Post by omegaaxis on Nov 27, 2017 23:48:06 GMT
Hello all.
Back again for some mischief pending NwN EE, but for the moment here is a comprehensive guide on the trap system as it pretty well differs from the default system.
First and foremost, traps will give credit for kills, both for XP and quest rewards. Currently traps are either instantaneous damage or non-damaging persistent effects. I may be implementing some damage over time variants, but that's for the future.
Traps will scale with your 'trapper level' and set trap skill. The level determines max ability, and the skill determines actual. Essentially like bard song with bard levels and perform. Higher levels/skill will result in higher DCs, higher damage dice, and higher durations.
Trapper level = ( Shadowdancer + Harper Scout ) *2 + (Rogue + Ranger + Assassin) + (All other classes / 2).
Ergo: a 19 rogue 11 SD 10 Champion of Torm = 19 + (11*2) + 10/2 = 47 Trapper level
Set Trap: Maximizing your set trap is important to get the most of your traps. Besides ranks at level up, don't forget (epic) skill focus, the synergy with disable trap, and items/bard song.
As with all skill checks, by default you'll roll 1d20 to make the check. You can modify this roll by taking the feat "Skill Mastery" (rogue bonus feat) or reach 11 SD. Having *one* of these changes your roll to 4 + 2d8. Having *both* will change it to 10 +1d10. The max remains the same, but your average will increase, thus allowing for more consistently strong traps.
Craft Trap: This is your only consistent source of traps. Traps get more expensive as you level, but craft trap brings the cost down. Don't forget your bard. Requires trap blueprints, which can be bought in some towns and in Caendryl via Scram. Simply activate your blueprint of choice, and open the craft trap dialogue.
Finally, the traps themselves. They are all available at Scram, albeit some will require higher trapper levels to view.
Physical
Lance - Replaces Minor Spike Trap
Single Target Damage: Piercing
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Caltrop Bomb - Replaces Average Spike Trap
AoE Damage: Piercing
AoE Status: Movement Slow
DC Cap: 10 + Trapper Level
Intial Damage cap: 1d6 / Trapper level
Actual DC: 10 + 1 per 3 ranks
Initial Actual Dice 1d6 per 3 ranks
Damage save: Reflex
Pendulum - Replaces Strong Spike Trap
Single Target Damage: Slashing
Gains enhancement for overcoming damage reduction
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
+1 enhancement per 5 levels
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 ranks
+1 enhancement per 12 ranks
Damage save: Reflex
Vile Needle- Replaces Deadly Spike Trap
Single Target Damage: Piercing
DC Cap: 15 + Trapper Level
Intial Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 ranks
Damage save: Reflex
Status: Fortitude
Status randomly chosen between Dragon Bile poison (3d6 STR damage), Curse for -3 all attributes, or 2d4 level drain
Cold
Cold Snap - Replaces Minor Frost Trap
Single Target Damage: Cold
Single Target Status: Slow 10 rounds
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Status: Fortitude
North Wind - Replaces Average Frost Trap
Single Target Damage: Cold
Single Target Status: Knockdown 2 rounds
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Status save: Fortitude
Hail Storm - Replaces Strong Frost Trap
AoE Damage: Cold/Blunt
Damage cap: 2d6 blunt + 1d6 cold per 2 trapper levels
Actual Dice 1d6 per 4 ranks
No saving throw
Frostbite - Replaces Deadly Frost Trap
Single Target Damage: Cold
Single Target Status: Paralyze
DC Cap: 15 + Trapper level
Duration Cap: 1 round per 2 Trapper levels
Damage cap: 1d6 / Trapper level
Actual Dice 1d6 per 3 ranks
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 6 ranks
Damage save: Reflex
Status: Fortitude
Fire
Blaze - Replaces Minor Fire Trap
Single Target Damage: Fire
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Detonate - Replaces Average Fire Trap
AoE Damage: Fire
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Engulf- Replaces Strong Fire Trap
Single Target Damage: Fire
Single Target Status: Attack Penalty
DC Cap: 15 + Trapper Level (6-45)
Damage cap: 1d6 / Trapper level (1d6-40d6)
Attack Penalty: -1 per 5 Levels
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 ranks
Attack Penalty: -1 per 12 ranks
Damage/Status save: Reflex
