A trap is a hazard placed on the ground that will trigger an effect, harming whoever set it off. Traps, if detected with search mode, appear as an ominous red overlay in the area. A character can use set trap to place their own trap kits, or use disable device to disable or to recover one set by opponents. The craft trap skill allows one to assemble trap kits.
Traps come in a number of varieties such as generic trap kits, projectile traps, alarms and magical spell traps. Traps also have varying power levels, in ascending order: Minor, Average, Strong, and Deadly.
The current system for player characters work very differently to the original one. On Realms of Trinity, the following score is used to determine multiple factors for the traps:
trap proficiency = set trap / 3 + craft trap / 4 + disable traps / 6
DC is determined by a base value from the item with the trap proficiency score added.
Damage is a dice which is is determined by the item's base damage dice which is then multiplied by your trap proficiency score.
Maximum number of targets that the trap can affect is is equal to your trap proficiency divided by ten to a minimum of one target.
Type | Grade | Base Damage Dice | Special Effect | Save | Base DC |
---|---|---|---|---|---|
Acid Blob | Minor | 1d4 | paralysis, 1 rounds | reflex | 0 |
Average | 1d6 | paralysis, 1 rounds | reflex | 2 | |
Strong | 1d8 | paralysis, 2 rounds | reflex | 4 | |
Deadly | 2d4 | paralysis, 2 rounds | reflex | 8 | |
Acid Splash | Minor | 1d4 | reflex | 0 | |
Average | 1d6 | reflex | 2 | ||
Strong | 1d8 | reflex | 4 | ||
Deadly | 2d4 | reflex | 8 | ||
Electrical | Minor | 2d2 | reflex | 0 | |
Average | 2d3 | reflex | 2 | ||
Strong | 2d4 | reflex | 4 | ||
Deadly | 3d3 | reflex | 8 | ||
Fire | Minor | 1d4 | reflex | 0 | |
Average | 1d6 | reflex | 2 | ||
Strong | 1d8 | reflex | 4 | ||
Deadly | 2d4 | reflex | 6 | ||
Frost | Minor | 1d4 | paralysis, 1 round | fortitude | 0 |
Average | 1d6 | paralysis, 1 round | fortitude | 2 | |
Strong | 1d8 | paralysis, 1 round | fortitude | 4 | |
Deadly | 2d4 | paralysis, 2 rounds | fortitude | 6 | |
Holy (Half versus undead) | Minor | 1d6 | |||
Average | 1d8 | ||||
Strong | 2d4 | ||||
Deadly | 1d12 | ||||
Negative | Minor | 1d4 | -2 levels | fortitude | 0 |
Average | 1d6 | -3 levels | fortitude | 2 | |
Strong | 1d8 | -4 levels | fortitude | 2 | |
Deadly | 2d4 | -6 levels | fortitude | 4 | |
Sonic | Minor | 1d4 | stun, 2 rounds | will | 0 |
Average | 1d6 | stun, 2 rounds | will | 2 | |
Strong | 1d8 | stun, 3 rounds | will | 4 | |
Deadly | 2d4 | stun, 4 rounds | will | 6 | |
Spike | Minor | 1d4 | reflex | 0 | |
Average | 1d6 | reflex | 2 | ||
Strong | 1d8 | reflex | 4 | ||
Deadly | 2d4 | reflex | 4 | ||
Tangle | Minor | slow, 1 round | reflex | 0 | |
Average | slow, 2 rounds | reflex | 4 | ||
Strong | slow, 3 rounds | reflex | 8 | ||
Deadly | slow, 4 rounds | reflex | 12 | ||
Gas | Minor | 2 constitution | Poison | fortitude | 0 |
Average | 2 constitution | Poison | fortitude | 2 | |
Strong | 3 constitution | Poison | fortitude | 4 | |
Deadly | 4 constitution | Poison | fortitude | 8 |