User:Deider/Unimplemented2: Difference between revisions

From Avlis Wiki
Jump to navigation Jump to search
m (wip note)
Line 1: Line 1:
__NOTOC__=== Note: This page covers content that is in active development and therefore may be subject to change. ===
{{Systems}}
{{Systems}}
==Introduction==
==Introduction==

Revision as of 07:02, 30 May 2021

Note: This page covers content that is in active development and therefore may be subject to change.

Systems and Tools

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.

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.)