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(Added to "skills that require training")
(Notes)
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* A Spectacular Failure will not set off the trap, even in combat, if the character setting the trap has the [[Skill Mastery]] [[Feat]].
 
* A Spectacular Failure will not set off the trap, even in combat, if the character setting the trap has the [[Skill Mastery]] [[Feat]].
 
* Allows for a [[take 20]] when the character is not in combat.
 
* Allows for a [[take 20]] when the character is not in combat.
  +
* Traps cannot be set in the green field where a trap has already been set. However, A queue of Set Trap actions may be initiated where such an overlap would occur once the traps are set, thus bypassing this limitation.
 
* The following DC's apply to traps set with this skill. For the effects of these traps, see the notes for the [[Trap#Notes|Trap article]].
 
* The following DC's apply to traps set with this skill. For the effects of these traps, see the notes for the [[Trap#Notes|Trap article]].
 
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Revision as of 00:43, September 16, 2006

Isk settrap

This skill allows a character to place trap kits.

  • Check: When a trap kit is used, the character makes a skill check. The difficulty class of the task is determined by the power of the trap.
  • Spectacular Failure: If a skill check is failed by 10 or more, the trap goes off in the attempt to set it. This can only occur if you are in combat when trying to set the trap.
  • Special: Having 5 or more ranks in the disable trap skill grants a +2 synergy bonus on Set Trap checks. Any party members will be able to see traps that the character has set.
  • Use: Use a trap kit from your inventory. An icon visible to you and your party will appear on the ground to represent the trap.

Notes

  • A character's armor check penalty applies to this skill.
  • A Spectacular Failure will not set off the trap, even in combat, if the character setting the trap has the Skill Mastery Feat.
  • Allows for a take 20 when the character is not in combat.
  • Traps cannot be set in the green field where a trap has already been set. However, A queue of Set Trap actions may be initiated where such an overlap would occur once the traps are set, thus bypassing this limitation.
  • The following DC's apply to traps set with this skill. For the effects of these traps, see the notes for the Trap article.
Type Strength Set DC Detect DC Disarm DC
Acid Blob Minor 15 10 22
Average 25 14 26
Strong 30 18 31
Deadly 35 18 31
Acid Splash Minor 15 10 22
Average 20 10 22
Strong 25 10 22
Deadly 30 10 22
Electrical Minor 20 14 26
Average 25 18 31
Strong 30 22 36
Deadly 35 22 36
Epic 65 43 58
Fire Minor 20 14 26
Average 25 14 26
Strong 30 18 31
Deadly 35 22 36
Epic 65 43 58
Frost Minor 15 10 22
Average 20 10 22
Strong 25 10 22
Deadly 30 10 22
Epic 65 43 58
Gas Minor 30 18 31
Average 35 18 31
Strong 45 22 36
Deadly 45 22 36
Holy Minor 15 10 22
Average 20 10 22
Strong 25 14 26
Deadly 30 14 26
Negative Minor 15 10 22
Average 20 10 22
Strong 25 14 26
Deadly 30 14 26
Sonic Minor 15 10 22
Average 20 10 22
Strong 25 10 22
Deadly 30 10 22
Epic 65 43 58
Spike Minor 5 10 22
Average 20 10 22
Strong 25 10 22
Deadly 35 22 36
Tangle Minor 15 10 22
Average 20 14 26
Strong 25 14 26
Deadly 30 18 31
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