Translations:Fórmulas Gerais/34/en

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Hunting Trap

Craft: Trapper, Cutler, Technologist, Collector (biologist, tanner)
DC: 11
Components: Base material and Hunting Set and Craft set.
Value: 5 GP
Time: Standard

A Hunting Trap consists of a piece that, when opened, forms a ring with steel teeth that close when a creature steps on a pressure plate in its center. The trap is usually attached by a heavy chain to an immovable object, such as a tree or a stake embedded in the ground.

When you use your action to prepare it, this trap opens and must be placed. The creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. From then on, until the creature frees itself from the trap, its movement is limited by the length of the chain (usually 3 feet long). A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 point of piercing damage to the trapped creature.
  • Search: DC 11 Wisdom (Perception) check to find signs of preparation and markings on the ground.
  • Understand: DC 11 Intelligence (Investigation) check to identify the trigger point and method of release.
  • Neutralize: Place a wedge, jam the bow, or trigger the trap from a distance without entering the area.
  • Disarm: DC 11 Dexterity (Sleight of Hand) check using Trapper's Set or Hunter's Set to render the trigger harmless.

Natural 20. The damage increases to 1d6 and adds 1d4 to the Strength check bonus to break free.