Volcano- Replaces Deadly Fire Trap
AoE Damage: Fire/Blunt
AoE Status: Knockdown
DC Cap: 15 + Trapper Level (6-45)
Damage Cap: 1d6 per 2 Trapper levels for both types (effectively 1d6 per level)
Actual DC: 15 + 1 per 3 ranks
Actual Damage: 1d6 per 5 ranks
Damage save: Reflex
Status save: Discipline Check
Electric
Blinding Flash- Replaces Minor Electric Trap
AoE Status: Blind
DC Cap: 15 + Trapper Level
Duration Cap: 1 round per 1 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 3 ranks
Status save: Reflex
Lightning Strike- Replaces Average Electric Trap
Single Target Damage: Electric
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Electric Beam - Replaces Strong Electric Trap
Single Target Damage: Electric
Secondary Target Damage: Electric at half dice (as the chain lightning spell)
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Thunderstrike - Replaces Deadly Electric Trap
AoE Damage: Electric
AoE Status: Stun - 5 rounds
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Status save: Reflex (separate from damage)
Sonic
Lullaby- Replaces Minor Sonic Trap
AoE Status: Sleep
DC Cap: 15 + Trapper level
Duration Cap: 1 round per 2 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 6 ranks
Status save: Will
Sonic Boom - Replaces Average Sonic Trap
AoE Damage: Sonic - No Save
AoE Status: Deafness 10 rounds
DC Cap: 15 + Trapper Level
Damage Cap: 1d4 / Trapper level
Actual Dice 1d4 per 3 ranks
Actual DC: 15 + 1 per 3 ranks
Status save: Fortitude
Concussion - Replaces Strong Sonic Trap
AoE Damage: Sonic - No Save
AoE Status: Stun
DC Cap: 15 + Trapper Level
Damage cap: 1d4 / Trapper level
Duration Cap: 1 round per 2 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d4 per 3 ranks
Actual Duration: 1 round per 6 ranks
Status save: Fortitude
Pandemonia- Replaces Deadly Sonic Trap
AoE Status: Confusion
DC Cap: 15 + Trapper level
Duration Cap: 1 round per 2 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 6 ranks
Status save: Will
Snare
Resin Blast- Replaces Minor Tangle Trap
Single Target Status: Entangle
DC Cap: 15 + Trapper level
Duration Cap: 1 round per 1 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 3 ranks
Status save: Reflex
Iron Shackles- Replaces Average Tangle Trap
Single Target Status: Knockdown
10 + 3/5 Trapper Level vs 1d20 + STR Mod
Rolling 1 on STR mod is auto fail
Duration Cap: 1 round per 1 Trapper levels
Actual Duration: 1 round per 3 ranks
Status save: STR Check
Nerve Spear- Replaces Strong Tangle Trap
Single Target Damage: Piercing
Single Target Status: Paralysis
DC Cap: 15 + Trapper Level
Damage Cap: 1d4 / Trapper level
Duration Cap: 1 round per 1 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d4 per 3 rank
Actual Duration: 1 round per 3 ranks
Damage Save: Reflex
Status Save: Fortitude, Damage must be greater than 0.
Stone Phantasm- Replaces Deadly Tangle Trap
AoE Status: "Paralysis"
DC Cap: 15 + Trapper level
Duration Cap: 1 round per 1 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 3 ranks
Status save: Will
Freedom of Movement has no effect, but mind spell immunity does
Negative
Ruin - Replaces Minor Negative Trap
AoE Status: Attack, Damage, Saves, Skills penalty
Penalty Cap: 1 per 8 Trapper Levels
Duration Cap: 1 round per 1 Trapper levels
Penalty: 1 per 20 ranks
Actual Duration: 1 round per 3 ranks
Status save: Will
Negative Mine - Replaces Average Negative Trap
AoE Damage: Negative
AoE Status: STR damage
DC Cap: 15 + Trapper Level
Damage Cap: 2d6 + Trapper level
Duration Cap: 1 round per 1 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Dice 2d6 + 1 damage per 3 rank
Actual Duration: 1 round per 3 ranks
STR Damage: 2d4
Status save: Fortitude
Effects Reversed on Undead
Grand Hex - Replaces Strong Negative Trap
Single Target Status: Curse - Highest Current Attribute
DC Cap: 15 + Trapper Level
Curse Penalty Max: -1 per 4 Trapper Levels
Actual DC: 15 + 1 per 3 ranks
Curse Penalty Max: -1 per 12 ranks
Status save: Will
Soul Siphon- Replaces Deadly Negative Trap
Single Target Status: Level Drain
DC Cap: 15 + Trapper level
Actual DC: 15 + 1 per 3 ranks
Dice: 2d6
Status save: Will
Later on I'll post a guide rather than just stats.
Back again for some mischief pending NwN EE, but for the moment here is a comprehensive guide on the trap system as it pretty well differs from the default system.
