What craft check are you rolling against for the Useen Engineers spell?


Rules Questions


The Unseen Engineers spell is suppose to speed up the crafting process of mundane Traps, but what am I rolling against at the end?

You conjure an invisible team of tiny engineers to construct a trap at alarming speed. Originating at your location, the team must remain within range of you or the spell ends. The engineers construct a mechanical trap of your choice. Construction takes a number of rounds equal to the trap’s challenge rating. The engineers must have the materials available. At the end of the construction time, use your Craft (traps) skill with a +5 bonus to determine the success of their work. If the engineers succeed, the trap is complete and the spell ends. If they fail, the materials are deposited at that location and the spell ends. If the spell’s duration ends before the trap is complete, the engineers automatically fail.

The engineers move at your base speed and can carry only materials required in the construction of the desired trap. They can’t attack in any way or be killed, and dissipate if they take 12 points of damage from area attacks (they get no saves against attacks).

https://aonprd.com/SpellDisplay.aspx?ItemName=Unseen%20Engineers


You are rolling a craft(trap) skill to create the trap. The spell simply speeds up the process.


It's a Craft (Skill) check made with a plus 5 bonus against the DC of crafting the trap. this DC depends on the complexity etc of the trap, and can be found in the section dealing with trap building.

Shadow Lodge

I'm afraid the Table 13-6 doesn't copy over very well, but the appropriate rules are:

Source PRPG Core Rulebook pg. 423

Once you know the Challenge Rating of a trap, determine the Craft (traps) DC by referring to the values and modifiers given on Table 13–6.

Making the Checks: To determine how much progress a character makes on building a trap each week, that character makes a Craft (traps) check. See the Craft skill description for details on Craft checks and the circumstances that can affect them.
Table 13-6: Craft (Traps) DCs
Trap CR Base Craft (Traps) DC
CRs 01-05 DC 20
CRs 06-10 DC 25
CRs 11-15 DC 30
CRs 16+ DC 35

Additional Components Modifier to Craft (Traps) DC
Proximity trigger +5
Automatic reset +5

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