Set Trap
This skill allows a character to place trap kits.
| Ability | Dexterity |
| Requires training | Yes - with no ranks you cannot use it at all |
| Armour check penalty | Yes |
| Available to | Every class |
How it works
Spectacular Failure: If a skill check is failed by 10 or more, the trap goes off in the attempt to set it. This can only occur if you are in combat when trying to set the trap.
Check. When a trap kit is used, the character makes a skill check. The DC of the task is determined by the power of the trap.
Special. 5 or more ranks in Disable Traps grants a +2 synergy bonus on Set Trap checks. Any party members are able to see traps that one character has set.
Use. Use a trap kit from your inventory. An icon visible to you and your party will appear on the ground to represent the trap.
Skill point cost by class
One point per rank: Assassin, Ranger, Rogue.
Two points per rank: Arcane Archer, Barbarian, Bard, Blackguard, Cleric, Divine Champion, Druid, Dwarven Defender, Elite Guard, Fighter, God's Eye Scout, Monk, Northern Templar, Paladin, Pale Master, Purple Dragon Knight, Red Dragon Disciple, Shadowdancer, Shifter, Skald, Sorcerer, Warlock, Weapon Master, Wizard.
While mounted
Riding costs you ten for every point of the mount's own penalty - 10 to 50, depending on what you ride. Without the Mounted Combat feat the mount's own figure is not read at all and you take the full 50, along with 2 points of armour class.