Set Snares
Set Snares (General, 1)
Ability: Charisma
Modifier: 0
The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not work: workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem is left up to the DM, and may or may not be readily apparent to the character that set the trap. The character can also attempt to set traps and snares for larger creatures. A proficiency check must be rolled, this time with a ‐4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered.Ranger and Thief characters (and only these characters!) can also attempt to rig mantraps with this proficiency. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a mantrap.Setting a small snare or trap takes one hour or work. Setting a larger trap can require up to two or three people (only one needa mantrap requires one or more people (depending on its nature) and 1d8hours of work. To prepare any trap, the character must have appropriate materials on hand. Characters with animal lore proficiency gain a +2 bonus to their chance of success when attempting to set a snare for thepurposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefitwhen tempting to trap monsters or intelligent beings.
Ability: Charisma
Modifier: 0
The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not work: workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem is left up to the DM, and may or may not be readily apparent to the character that set the trap. The character can also attempt to set traps and snares for larger creatures. A proficiency check must be rolled, this time with a ‐4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered.Ranger and Thief characters (and only these characters!) can also attempt to rig mantraps with this proficiency. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a mantrap.Setting a small snare or trap takes one hour or work. Setting a larger trap can require up to two or three people (only one needa mantrap requires one or more people (depending on its nature) and 1d8hours of work. To prepare any trap, the character must have appropriate materials on hand. Characters with animal lore proficiency gain a +2 bonus to their chance of success when attempting to set a snare for thepurposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefitwhen tempting to trap monsters or intelligent beings.
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