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Post by narwhalz on Jun 16, 2015 14:45:00 GMT -7
the rule that I read said that you don't craft during a session and just take care of it during downtime but that doesn't seem like it would work with traps. do I just make some portable multi-purpose traps that I could use during a session?
also I figured out the craft DC but I don't understand what the rule book about material component cost of a trap that I design.
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Post by Kayse on Jun 17, 2015 9:04:36 GMT -7
As written, the rules for creating most traps are meant more for GM's to put into a dungeon as a challenge than for players to craft and bring into the dungeon. As such, they typically have an XP budget cost rather than a GP crafting cost. However, the rules for converting CR to base cost for mechanical traps is: 1,000 gp x CR of trap. In DG, for mechanical traps, that would mean that you would have to pay 500gp per CR of the trap in materials to craft it. DG also disallows of creating custom magic items (and is likely to disallow custom mundane traps). Most conventional traps are immobile. That said, if you want to play a character who traps your own downtime buildings you are welcome to do so. As well, you may wish to check out the Trapper Ranger archetype, which replaces the ranger spellcasting with a form of traps, which require a full round action to create and set up.
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