC increase is one for every five assassin levels and every five bard levels the trap setter has.  The duration increase is a number of rounds equal to one for every ten assassin levels and every ten bard levels.  The increases are calculated separately (not for combined assassin and bard levels) and are rounded down. Sonic traps set by a bard or assassin also have a chance to knock down those in their area of effect.  Anyone failing a Discipline check against the trap's DC is knocked down for the same duration as the stun effect.
* Beer/Ale: as described above
* Wine: any item with the property Cast Spell: Alcohol, Wine Single Use, as well as Avlis custom wines
* Spirits/Liquor: any item with the property Cast Spell: Alcohol, Spirits Single Use, as well as Avlis custom spirits
* Strong Liquor: as described above
* Fruit
* Juice
* Herbs: some plants (herbs, vegetables, etc.) can be used to garnish a cocktail or infuse it with flavor
* Cocktail Mix: a catch-all item used in higher level recipes for more complicated cocktails that require things like syrup and soda water, such as Deputy Tom Collins, Song Island Tea, and Tyeduan Sunrise.


Mixed cocktails cannot be used as components in other cocktailsFor example, you can't use a Half and Half to make a Shandy or a Garnished Beer.
'''Holy Traps''' set by good-aligned holy warriors have a chance to turn nearby undead when triggeredThe strength of the turning and the amount of undead turned depends on the trap setter's holy warrior levels.


==Mixing Potions==
'''Negative Traps''' will heal undead creatures who trigger them.


Once a PC has gained 10 levels in Bartending, they gain the ability to mix potionsWhen two potions are successfully mixed, the end result is a new potion that will grant the effect of the one the two original potions, but at the combined caster level of the two potions that were mixed.  The resulting potion effect is randomly chosen between the two potions.
'''Projectile Traps''' (Arrow, Bolt, Dart, Shuriken) fire a stack of projectiles.  Arrow traps fire at multiple targets while the other projectile traps fire at only a single targetA single attack roll is rolled against the target's AC.  (There is no reflex save like with some other traps.)  The stronger the trap the higher its base attack bonus ([[nwn:Base attack bonus|BAB]]) and the more powerful the damage is able to bypass damage resistance.  Projectile traps require ammunition or thrown weapons to be crafted.  For these items to be able to be used to craft a trap they first must be primed.  To prime an item use the Trapcrafting Kit on it; the power level of the item will determine what strength of trap it can be used to make.


Example: a bartender mixes two standard NWN potions, Potion of Aid and Potion of Barkskin, both of which have a caster level of 3If successful, the bartender will create either a new Potion of Aid or Potion of Barkskin, which when drunk will cast its respective spell at caster level 6.
'''Magical Traps''' damage a single target with magical energyThe reflex save DC to avoid the trap is increased by one for every four ranks of [[nwn:Spellcraft|Spellcraft]] possessed by the trap setter.  Ranks from items and effects are included in this calculation.


There are some limitations to potion mixing:
'''Spell Traps''' must be primed with a spell to be used.  After setting the trap someone near the trigger must cast a spell onto a Spell Trap Priming Device.  Only hostile and summon spells can be used. Epic spells cannot be used. The spellcaster does not need to be the PC who set the trap.  Once a spell trap is primed it cannot be primed again with a different spell unless the trap is recovered.
* You cannot mix two potions of the same spell, even if they are of different caster levels.
* Mixed potions cannot be further mixed with other potions.
* Only potions that cast spells can be mixed; custom scripted potions such as the Potion of Psionic Resistance cannot be used in potion mixing.


