Rogue Traps
Trap kits are consumable-feeling tools that let you plant a spell-like trap on the ground. Anyone can use one, 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
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
Trap kits are reusable. Each kit has a number of charges based on its tier, and charges refresh when you rest. Legendary kits have unlimited uses.
| Tier | Charges |
|---|---|
| Common / Enhanced | 3 |
| Magic | 4 |
| Rare | 5 |
| Mythic | 6 |
| Epic | 8 |
| Titanic | 10 |
| Legendary | Unlimited |
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 save DC and its damage/effect scale on two things together:
- Rogue levels raise the ceiling and drive the damage — a level-40 rogue roughly doubles a trap's damage over a low-level user.
- Set Trap skill ranks raise the DC, 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 can pop a kit, but its DC and damage are minimal.
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.
| Type | Damage | Save |
|---|---|---|
| Fire | Fire | Reflex |
| Frost | Cold | Reflex |
| Acid | Acid (leaves a lingering cloud) | Reflex |
| Shock | Electrical | Reflex |
| Sonic | Sonic | Fortitude |
| Spike | Piercing | Reflex |
| Necrotic | Negative | Fortitude |
Control Traps
Deal no damage but inflict a status effect; the save negates it entirely.
| Type | Effect | Save |
|---|---|---|
| Tangle | Ensnared (web) | Reflex |
| Stun | Stunned | Will |
| Sleep | Asleep (mind-fog) | Will |
| Hold | Paralyzed | Will |
| Fear | Frightened | Will |
| Slow | Slowed | Reflex |
| Daze | Dazed | Will |
| Confusion | Confused | Will |
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.