First and foremost, traps will give credit for kills, both for XP and quest rewards. Currently traps are either instantaneous damage or non-damaging persistent effects. I may be implementing some damage over time variants, but that's for the future.
Traps will scale with your 'trapper level' and set trap skill. The level determines max ability, and the skill determines actual. Essentially like bard song with bard levels and perform. Higher levels/skill will result in higher DCs, higher damage dice, and higher durations.
Trapper level = ( Shadowdancer + Harper Scout ) *2 + (Rogue + Ranger + Assassin) + (All other classes / 2).
Ergo: a 19 rogue 11 SD 10 Champion of Torm = 19 + (11*2) + 10/2 = 47 Trapper level
Set Trap: Maximizing your set trap is important to get the most of your traps. Besides ranks at level up, don't forget (epic) skill focus, the synergy with disable trap, and items/bard song.
As with all skill checks, by default you'll roll 1d20 to make the check. You can modify this roll by taking the feat "Skill Mastery" (rogue bonus feat) or reach 11 SD. Having *one* of these changes your roll to 4 + 2d8. Having *both* will change it to 10 +1d10. The max remains the same, but your average will increase, thus allowing for more consistently strong traps.
Craft Trap: This is your only consistent source of traps. Traps get more expensive as you level, but craft trap brings the cost down. Don't forget your bard. Requires trap blueprints, which can be bought in some towns and in Caendryl via Scram. Simply activate your blueprint of choice, and open the craft trap dialogue.
Finally, the traps themselves. They are all available at Scram, albeit some will require higher trapper levels to view.
Physical
Lance - Replaces Minor Spike Trap
Single Target Damage: Piercing
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Caltrop Bomb - Replaces Average Spike Trap
AoE Damage: Piercing
AoE Status: Movement Slow
DC Cap: 10 + Trapper Level
Intial Damage cap: 1d6 / Trapper level
Actual DC: 10 + 1 per 3 ranks
Initial Actual Dice 1d6 per 3 ranks
Damage save: Reflex
Pendulum - Replaces Strong Spike Trap
Single Target Damage: Slashing
Gains enhancement for overcoming damage reduction
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
+1 enhancement per 5 levels
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 ranks
+1 enhancement per 12 ranks
Damage save: Reflex
Vile Needle- Replaces Deadly Spike Trap
Single Target Damage: Piercing
DC Cap: 15 + Trapper Level
Intial Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 ranks
Damage save: Reflex
Status: Fortitude
Status randomly chosen between Dragon Bile poison (3d6 STR damage), Curse for -3 all attributes, or 2d4 level drain
Cold
Cold Snap - Replaces Minor Frost Trap
Single Target Damage: Cold
Single Target Status: Slow 10 rounds
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Status: Fortitude
North Wind - Replaces Average Frost Trap
Single Target Damage: Cold
Single Target Status: Knockdown 2 rounds
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Status save: Fortitude
Hail Storm - Replaces Strong Frost Trap
AoE Damage: Cold/Blunt
Damage cap: 2d6 blunt + 1d6 cold per 2 trapper levels
Actual Dice 1d6 per 4 ranks
No saving throw
Frostbite - Replaces Deadly Frost Trap
Single Target Damage: Cold
Single Target Status: Paralyze
DC Cap: 15 + Trapper level
Duration Cap: 1 round per 2 Trapper levels
Damage cap: 1d6 / Trapper level
Actual Dice 1d6 per 3 ranks
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 6 ranks
Damage save: Reflex
Status: Fortitude
Fire
Blaze - Replaces Minor Fire Trap
Single Target Damage: Fire
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Detonate - Replaces Average Fire Trap
AoE Damage: Fire
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Engulf- Replaces Strong Fire Trap
Single Target Damage: Fire
Single Target Status: Attack Penalty
DC Cap: 15 + Trapper Level (6-45)
Damage cap: 1d6 / Trapper level (1d6-40d6)
Attack Penalty: -1 per 5 Levels
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 ranks
Attack Penalty: -1 per 12 ranks
Damage/Status save: Reflex
Volcano- Replaces Deadly Fire Trap
AoE Damage: Fire/Blunt
AoE Status: Knockdown