The chance that a bartender successfully mixes two potions is affected by the combined caster level of the potions to be mixed as well as the PC's Bartending and [[Crafting_System#Alchemy|Alchemy]] levels.  In some cases a PC can outdo himself and create a mixed potion which casts its spell with [[Magic:Metamagic|metamagic]] (empowered, extended, maximized) when drunk.  Likewise, it is possible for the bartender to fail when mixing potions, sometimes in spectacular fashion.  There are also cases when the bartender can create a mystery potion, whose effects are completely unknown until drunk.
==Synergy with the Craft Trap Skill==


[[Category:Systems|Bartending]]
None of the tradeskills in ACS use any of the Bioware crafting skills ([[nwn:Craft Weapon|Craft Weapon]], [[nwn:Craft Armor|Craft Armor]], Craft Trap) or feats ([[nwn:Brew Potion|Brew Potion]], [[nwn:Scribe Scroll|Scribe Scroll]], [[nwn:Craft Wand|Craft Wand]]) which were introduced in the [[nwn:Hordes of the Underdark|Hordes of the Underdark]] expansion.  This holds true for the ACS version of trapcrafting.  Ranks in Craft Trap do not increase your chance of successfully crafting a trap.  However, ranks in the Craft Trap skill do offer other synergy bonuses:
* If you use the Trapcrafting Kit on yourself you gain a temporary bonus to Set Trap for five rounds.  This bonus is equal to your Craft Trap ranks divided by five (rounded down).  Bonus ranks from items are counted in this calculation.
* The detect DC of any trap you set is increased by one for every five ranks in Craft Trap, rounded down.  Bonus ranks from items are counted in this calculation.  (This does not include the custom traps which must be dropped to be set.)
* The disarm DC of any trap you set is increased by one for every five ranks in Craft Trap, rounded down.  Bonus ranks from items are counted in this calculation.  (This does not include the custom traps which must be dropped to be set.)

Latest revision as of 16:55, 29 June 2023


This is a work in progress. While the system is fully functional, the trap crafting supply NPCs are not equipped to sell Tracprafting Kits yet. While largely this system is complete, there are still some other missing pieces to actually have it implemented and usable.

Introduction

Trapcrafting allows characters to make their own traps. Any class build can be a trapcrafter. There are two trapcrafting systems in Avlis. The original system was developed by Deider in 2006 and then improved by Croton in 2009. This page refers to a newer system added in 2021 which adds Trapcrafting to the Avlis Crafting System (ACS).

Getting Started

To become a trapcrafter you need to acquire a Trapcrafting Kit. There are a few merchants in Negaria who will sell you this kit. You can do several things with the kit:

  • If you use the kit and target a spot on the ground it will spawn a trapcrafting station (a small bag which represents the kit). You will use this station to make traps. If you use the kit and target another spot on the ground while you already have a station out the original station will be destroyed and a new one will spawn where you targeted it. When a trapcrafting station is destroyed anything inside it is spilled onto the ground.
  • If you use the kit on a stack of arrows, bolts, darts or shuriken it will prime that item, allowing it to be used as a component in the creation of projectile traps.
  • If you use the kit on your PC you will get a temporary Craft Trap synergy bonus to set traps (see below for details).

Note: The Trapcrafting Kit is not a Plot item.

The trapcrafting station is a placeable which can hold inventory. It can be destroyed in two ways:

  • targeting it with your Trapcrafting Kit
  • through physical attacks and spells

Destroying the station always dumps its contents on the ground.

One difference between Trapcrafting and other ACS tradeskills is its portability. For other tradeskills such as Blacksmithing and Tailoring you must go to one of the many crafting stations available throughout the servers. With Trapcrafting you can make traps anywhere.

Trapcrafting Experience and Progression

As a part of ACS, Trapcrafting provides both tradeskill and character XP. Trapcrafting XP has a level progression the same as character levels.

The XP granted by the original system is different from the XP granted by the ACS version of Trapcrafting.

Differences Between the Original System and the ACS System

Both the original trapcrafting system and the new ACS system share the advantage of portability and both allow you to create the same standard traps which are found in Neverwinter Nights but there are several differences between the systems.

Advantages of the original custom system:

  • Custom traps (Blinding Light, Darkness, Thorny Tangle, Thunder & Lightning) can be made with different qualities based on the Craft Trap ranks of the crafter. Bonuses to set, detect and disarm the trap are tied to the skill of the trap crafter.
  • Custom traps can be set without breaking stealth.
  • Custom traps have various other features.

Advantages of the newer ACS system:

  • Can craft more than one trap at a time.
  • Crafting grants tradeskill and character XP.
  • Bonuses to set, detect and disarm all traps are tied to the Craft Traps skill of the trap setter.
  • The recipe list has been expanded to include new traps (see below).
  • All traps are NWN traps. Player Tool 5 is not needed to set or recover traps. All traps set by the PC will have a green trigger.

