Revision as of 17:18, 20 September 2023 by Kitunenotsume (talk | contribs) (Updated trap values and descriptions to numbers provided by Valefort on Sept 06, 2020.)

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 Craft: Engineering to place their own trap kits, or use Disable Device to disable or to recover one set by opponents. The Craft: Engineering 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; with some traps also having Fatal and Epic variants.

Traps can be focused on either Damage or Debilitation. Traps designed around damage allow a Reflex Save for half-damage, against which Evasion (and Improved Evasion) can be applied. Traps designed around debilitation will allow a save against some debuff or penalty, but will always deal the listed damage. Whether Evasion can defend against each trap is marked in the table below.

The effects of trap kits that can be used by the PC are as follows:

Type Strength Target Damage Special Save Evasion? DC
Acid Blob Minor single creature 3d6 acid paralysis, 2 rounds Reflex + Fort/round No 15
Average single creature 5d6 acid paralysis, 3 rounds Reflex + Fort/round No 20
Strong single creature 12d6 acid paralysis, 4 rounds Reflex + Fort/round No 25
Deadly single creature 18d6 acid paralysis, 5 rounds Reflex + Fort/round No 25
Fatal single creature 22d6 acid paralysis, 4 rounds Reflex + Fort/round No 28
Acid Splash Minor single creature 2d8 acid   reflex Yes 18
Average single creature 5d8 acid   Reflex Yes 22
Strong single creature 10d8 acid   reflex Yes 26
Deadly single creature 20d8 acid   reflex Yes 30
Electrical Minor 3 creatures, 15 ft radius 8d6 electrical   reflex Yes 19
Average 4 creatures, 15 ft radius 15d6 electrical   reflex Yes 22
Strong 5 creatures, 15 ft radius 20d6 electrical   reflex Yes 26
Deadly 6 creatures, 15 ft radius 30d6 electrical   reflex Yes 28
Fatal 6 creatures, 15 ft radius 40d6 electrical   reflex Yes 30
Epic 6 creatures, 15 ft radius 60d6 electrical   reflex Yes 35
Fire Minor 5 ft radius 5d6 fire   reflex Yes 18
Average 5 ft radius 8d6 fire   reflex Yes 22
Strong 10 ft radius 15d6 fire   reflex Yes 26
Deadly 10 ft radius 25d6 fire   reflex Yes 30
Fatal 10 ft radius 35d6 fire   reflex Yes 34
Epic 10 ft radius 50d6 fire   reflex Yes 38
Frost Minor single creature 2d4 cold paralysis, 1 round fortitude No 12
Average single creature 4d4 cold paralysis, 2 rounds fortitude No 13
Strong single creature 8d4 cold paralysis, 3 rounds fortitude No 14
Deadly single creature 16d4 cold paralysis, 4 rounds fortitude No 15
Epic single creature 40d4 cold paralysis, 4 rounds fortitude No 30
Holy Minor single creature 2d4 (4d10 if undead) divine none No  
Average single creature 3d4 (5d10 if undead) divine none No  
Strong single creature 6d4 (8d10 if undead) divine none No  
Deadly single creature 8d4 (12d10 if undead) divine none No  
Fatal single creature 12d4 (16d10 if undead) divine none No  
Epic single creature 16d4 (20d10 if undead) divine none No  
Negative Minor single creature 2d6 negative -1 strength fortitude No 12
Average single creature 4d6 negative -1 strength fortitude No 15
Strong single creature 8d6 negative -2 strength fortitude No 18
Deadly single creature 16d6 negative -1 level fortitude No 21
Sonic Minor 10 ft radius 2d4 sonic stun, 2 rounds will No 12
Average 10 ft radius 4d4 sonic stun, 2 rounds will No 14
Strong 10 ft radius 8d4 sonic stun, 3 rounds will No 17
Deadly 10 ft radius 16d4 sonic stun, 4 rounds will No 20
Fatal 10 ft radius 30d4 sonic stun, 4 rounds will No 25
Epic 10 ft radius 40d4 sonic stun, 4 rounds will No 30
Spike Minor single creature 2d6 piercing   reflex Yes 15
Average single creature 4d6 piercing   reflex Yes 15
Strong single creature 8d6 piercing   reflex Yes 15
Deadly single creature 25d6 piercing   reflex Yes 15
Epic
(Beast trap)
single creature ??d6 piercing   reflex Yes ??
Tangle Minor 10 ft radius   slow, 3 rounds reflex No 20
Average 10 ft radius   slow, 4 rounds reflex No 25
Strong 15 ft radius   slow, 4 rounds reflex No 30
Deadly 15 ft radius   slow, 5 rounds reflex No 35
Gas Minor 15 ft radius   Giant wasp poison
(1d6 Dex / 1d6 Dex)
fortitude No 18
Average 15 ft radius   Deathblade Toxin
(1d6 Con / 2d6 Con)
fortitude No 20
Strong 15 ft radius   Black Lotus Extract
(1d6 Con / 2d6 Con)
fortitude No 22
Deadly 15 ft radius   Dark Reaver Powder
(2d3 Con / 2d6 Con)
fortitude No 26

Data sourced from https://bgtscc.net/viewtopic.php?p=900484#p900484

Gameplay Notes

  • Traps set by players should no longer trigger unless the two characters are hostile with each other. If a PC is killed by a trap, it is treated as a pvp death if the trap was set by a player, rather than a pve death.