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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== |
Revision as of 17:36, 27 September 2021
Systems and Tools |
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.
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.)