Traps

The list of traps which can be crafted via ACS is as follows. Items in blue are custom traps.

Detect DC: this is the DC of the Search check needed for someone to detect the trap. The trap setter's Set Trap skill is added to this DC.

Disarm DC: this is the DC of the Disarm Trap check needed for someone to disarm the trap. The trap setter's Set Trap skill is added to this DC.

Type Strength Target Damage Special Save Save DC Set DC Detect DC Disarm DC Custom Bonus
Acid Blob Minor single creature 3d6 acid paralysis, 2 rounds reflex 15 15 10 22 increased DC for assassins
Average single creature 5d6 acid paralysis, 3 rounds reflex 20 25 14 26
Strong single creature 12d6 acid paralysis, 4 rounds reflex 25 35 18 31
Deadly single creature 18d6 acid paralysis, 5 rounds reflex 25 45 18 31
Epic single creature 40d6 acid paralysis, 10 rounds reflex 40 65 43 58
Acid Splash Minor single creature 2d8 acid reflex 12 15 10 22 increased damage for assassins
Average single creature 3d8 acid reflex 14 20 10 22
Strong single creature 5d8 acid reflex 17 25 10 22
Deadly single creature 8d8 acid reflex 20 30 10 22
Epic single creature 40d8 acid reflex 30 65 43 58
Electrical Minor 15 ft radius 8d6 electrical reflex 19 20 14 26 increased DC for assassins
Average 15 ft radius 15d6 electrical reflex 22 25 18 31
Strong 15 ft radius 20d6 electrical reflex 26 30 22 36
Deadly 15 ft radius 30d6 electrical reflex 28 35 22 36
Epic 15 ft radius 60d6 electrical reflex 35 65 43 58
Fire Minor 5 ft radius 5d6 fire reflex 18 20 14 26 area of effect increase for assassins
Average 5 ft radius 8d6 fire reflex 20 30 14 26
Strong 10 ft radius 15d6 fire reflex 23 40 18 31
Deadly 10 ft radius 25d6 fire reflex 26 50 22 36
Epic 10 ft radius 50d6 fire reflex 33 65 43 58
Frost Minor single creature 2d4 cold paralysis, 1 round fortitude 12 15 10 22 increased damage for assassins
Average single creature 3d4 cold paralysis, 2 rounds fortitude 13 20 10 22
Strong single creature 5d4 cold paralysis, 3 rounds fortitude 14 25 10 22
Deadly single creature 8d4 cold paralysis, 4 rounds fortitude 15 30 10 22
Epic single creature 40d4 cold paralysis, 5 rounds fortitude 30 65 43 58
Holy Minor single creature 2d4 divine 4d10 dmg vs. undead none n/a 10 10 22 turn undead when set by good holy warriors
Average single creature 3d4 divine 5d10 dmg vs. undead none n/a 20 10 22
Strong single creature 6d4 divine 8d10 dmg vs. undead none n/a 25 14 26
Deadly single creature 8d4 divine 12d10 dmg vs. undead none n/a 30 14 26
Epic single creature 40d4 divine 60d10 dmg vs. undead none n/a 65 43 58
Negative Minor single creature 2d6 negative -1 strength fortitude 12 15 10 22 heal undead
Average single creature 3d6 negative -1 strength fortitude 15 20 10 22
Strong single creature 5d6 negative -2 strength fortitude 18 25 14 26
Deadly single creature 8d6 negative -1 level fortitude 21 30 14 26
Epic single creature 40d6 negative -2 levels fortitude 30 65 43 58
Sonic Minor 10 ft radius 2d4 sonic stun, 2 rounds will 12 15 10 22 increased DC and duration for assassins & bards
Average 10 ft radius 3d4 sonic stun, 2 rounds will 14 20 10 22
Strong 10 ft radius 5d4 sonic stun, 3 rounds will 17 25 10 22
Deadly 10 ft radius 8d4 sonic stun, 4 rounds will 20 30 10 22
Epic 10 ft radius 40d4 sonic stun, 4 rounds will 30 65 43 58
Spike Minor single creature 2d6 piercing reflex 15 5 10 22 increased damage for assassins
Average single creature 3d6 piercing reflex 15 20 10 22
Strong single creature 5d6 piercing reflex 15 25 10 22
Deadly single creature 25d6 piercing reflex 15 35 22 36
Epic single creature 50d6 piercing reflex 15 65 43 58
Tangle Minor 5 ft radius slow, 3 rounds reflex 20 15 10 22 increased duration for rangers
Average 5 ft radius slow, 4 rounds reflex 25 20 14 26
Strong 10 ft radius slow, 4 rounds reflex 30 25 14 26
Deadly 10 ft radius slow, 5 rounds reflex 35 30 18 31
Epic 15 ft radius slow, 6 rounds reflex 50 65 43 58
Gas Minor 5ft radius none poison, 2 rounds poison 15 30 18 31 1st dmg: 1d6 DEX; 2nd dmg: 1d6 CON
Average 5ft radius none poison, 2 rounds poison 20 35 18 31 1st dmg: 1d10 DEX; 2nd dmg: 1d10 CON
Strong 10ft radius none poison, 2 rounds poison 25 45 22 36 1st dmg: 3d4 STR; 2nd dmg: 3d4 CON
Deadly 10ft radius none poison, 2 rounds poison 30 45 22 36 1st dmg: 3d6 STR; 2nd dmg: 3d6 CON
Epic 15ft radius none poison, 2 rounds poison 35 65 43 58 1st dmg: 3d8 STR; 2nd dmg: 3d8 CON
