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Clam Clamp (CR 2)

Clam Clamp CR 2

XP 600
Type mechanical; Notice Perception DC 20; Disable Disable Device DC 17; Trigger location; Reset automatic; Associated Terrain any oceans

EFFECTS

The classic “clam clamp” trap utilizes the heavy shell of a giant clam, but any similarly large bivalve mollusk or even flotsam can work. A clam clamp is typically set with a lure, such as a piece of shiny treasure. When a creature walks over a clam clamp or attempts to take the treasure, the clamp snaps shut and attempts a grapple with a +15 bonus on the combat maneuver check. The weight of the clam clamp is enough to hold a creature in place until the grappled creature can escape. A clam clamp located in an underwater area is more difficult to craft but also more dangerous to air-breathing creatures due to the fact that it can hold a creature underwater until it drowns; an underwater clam clamp’s CR is 5.

Note: This is a wilderness trap. Skilled survivalists and trappers are adept at fashioning effective, if simple, traps from humble materials. A wilderness trap has an associated terrain wherein the raw materials for the trap are commonplace. Within these associated terrains, the base cost of each trap is calculated in sp rather than gp. Wilderness traps always have a CR of 5 or lower.

When in a trap’s associated terrain, instead of paying one-third the item’s price in raw materials, the trap maker can attempt a Survival check against the normal Craft DC of the trap + 2 × the trap’s CR. If successful, the trap maker finds the necessary materials in the wild after 1d4 hours of foraging + 1 hour per CR of the trap. She can then attempt a Craft (traps) check, also at the normal Craft DC + 2 × the trap’s CR, to build the trap, which takes another 1d4 hours + 1 hour per CR of the trap. Traps built with such crude materials don’t last long without maintenance; they have a cumulative 20% chance to break for every day they go without being tightened and reset (which requires 10 minutes of work but no additional skill checks).

At the GM’s discretion, other non-magical mechanical traps may be considered to have associated terrains and use the wilderness trap construction rules.

Section 15: Copyright Notice

PRG Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.