Experienced trappers have the ability to set animal traps of various designs and sizes, which are intended to capture or kill their victims. These must be correctly baited and set if they are to work properly. The trapper knows the best places to set snares, gins, and nets, what baits to use, and how to set them properly. Any trap set by a character with this skill modifies the victim's I test by -20%.
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rdf:type
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rdfs:label
| - Set Trap
- Set Trap
- Set trap
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rdfs:comment
| - Experienced trappers have the ability to set animal traps of various designs and sizes, which are intended to capture or kill their victims. These must be correctly baited and set if they are to work properly. The trapper knows the best places to set snares, gins, and nets, what baits to use, and how to set them properly. Any trap set by a character with this skill modifies the victim's I test by -20%.
- This skill allows a character to place trap kits. Check: When a trap kit is used, the character makes a skill check. The DC of the task is determined by the power of the trap. Special: 5 or more ranks in Disable Traps grants a +2 synergy bonus on Set Trap checks. Any party members are able to see traps that one character has set. 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.
- By using trap kits you can set traps that are visible for your allies but may prove deadly for your foes. Modifying ability: Dexterity Classes: Ranger, Rogue; Arcane trickster, Assassin, Shadow Thief of Amn Requires training: Yes Check: DC for this task is dependent on how dangerous the trap is. When you use this skill and the skill check fails by 10 or higher, you trigger your own trap. Special: Having 5 or more ranks in the disable device skill grants a +2 bonus on set trap checks; Having 5 or more ranks in set trap skill grants a +2 bonus on disable device checks. Use: Selected
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Level
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dcterms:subject
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cardtype
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check
| - DC for this task is dependent on how dangerous the trap is. When you use this skill and the skill check fails by 10 or higher, you trigger your own trap.
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Modifier
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xpcost
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heroclass
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archetype
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playcost
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dbkwik:descent2e/p...iPageUsesTemplate
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dbkwik:ja.lotro/pr...iPageUsesTemplate
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dbkwik:nwn2/proper...iPageUsesTemplate
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Special
| - Having 5 or more ranks in the disable device skill grants a +2 bonus on set trap checks; Having 5 or more ranks in set trap skill grants a +2 bonus on disable device checks.
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Expansion
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Name
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Text
| - While you are adjacent to a trap token, each of your attacks gains + 1 . If a monster enters a space adjacent to a trap token, discard the trap token from the map and that monster suffers 1 .
- Exhaust this card to place 1 trap token in an empty space adjacent to you.
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XClass
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dbkwik:thedepths/p...iPageUsesTemplate
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Reference
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Ability
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answer
| - If this happened, Ambush would still trigger. The timing conflict will merely reflect which will happen first. The trigger, a monster entering a space adjacent to a trap token has still been fulfilled for both.
- No. If the Stalker is adjacent to multiple trap tokens, he gains only +1 on each attack.
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Classes
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Training
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Use
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Class
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Description
| - このスキルを使うと敵に罠を仕掛けることができます。仕掛けた罠は60秒間続きます。このスキルは妨げられやすいです
- By using trap kits you can set traps that are visible for your allies but may prove deadly for your foes.
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section
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Characteristic
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Question
| - When he performs an attack, does the Stalker gain the +1 from "Set Trap" for each trap token he is adjacent to?
- When using a Stalker's Ambush ability at the same time as a monster moves adjacent to a trap, would both abilities trigger or would the OL be able to choose which to activate first , and making Ambush invalid?
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Source
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recover
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abstract
| - Experienced trappers have the ability to set animal traps of various designs and sizes, which are intended to capture or kill their victims. These must be correctly baited and set if they are to work properly. The trapper knows the best places to set snares, gins, and nets, what baits to use, and how to set them properly. Any trap set by a character with this skill modifies the victim's I test by -20%.
- This skill allows a character to place trap kits. Check: When a trap kit is used, the character makes a skill check. The DC of the task is determined by the power of the trap. Special: 5 or more ranks in Disable Traps grants a +2 synergy bonus on Set Trap checks. Any party members are able to see traps that one character has set. 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.
- By using trap kits you can set traps that are visible for your allies but may prove deadly for your foes. Modifying ability: Dexterity Classes: Ranger, Rogue; Arcane trickster, Assassin, Shadow Thief of Amn Requires training: Yes Check: DC for this task is dependent on how dangerous the trap is. When you use this skill and the skill check fails by 10 or higher, you trigger your own trap. Special: Having 5 or more ranks in the disable device skill grants a +2 bonus on set trap checks; Having 5 or more ranks in set trap skill grants a +2 bonus on disable device checks. Use: Selected
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is Description
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