Blinding Light Minor 5 ft radius none blindness, 2 rounds fortitude 14 10 10 22 Hide penalty, chance to be dropped out of stealth
Average 10 ft radius none blindness, 4 rounds fortitude 20 25 14 26
Strong 10 ft radius none blindness, 6 rounds fortitude 26 40 18 31
Deadly 15 ft radius none blindness, 8 rounds fortitude 32 50 22 36
Epic 20 ft radius none blindness, 10 rounds fortitude 38 65 43 58
Darkness Minor 5 ft radius none darkness, 4 rounds will 14 10 10 22 dropped out of stealth, move silently penalty
Average 10 ft radius none darkness, 8 rounds will 20 25 14 26
Strong 10 ft radius none darkness, 12 rounds will 26 40 18 31
Deadly 15 ft radius none darkness, 16 rounds will 32 50 22 36
Epic 20 ft radius none darkness, 20 rounds will 38 65 43 58
Thorny Tangle Minor 5 ft radius 1d4 piercing slow, 2 rounds reflex 14 10 10 22 automatic entangle if set by ranger
Average 5 ft radius 3d4 piercing slow, 3 rounds reflex 18 25 14 26
Strong 10 ft radius 6d4 piercing slow, 4 rounds reflex 24 40 18 31
Deadly 15 ft radius 9d4 piercing slow, 5 rounds reflex 30 50 22 36
Epic 20 ft radius 12d4 piercing slow, 6 rounds reflex 36 65 43 58
Thunder & Lightning Minor 10 ft radius 4d6 electrical 1d4 sonic dmg (no save) reflex 14 20 10 22 will save to avoid stun; possible knockdown if set by assassin or bard
Average 10 ft radius 8d6 electrical 2d4 sonic dmg (no save) reflex 16 35 14 26
Strong 10 ft radius 15d6 electrical 3d4 sonic dmg (no save) reflex 18 40 18 31
Deadly 10 ft radius 20d6 electrical 5d4 sonic dmg (no save) reflex 24 55 22 36
Epic 10 ft radius 30d6 electrical 8d4 sonic dmg (no save) reflex 24 70 43 58
Arrow Minor 2 creatures 20d8 piercing pierces +1 DR none 20 BAB 20 20 32 no save; attack roll vs target AC
Average 3 creatures 40d8 piercing pierces +2 DR none 30 BAB 30 24 36
Strong 4 creatures 60d8 piercing pierces +3 DR none 40 BAB 40 28 41
Deadly 5 creatures 80d8 piercing pierces +4 DR none 50 BAB 50 32 46
Epic 6 creatures 100d8 piercing pierces +5 DR none 60 BAB 70 53 68
Bolt Minor single creature 20d12 piercing pierces +1 DR none 20 BAB 20 20 32 no save; attack roll vs target AC
Average single creature 40d12 piercing pierces +2 DR none 30 BAB 30 24 36
Strong single creature 60d12 piercing pierces +3 DR none 40 BAB 40 28 41
Deadly single creature 80d12 piercing pierces +4 DR none 50 BAB 50 32 46
Epic single creature 100d12 piercing pierces +5 DR none 60 BAB 70 53 68
Dart Minor single creature 50d4 piercing pierces +1 DR none 20 BAB 20 20 32 no save; attack roll vs target AC
Average single creature 100d4 piercing pierces +2 DR none 30 BAB 30 24 36
Strong single creature 150d4 piercing pierces +3 DR none 40 BAB 40 28 41
Deadly single creature 200d4 piercing pierces +4 DR none 50 BAB 50 32 46
Epic single creature 250d4 piercing pierces +5 DR none 60 BAB 70 53 68
Shuriken Minor single creature 50d3 piercing pierces +1 DR none 25 BAB 20 20 32 no save; attack roll vs target AC
Average single creature 100d3 piercing pierces +2 DR none 35 BAB 30 24 36
Strong single creature 150d3 piercing pierces +3 DR none 45 BAB 40 28 41
Deadly single creature 200d3 piercing pierces +4 DR none 55 BAB 50 32 46
Epic single creature 250d3 piercing pierces +5 DR none 65 BAB 70 53 68
Magical Minor single creature 2d10 magical reflex 20 25 30 42 reflex save DC bonus for spellcasters
Average single creature 3d10 magical reflex 24 30 30 42
Strong single creature 5d10 magical reflex 28 35 34 46
Deadly single creature 25d10 magical reflex 32 40 34 46
Epic single creature 50d10 magical reflex 40 75 64 78
Positive Minor single creature 2d8 positive allies within 5 ft are healed none n/a 25 30 42 allies of the trap setter are healed within a radius when an enemy triggers the trap
Average single creature 3d8 positive allies within 10 ft are healed none n/a 30 30 42
Strong single creature 5d8 positive allies within 10 ft are healed none n/a 35 34 46
Deadly single creature 8d8 positive allies within 15 ft are healed none n/a 40 34 46
Epic single creature 40d8 positive allies within 15 ft are healed none n/a 75 64 78
Spell Minor depends on spell 2nd lvl spells & lower depends on spell 30 40 62 casts the primed spell on the enemy who triggers the trap
Average depends on spell 4th lvl spells & lower depends on spell 35 44 66
Strong depends on spell 6th lvl spells & lower depends on spell 40 52 72
Deadly depends on spell 8th lvl spells & lower depends on spell 45 56 76
Epic depends on spell 9th lvl spells & lower depends on spell 80 70 80

