Trap
From NWNWiki
Traps can be either mechanical or magic in nature. They consist of a trigger and the scripts that apply the effect of the trap. Traps can cause damage, affect ability scores, apply curses, add or subtract items from a character's inventory, or really anything the module designer can dream up and script. Setting and disabling traps is part of the repertoire of skills of the rogue and assassin character classes.
Detecting the trap: When a character is near the trigger for a trap, that character makes a search check. Player characters may not detect traps with a DC higher than 35 unless they are rogues. If successful, the trigger area is highlighted in red. This allows the character either to avoid the trap by moving around the trigger, or to disable the trap. Default detection DCs are listed in the set trap notes, but it must be stressed that those defaults are easily changed by a builder.
[edit] Notes
- To be "near the trigger", a character must be within approximately 20 feet if in detect mode or if standing still, 10 feet otherwise.
- A module designer can disable the default detection routines for a particular trap and substitute a detection script. This allows for effects such as a trap that is only detectable by a particular race, and a trap that is automatically detected by the bearer of a particular item. However, most traps in most modules follow the default behavior described in this article.
- Sometimes only part of the trigger area is highlighted.
- Traps that are considered "friends" of the PC are highlighted in green instead of red. (The most common examples of green traps are those set by the PC.) Green traps will not be set off by the PC.
- While NPCs can detect traps, they have a tendency to walk into the triggers, unless they are capable of disarming the trap.
- The default traps are listed in the following tables. For traps with a special effect, a successful save negates the effect, but does not reduce the damage. For other traps, a successful save reduces the damage by half.
| Type | Strength | Target | Damage | Special | Save | DC |
|---|---|---|---|---|---|---|
| acid blob | minor | single creature | 3d6 acid | paralysis, 2 rounds | reflex | 15 |
| average | single creature | 5d6 acid | paralysis, 3 rounds | reflex | 20 | |
| strong | single creature | 12d6 acid | paralysis, 4 rounds | reflex | 25 | |
| deadly | single creature | 18d6 acid | paralysis, 5 rounds | reflex | 25 | |
| acid splash | minor | single creature | 2d8 acid | reflex | 12 | |
| average | single creature | 3d8 acid | reflex | 14 | ||
| strong | single creature | 5d8 acid | reflex | 17 | ||
| deadly | single creature | 8d8 acid | reflex | 20 | ||
| electrical | minor | 4 creatures, 15 ft radius | 8d6 electrical | reflex | 19 | |
| average | 5 creatures, 15 ft radius | 15d6 electrical | reflex | 22 | ||
| strong | 6 creatures, 15 ft radius | 20d6 electrical | reflex | 26 | ||
| deadly | 7 creatures, 15 ft radius | 30d6 electrical | reflex | 28 | ||
| epic | 7 creatures, 15 ft radius | 60d6 electrical | reflex | 35 | ||
| fire | minor | 5 ft radius | 5d6 fire | reflex | 18 | |
| average | 5 ft radius | 8d6 fire | reflex | 20 | ||
| strong | 10 ft radius | 15d6 fire | reflex | 23 | ||
| deadly | 10 ft radius | 25d6 fire | reflex | 26 | ||
| epic | 10 ft radius | 50d6 fire | reflex | 33 | ||
| frost | minor | single creature | 2d4 cold | paralysis, 1 round | fortitude | 12 |
| average | single creature | 3d4 cold | paralysis, 2 rounds | fortitude | 13 | |
| strong | single creature | 5d4 cold | paralysis, 3 rounds | fortitude | 14 | |
| deadly | single creature | 8d4 cold | paralysis, 4 rounds | fortitude | 15 | |
| epic | single creature | 40d4 cold | paralysis, 4 rounds | fortitude | 30 | |
| holy | minor | single creature | 2d4 (4d10 if undead) divine | none | ||
| average | single creature | 3d4 (5d10 if undead) divine | none | |||
| strong | single creature | 6d4 (8d10 if undead) divine | none | |||
| deadly | single creature | 8d4 (12d10 if undead) divine | none | |||
| negative | minor | single creature | 2d6 negative | -1 strength | fortitude | 12 |
| average | single creature | 3d6 negative | -1 strength | fortitude | 15 | |
| strong | single creature | 5d6 negative | -2 strength | fortitude | 18 | |
| deadly | single creature | 8d6 negative | -1 level | fortitude | 21 | |
| sonic | minor | 10 ft radius | 2d4 sonic | stun, 2 rounds | will | 12 |
| average | 10 ft radius | 3d4 sonic | stun, 2 rounds | will | 14 | |
| strong | 10 ft radius | 5d4 sonic | stun, 3 rounds | will | 17 | |
| deadly | 10 ft radius | 8d4 sonic | stun, 4 rounds | will | 20 | |
| epic | 10 ft radius | 40d4 sonic | stun, 4 rounds | will | 30 | |
| spike | minor | single creature | 2d6 piercing | reflex | 15 | |
| average | single creature | 3d6 piercing | reflex | 15 | ||
| strong | single creature | 5d6 piercing | reflex | 15 | ||
| deadly | single creature | 25d6 piercing | reflex | 15 | ||
| tangle | minor | 5 ft radius | slow, 3 rounds | reflex | 20 | |
| average | 5 ft radius | slow, 4 rounds | reflex | 25 | ||
| strong | 10 ft radius | slow, 4 rounds | reflex | 30 | ||
| deadly | 10 ft radius | slow, 5 rounds | reflex | 35 | ||
Gas traps inflict poison to all creatures within a 15 foot radius. The poison gas persists for 2 rounds.
| Gas trap strength | Poison name | Initial damage | Secondary damage | Save DC |
|---|---|---|---|---|
| minor | giant wasp poison | 1d6 dexterity | 1d6 dexterity | 18 |
| average | deathblade | 1d6 constitution | 2d6 constitution | 20 |
| strong | dark reaver powder | 2d6 constitution | 2d6 constitution | 18 |
| deadly | black lotus extract | 3d6 constitution | 3d6 constitution | 20 |
