Special Snare (SPIN415.SPL)

This page is to add further detail to the four potential effects from the Set Special Snare innate ability of the Bounty Hunter Thief kit.
==Special Snare effects information==
When the Bounty Hunter uses the Special Abilities menu and selects Set Special Snare - a marker is placed on the area map. This ability is subject to a success or failure skill roll from the Bounty Hunter's Set Traps skill as a percentage chance. Assuming the setting was successful then the snare is placed on the map and indicated with a small trap sprite.
When an enemy creature (allegiance "Enemy", usually a red circled creature) is within about a 16-feet distance of the marker, then the trap is activated or "trap sprung".
This is mechanically implemented by adding a Spell effect titled Set Map Marker using Opcode/effect code 253. After the trap is sprung, the marker is removed using effect code 254, Spell Effect: Remove Map Marker.
The activated snare will now initiate an innate spell effect that exposes any enemy creature within 16 feet of the trap (about a 30-foot diameter of the snare) to the spell's effects.
The specific spell effect is determined by the Bounty Hunter's caster level when the snare was placed.
===Bounty Hunter level 1-10===
All enemy creatures in range of the sprung snare will each face the following effects: 
*A hail of projectiles inflicting 3d8+5 Missile damage. 
*A Slow effect. A Saving throw vs. Spells with a 4-point penalty will negate it. The Slow has a duration of 5 rounds and is Power level 3. The effect is non-magical. 
Creatures affected by the spell will suffer missile damage mitigated only by physical damage resistance or a Stoneskin. The Slow effect can be blocked by a spell protection such as Minor Spell Deflection or Minor Globe of Invulnerability. Magic resistance does not affect this particular effect, and it can't be dispelled.
===Bounty Hunter level 11-15===
All enemy creatures in range of the sprung snare will each face the following effects:
*A hail of projectiles inflicting 4d8+5 Missile damage. 
*A Hold creature 2 effect. A Saving throw vs. Spells with a 1-point penalty will negate it. The effect has a duration of 5 rounds and is Power level 3. The effect is magical.
Creatures affected by the spell will suffer missile damage mitigated only by physical damage resistance or a Stoneskin. The Hold effect can be blocked by a spell protection such as Minor Spell Deflection or Minor Globe of Invulnerability. Magic resistance will also block this particular effect, and it can be dispelled.
The hold effect is coded to affect Humanoid general IDS creatures only.  For example, it won't work on Animal, Giant Humanoid or Undead. If the creature misses their saving throw, a text will display on the combat log reading "Held" and a special effect graphic will play over the held creature.
===Bounty Hunter level 16-20===
All enemy creatures in range of the sprung snare will each face the following effect:
*An application of the equivalent of an Otiluke's Resilient Sphere spell placed upon each enemy creature in range. 
The sphere isn't an actual Wizard's spell of the same name, but this snare's practical application is very close to it. The duration is 7 rounds.
There is no Saving throw allowed, and the effects bypass magic resistance. No spell protections can block it, and all effects have a zero Power level. However, the effects can be dispelled.
During the sphere's duration the creature(s) are encased in an immobile sphere, they can't move or function in any way, and also cannot be harmed. In effect, it is 7 round stasis phenomena until it expires, and the creature may act again. What the party does during this time is up to the player.
===Bounty Hunter level 21+===
All enemy creatures in range of the sprung snare will each face the following effect:
* A Maze effect.
The effect isn't an actual Wizard's Maze spell, but a rough equivalent.
There is no Saving throw allowed, and the effects bypass magic resistance.
The Maze effect has an 8 Powel level, and thus can be blocked by a spell protection that has a capacity for that, such as Spell Deflection, Spell Turning or Spell Trap.
When the snare is sprung, enemy creatures in range will immediately have a special effect graphic animation of a barred cage forming around them. Four seconds later the creatures will disappear into their own personal maze.
The duration of time spent in the maze is determined by their current Intelligence attribute, and a random dice roll performed by the AI. Once that duration has been completed, the creature appears in the same location as when they entered the maze. 
A Freedom spell can be used to recover any creatures in the maze and return them forthwith, if desired.
==Mod content==
The Rogue Rebalancing mod allows the player to try different Special Snares for the Bounty Hunter kit. Five tiers of snares replace the four in the unmodified game, and the new snares are now "Alchemical Traps" that are non-magical, and thus ignore magic resistance and spell protections. Now the traps can dazzle, slow, entangle, blind or knock unconscious the victim, as well as dealing subdual damage. Gone are the Otiluke's sphere and maze snare, which are arguably not balanced very well. The mod rebalances rogues and their abilities, skills, and offers new tactical use and utility to the classes. Open up a new world of rogue play with this mod.