Additional Notes on Custom Traps

Blinding Light, Darkness, Thorny Tangle, and Thunder & Lightning Traps have slightly different effects than the versions crafted in the original custom system.

  • Blinding Light Traps require anyone in the area of effect to make an additional reflex save at the same DC as the fortitude save for blindness. If the reflex save is failed the target is forced out of stealth mode. Also, all targets within the area of effect receive a Hide penalty equal to half the trap's save DC. The duration of this penalty is twice the blindness duration. There is no save for the Hide penalty.
  • Darkness Traps force anyone entering within a certain radius when the trap is triggered to make a will saving throw. If they fail they begin to cough; this drops them out of stealth and gives them a -20 Move Silently penalty for the same duration as the darkness.
  • Thorny Tangle Traps, when set by a ranger, grant an Entangle effect automatically to any targets who fail the reflex save. Rangers also get a duration increase of a number of rounds equal to their ranger levels divided by four, rounded down. The damage from this trap is increased when set by an assassin; the increase is equal to the trap setter's assassin levels.
  • Thunder & Lightning Traps have multiple effects in addition to electrical and sonic damage. Anyone in the trap's area of effect who fails a will save (the DC is the same as the reflex save for electrical damage) is stunned for a number of rounds corresponding to the trap's strength (1 round for minor, up to 5 rounds for epic). If the trap is set by an assassin or a bard then anyone in the area of effect must make a Discpline check against the trap's DC; those who fail are knocked down for the same number of rounds as the stunning effect. The DCs for this trap are also increased by one for every five assassin levels and every five bard levels the trap setter has. The increases are calculated separately (not for combined assassin and bard levels) and are rounded down.

