Posts Tagged ‘pocket traps’

Lyric the Lying Gymnast

 “Friendship and coin: oil and water.” – Lyric the Lying Gymnast

Oil is common staple and rogues commonly carry a bit for lubricating locks. Although this kind isn’t suitable for burning, it’s fine for making a smooth surface slippery, especially when enemies are chasing you down a staircase. Grease or soap can also be used to slick up a stair, although it takes a lot more time to set a stair with soap.

CR 2: Slippery Stair:

  • Location trigger
  • No reset
  • Search DC 20
  • Reflex save DC 20
  • Multiple Targets
  • Attack +10 melee – 2d4 damage on stairs, and also falls prone.

“Cunning leads to knavery. ‘Tis a quick step from one to the other, and a slippery one.” – Lyric

A single piece of string or cord, or even a long shoelace, is all that’s needed for a simple lasso trap. A small loop is good for tripping and delaying a human sized opponent (works even better against animals and beasts), and because of the magic of the slipknot a victim’s own inertia and struggling works to your favor, tightening the knot.

Slipknot How To

Using the slip you create a loop as large or as small as you need (from foot sized for those moving quickly through brambles, larger for pursuers crawling through small places). Loop the rope and secure the end to something solid, then pin apart the loop using branches or tacks or some other means to leave it wide open for someone to stumble through.

CR 2: Tripping Lasso:

  • Location trigger
  • Manual reset
  • Search DC 23
  • Disable Device DC 10
  • Attack +10 melee – 1d4 damage (2d4 if moving quickly) and also falls prone.

“Men don’t trip on mountains, but they’ll trip on wire stretched across a hallway.” – Lyric

Lasso From Cloth

Lasso From Cloth

A Tripping Net is a small fiber or metal net (usually 1×2 feet or so) lined with tiny hooks designed to snag flesh and cloth. It’s a

mechanical floor trap that that will catch boots and flay about the legs. Its purpose is to slow movement, and possibly trip someone up, but not severely damage or hold. It can be fashioned by the crafty using wire or small fishhooks and appropriate fibers (DC 20). Its small enough to be folded into something wallet sized and, If prepped correctly with, say, greased paper in between folds to keep the hooks from snagging each other (DC 15) it can be set for a quick release and dropped in front of pursuers.

CR 3: Tripping Net:

  • Location trigger
  • Manual Reset
  • Search DC 23
  • Disable Device DC 15
  • Attack +15 melee touch – 2d4 and prone. Movement halved until net is removed

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Lyric the Deceiver Aerialist

“He who travels lightest travels fastest and bestest.”- Lyric the Deceiver Aerialist

Most rogues are familiar with caltrops and marbles that have become sourcebook staples, but a devious player can carry all sorts of tiny tricks and traps to spring in an instant on the unsuspecting. This article speaks to an array of simple, easy to carry tricks and pocket traps.

“Humor goes into the making of a poem as flour flies into the faces of the annoying.” – Lyric

We’ll start with powdered chalk which is useful for the climber and commonly carried by adventurers for pinpointing invisible creatures. But powdered chalk, along with flour, soot, charcoal dust or similar materials is also a good momentary blinder – useful for distracting marks or making a quick getaway.

CR 1: Powder in the Face:

  • Touch trigger (consider this a ranged touch attack)
  • No reset
  • DC 10 Fortitude or be blinded for 1 round

The powder ante can be upped by throwing loose raw pepper into enemy’s faces.

CR 1: Pepper in the Face:

  • Touch trigger (consider this a ranged touch attack)
  • No reset
  • DC 12 Fortitude or be incapacitated for 1d2 rounds, sneezing

“He who has the pepper… may season his targets as he lifts.” – Lyric

Pepper also has other useful variants. Concentrated Pepper is made in part from ground chills and cayenne pepper, and against humans it stings the eyes and constricts the throat.  A successful ranged touch attack can blind an opponent.

CR 1: Concentrated Pepper:Dust Blow

  • Touch trigger in melee (consider this a ranged touch attack)
  • DC 15 Fortitude to resist. Blinded for 1d4 rounds.
  • DC 20 to Craft (alchemy)

Combat Pepper is designed specifically to fell a man, and is similar to modern pepper sprays only in a dry form. It creates a very painful burning sensation with continuous tearing, uncontrolled coughing, choking, nausea and disorientation. All this causes temporary blindness and instant breathing problems.

CR 2: Combat Pepper:

  • Touch trigger in melee (consider this a ranged touch attack)
  • DC 15 Fortitude to resist. Blinded and prone for 1d4 rounds, takes 1d4 damage
  • DC 25 to Craft (alchemy)

Dog Pepper is made from spices keen nosed tracking dogs are particularly susceptible to. Dog pepper can be used as a ranged touch attack or just left behind on the trail for tracking dogs to succumb to.

CR 1: Face – Dog Pepper:

  • Touch trigger in melee (consider this a ranged touch attack), or location trigger
  • Dogs (or similar creatures) DC 15 Fortitude to resist. Those who succumb are hysterical for 1d4 rounds trying to remove the powder and unable to track by scent for 1d2 hours.
  • DC 15 to Craft (alchemy)

A spring-Loaded wrist sheath (normally around a 5gp investment, see various equipment guides) can be altered to hold peppers or powders (DC 10 to rig) and used as a swift action to surprise an opponent. Powders can also be hidden in a hollow pommel or coin purse. They store well, just don’t get them wet.


Wrist Sheath

Wrist Sheath

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