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Rogue Traps ​

Trap kits are consumable-feeling tools that let you plant a spell-like trap on the ground. Any class can use one, as long as you have trained Set Trap, but they scale hard off rogue levels and the Set Trap skill — in the hands of a real rogue they are devastating, and in anyone else's they are a weak novelty.

Setting a Trap ​

You need at least 1 rank in Set Trap (ranks you have put into the skill yourself — bonuses from gear or Dexterity don't count) to set any trap at all.

Activate a trap kit and target a spot on the ground. Your character walks over, kneels to arm it, and a trap appears. The trap is yours — it shows with a friendly highlight, and it will never trigger on you or your party. Only your enemies spring it.

  • Arming is interruptible — if you are attacked or move while setting, no trap is placed (and no charge is spent).
  • A set trap is a real, detectable trap. Enemy rogues can spot and disarm it.

Uses & Resting ​

Every kit has a number of uses based on its tier. What happens when it runs dry depends on how good the kit is.

Lower-tier kits are consumables. Once you spend the last use, the kit is used up and gone — resting will not bring it back. Stock up.

Epic kits and better are permanent. They never disappear, and their uses refresh when you rest. Legendary kits are simply unlimited.

TierUsesRefreshes on rest?
Common / Enhanced3No — consumed when spent
Magic4No — consumed when spent
Rare5No — consumed when spent
Mythic6No — consumed when spent
Epic8Yes
Titanic10Yes
LegendaryUnlimited—

A consumable kit shows its remaining uses on the item icon. A rechargeable kit shows them in its name instead, e.g. Epic Fire Trap (6/8).

Limits ​

To keep the battlefield sane:

  • Per area: up to 6 traps may exist in a single area at once.
  • Per character: you may have up to 3 of your own traps live in an area. Setting a fourth quietly removes your oldest.
  • Expiration: traps do not linger forever — damage traps last about an hour, control traps about half that, then vanish on their own.

Potency — Rogue Levels & Set Trap ​

A trap's power is locked in when you set it, from three things: the kit's tier, your rogue levels, and your Set Trap skill.

  • Rogue levels drive the payload — a level-40 rogue doubles a damage trap's dice compared to a non-rogue, and a level-60 rogue gets two and a half times the dice. Control traps hold their victims longer the same way, up to double at rogue level 40.
  • Set Trap skill raises the save DC and adds extra damage dice, but only up to what your rogue levels allow.

Because both matter, a character with one rogue level and maxed Set Trap gets little out of a kit — you need real rogue levels behind the skill. Non-rogues with a few ranks can pop a kit, but its DC, damage and hold times are minimal.

Skill Bonus ​

Your skill bonus is the lower of these two:

  • your total Set Trap skill (ranks + Dexterity + gear) ÷ 4
  • your rogue levels ÷ 2
Rogue levelsHighest skill bonusSet Trap needed to reach it
0+0—
10+520
20+1040
30+1560
40+2080
50+25100
60+30120

Fractions round down. Deadfall's trap power counts as extra rogue levels here, and its Set Trap bonus counts toward your skill.

Save DC ​

DC = trap base + tier bonus + skill bonus. The tier bonus runs from +0 (Common) to +7 (Legendary).

Trap typeBase
Fire, Frost, Acid, Shock, Sonic, Spike, Necrotic, Slow14
Tangle, Stun, Sleep, Fear, Daze15
Hold, Confusion16

DC for a base-14 trap at each skill bonus. Add +1 for base-15 traps and +2 for base-16 traps.

Tier+0+5+10+15+20+25+30
Common14192429343944
Enhanced15202530354045
Magic16212631364146
Rare17222732374247
Mythic18232833384348
Epic19242934394449
Titanic20253035404550
Legendary21263136414651

Damage ​

Damage traps roll d6s. Dice from tier and rogue levels:

TierRogue 0Rogue 10Rogue 20Rogue 30Rogue 40Rogue 50Rogue 60
Common4d65d66d67d68d69d610d6
Enhanced4d65d66d67d68d69d610d6
Magic5d66d67d68d610d611d612d6
Rare5d66d67d68d610d611d612d6
Mythic6d67d69d610d612d613d615d6
Epic6d67d69d610d612d613d615d6
Titanic7d68d610d612d614d615d617d6
Legendary8d610d612d614d616d618d620d6

Then add +1d6 for every 3 points of skill bonus (e.g. +20 skill bonus = +6d6). Sonic traps start from 3 dice instead of 4, so they roll about three quarters of the table.

Control Duration ​

Control traps hold a victim for (base rounds + tier ÷ 3) × (1 + rogue levels ÷ 40) rounds, rounded down. The rogue-level multiplier stops at ×2 (rogue level 40).

TypeBase rounds
Stun, Daze2
Tangle, Hold, Fear, Confusion3
Sleep, Slow4

For example, a Legendary Hold trap from a level-40 rogue holds for (3 + 2) × 2 = 10 rounds. A lingering cloud re-applies its effect for 2 rounds at a time to anyone who fails the save while inside it.

Level Requirements ​

Better kits demand a more seasoned hand. You must meet a character level minimum to set one — any class counts, since this only governs whether you can use the kit at all, not how well it performs.

TierMinimum level
Common / Enhanced1
Magic5
Rare9
Mythic13
Epic17
Titanic21
Legendary25

A kit may display its own "required level" when examined — ignore it. That number comes from the game engine and is not what the trap system enforces; the table above is.

Trap Types ​

Each kit is one of many types, split into damage traps and control traps. The type also sets which saving throw resists it.

Damage Traps ​

Deal their element in a small blast; the save halves the damage.

TypeDamageSave
FireFireReflex
FrostColdReflex
AcidAcid (leaves a lingering cloud)Reflex
ShockElectricalReflex
SonicSonicFortitude
SpikePiercingReflex
NecroticNegativeFortitude

Control Traps ​

Deal no damage but inflict a status effect; the save negates it entirely.

TypeEffectSave
TangleEnsnared (web)Reflex
StunStunnedWill
SleepAsleep (mind-fog)Will
HoldParalyzedWill
FearFrightenedWill
SlowSlowedReflex
DazeDazedWill
ConfusionConfusedWill

Piercing immunity: the strongest control traps (high-tier Stun, Sleep, and Hold) can lock down even foes that would normally be immune to the effect.

Lingering clouds: several control traps (Sleep, Fear, Confusion, and the Gas/Necrotic types) leave a cloud behind when they spring. The cloud is a persistent hazard — any enemy standing in it rolls the save again each round and is re-affected on a failure, so it keeps holding an area even after the initial burst. The cloud fades after a short time.

Finding Trap Kits ​

Trap kits turn up in loot throughout the world. Rogues find them far more often than other classes — so if you are building a trapper, keep looting.

The Deadfall Set ​

Rogues can hunt the six-piece Deadfall gear set — a trap-focused kit that adds effective rogue levels (more trap damage and higher DCs), extra Set Trap, and raises both the per-area and personal trap limits. The full set roughly turns a mid-level rogue's traps into a high-level rogue's.

Wyrdwood player reference.