Spike, Acid Splash and Frost Traps inflict increased damage when set by an assassin. The damage increase is equal to the trap setter's assassin levels.

Fire Traps have an increased area of effect when set by assassins. The radius of the area of effect is increased by a number of percentage points equal to the trap setter's assassin levels.

Electrical and Acid Blob Traps have higher save DCs when set by an assassin. The DC increase is equal to the trap setter's assassin levels.

Tangle Traps have increased effect duration when set by a ranger. The duration increase in rounds in equal to the trap setter's ranger levels divided by four, rounded down.

Gas Traps release a cloud of poison gas that persists for two rounds. Anyone entering the cloud must save vs. poison or take ability damage. Note that the poisons are different from the ones in standard NWN.

Sonic Traps have increased DCs and duration when set by a bard or assassin. The DC increase is one for every five assassin levels and every five bard levels the trap setter has. The duration increase is a number of rounds equal to one for every ten assassin levels and every ten bard levels. The increases are calculated separately (not for combined assassin and bard levels) and are rounded down. Sonic traps set by a bard or assassin also have a chance to knock down those in their area of effect. Anyone failing a Discipline check against the trap's DC is knocked down for the same duration as the stun effect.

Holy Traps set by good-aligned holy warriors have a chance to turn nearby undead when triggered. The strength of the turning and the amount of undead turned depends on the trap setter's holy warrior levels.

Negative Traps will heal undead creatures who trigger them.

Projectile Traps (Arrow, Bolt, Dart, Shuriken) fire a stack of projectiles. Arrow traps fire at multiple targets while the other projectile traps fire at only a single target. A single attack roll is rolled against the target's AC. (There is no reflex save like with some other traps.) The stronger the trap the higher its base attack bonus (BAB) and the more powerful the damage is able to bypass damage resistance. Projectile traps require ammunition or thrown weapons to be crafted. For these items to be able to be used to craft a trap they first must be primed. To prime an item use the Trapcrafting Kit on it; the power level of the item will determine what strength of trap it can be used to make.

Magical Traps damage a single target with magical energy. The reflex save DC to avoid the trap is increased by one for every four ranks of Spellcraft possessed by the trap setter. Ranks from items and effects are included in this calculation.

Spell Traps must be primed with a spell to be used. After setting the trap someone near the trigger must cast a spell onto a Spell Trap Priming Device. Only hostile and summon spells can be used. Epic spells cannot be used. The spellcaster does not need to be the PC who set the trap. Once a spell trap is primed it cannot be primed again with a different spell unless the trap is recovered.

Synergy with the Craft Trap Skill

None of the tradeskills in ACS use any of the Bioware crafting skills (Craft Weapon, Craft Armor, Craft Trap) or feats (Brew Potion, Scribe Scroll, Craft Wand) which were introduced in the Hordes of the Underdark expansion. This holds true for the ACS version of trapcrafting. Ranks in Craft Trap do not increase your chance of successfully crafting a trap. However, ranks in the Craft Trap skill do offer other synergy bonuses:

  • If you use the Trapcrafting Kit on yourself you gain a temporary bonus to Set Trap for five rounds. This bonus is equal to your Craft Trap ranks divided by five (rounded down). Bonus ranks from items are counted in this calculation.
  • The detect DC of any trap you set is increased by one for every five ranks in Craft Trap, rounded down. Bonus ranks from items are counted in this calculation. (This does not include the custom traps which must be dropped to be set.)
  • The disarm DC of any trap you set is increased by one for every five ranks in Craft Trap, rounded down. Bonus ranks from items are counted in this calculation. (This does not include the custom traps which must be dropped to be set.)