Creatures entering this gas cloud are poisoned, with the exact poison depending on the strength of the trap. Instead, they release a poisonous gas, covering an area with a 15 foot radius, and persisting for 2 rounds. Gas traps do not directly harm creatures. (They harm party members only in Full PvP areas.) The exceptions are likely bugs. Most traps that can affect multiple creatures respect the PvP setting when selecting targets.A creature with immunity to mind-affecting effects is protected from the special effects of acid blob, frost, or sonic traps, though those traps may not seem to be mind-affecting.The special effects of negative traps are supernatural, while the other special effects are magical.Also, the undead do not suffer the associated negative effects. Negative energy traps heal undead the same amount they would damage others.For other traps, a successful saving throw reduces the damage by half. For traps with a special effect, a successful saving throw (of the listed type against the listed DC) negates the effect, but does not reduce the damage. The default traps are listed in the following tables.While NPCs can detect traps, they have a tendency to walk into the triggers, unless they are capable of disarming the trap.Sometimes only part of the trigger area is highlighted due to the unevenness of the surface. However, most traps in most modules follow the default behavior described in this article. This allows for effects such as a trap that is only detectable by a particular race, and a trap that is automatically detected by the bearer of a particular item. A module designer can disable the default detection routines for a particular trap and substitute a detection script.Default detection DCs are listed in the set trap notes, but it must be stressed that those defaults are easily changed by a builder. This allows the character either to avoid the trap by moving around the trigger, or to disable the trap. (These colors can be changed via nwnplayer.ini). If successful, the trigger area is highlighted in red if the trap is hazardous, in green if not. (Close enough is 10 feet, unless the character is in detect mode or standing still, in which the range is 20 feet.) Characters cannot detect traps with a detection DC higher than 35 unless they are rogues. When a character is close enough to the trigger for a trap, that character makes a search check. In addition, many casters can use the find traps spell to quickly eliminate traps. While anyone can disable their own traps, only rogues and assassins have a special affinity for disabling others' traps. Setting traps is part of the repertoire of skills of rogues, rangers, and assassins. Ground traps are triggered when the center of a creature enters the trapped area. Similarly, placeable traps are triggered when either the placeable is bashed or the placeable is not locked and an attempt is made to use it. Traps that are placed with the set trap skill belong to the trap setter's faction, while traps placed by the module builder typically belong to the standard hostile faction (but can be placed in any faction).ĭoor traps are triggered when either the door is bashed or the door is not locked and an attempt is made to open the door (the attempt fails and the trap is set off). They represent hazards for anyone who is not a "friend" of the trap both hostile and neutral creatures can set off the trap. Traps can be placed on doors, placeables, or the ground. Traps can cause damage, affect ability scores, apply curses, add or subtract items from a character's inventory, or really anything the module designer can dream up and script. They consist of a trigger and the scripts that apply the effect of the trap. Traps can be either mechanical or magic in nature.
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