DC Cap: 15 + Trapper Level (6-45)
Damage Cap: 1d6 per 2 Trapper levels for both types (effectively 1d6 per level)
Actual DC: 15 + 1 per 3 ranks
Actual Damage: 1d6 per 5 ranks
Damage save: Reflex
Status save: Discipline Check
Electric
Blinding Flash- Replaces Minor Electric Trap
AoE Status: Blind
DC Cap: 15 + Trapper Level
Duration Cap: 1 round per 1 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 3 ranks
Status save: Reflex
Lightning Strike- Replaces Average Electric Trap
Single Target Damage: Electric
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Electric Beam - Replaces Strong Electric Trap
Single Target Damage: Electric
Secondary Target Damage: Electric at half dice (as the chain lightning spell)
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Thunderstrike - Replaces Deadly Electric Trap
AoE Damage: Electric
AoE Status: Stun - 5 rounds
DC Cap: 15 + Trapper Level
Damage cap: 1d6 / Trapper level
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d6 per 3 rank
Damage save: Reflex
Status save: Reflex (separate from damage)
Sonic
Lullaby- Replaces Minor Sonic Trap
AoE Status: Sleep
DC Cap: 15 + Trapper level
Duration Cap: 1 round per 2 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 6 ranks
Status save: Will
Sonic Boom - Replaces Average Sonic Trap
AoE Damage: Sonic - No Save
AoE Status: Deafness 10 rounds
DC Cap: 15 + Trapper Level
Damage Cap: 1d4 / Trapper level
Actual Dice 1d4 per 3 ranks
Actual DC: 15 + 1 per 3 ranks
Status save: Fortitude
Concussion - Replaces Strong Sonic Trap
AoE Damage: Sonic - No Save
AoE Status: Stun
DC Cap: 15 + Trapper Level
Damage cap: 1d4 / Trapper level
Duration Cap: 1 round per 2 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d4 per 3 ranks
Actual Duration: 1 round per 6 ranks
Status save: Fortitude
Pandemonia- Replaces Deadly Sonic Trap
AoE Status: Confusion
DC Cap: 15 + Trapper level
Duration Cap: 1 round per 2 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 6 ranks
Status save: Will
Snare
Resin Blast- Replaces Minor Tangle Trap
Single Target Status: Entangle
DC Cap: 15 + Trapper level
Duration Cap: 1 round per 1 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 3 ranks
Status save: Reflex
Iron Shackles- Replaces Average Tangle Trap
Single Target Status: Knockdown
10 + 3/5 Trapper Level vs 1d20 + STR Mod
Rolling 1 on STR mod is auto fail
Duration Cap: 1 round per 1 Trapper levels
Actual Duration: 1 round per 3 ranks
Status save: STR Check
Nerve Spear- Replaces Strong Tangle Trap
Single Target Damage: Piercing
Single Target Status: Paralysis
DC Cap: 15 + Trapper Level
Damage Cap: 1d4 / Trapper level
Duration Cap: 1 round per 1 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Dice 1d4 per 3 rank
Actual Duration: 1 round per 3 ranks
Damage Save: Reflex
Status Save: Fortitude, Damage must be greater than 0.
Stone Phantasm- Replaces Deadly Tangle Trap
AoE Status: "Paralysis"
DC Cap: 15 + Trapper level
Duration Cap: 1 round per 1 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Duration: 1 round per 3 ranks
Status save: Will
Freedom of Movement has no effect, but mind spell immunity does
Negative
Ruin - Replaces Minor Negative Trap
AoE Status: Attack, Damage, Saves, Skills penalty
Penalty Cap: 1 per 8 Trapper Levels
Duration Cap: 1 round per 1 Trapper levels
Penalty: 1 per 20 ranks
Actual Duration: 1 round per 3 ranks
Status save: Will
Negative Mine - Replaces Average Negative Trap
AoE Damage: Negative
AoE Status: STR damage
DC Cap: 15 + Trapper Level
Damage Cap: 2d6 + Trapper level
Duration Cap: 1 round per 1 Trapper levels
Actual DC: 15 + 1 per 3 ranks
Actual Dice 2d6 + 1 damage per 3 rank
Actual Duration: 1 round per 3 ranks
STR Damage: 2d4
Status save: Fortitude
Effects Reversed on Undead
Grand Hex - Replaces Strong Negative Trap
Single Target Status: Curse - Highest Current Attribute
DC Cap: 15 + Trapper Level
Curse Penalty Max: -1 per 4 Trapper Levels
Actual DC: 15 + 1 per 3 ranks
Curse Penalty Max: -1 per 12 ranks
Status save: Will
Soul Siphon- Replaces Deadly Negative Trap
Single Target Status: Level Drain
DC Cap: 15 + Trapper level
Actual DC: 15 + 1 per 3 ranks
Dice: 2d6
Status save: Will
Later on I'll post a guide rather than just stats.