TRAPSTraps are a common danger in dungeon environments. All traps have the following elements: CR (and XP value), type, Perception DC, Disable Device DC, trigger, reset, and effect. Some traps might also include optional elements, such as poison or a bypass. These characteristics are described below. TYPEA trap can be either mechanical or magic. MECHANICALA mechanical trap doesn’t use magic to detect its targets or create its effect, such as spring-loaded spears, sweeping blades, and spiked pits. MAGICALSome traps are just spells waiting to be triggered by intruders. These work exactly like a cleric or wizard casting a spell, and have a caster level and saving throw DC. PERCEPTIONA character must actively search to find a trap. Every trap has a Perception DC to detect it before it’s triggered. For a mechanical trap, making this DC means the character notices the mechanism that activates it, such as a pressure plate or gears attached to a door handle. Beating this check by 5 or more also gives some indication of what the trap is designed to do. For a magical trap, making the Perception check DC means the character gets an odd sensation, such as goosebumps. DISABLE DEVICEEvery trap has a Disable Device DC to disarm the trap. Anyone with at least 1 rank in the skill can try to disarm a mechanical trap, but only rogues can disarm magical traps. TRIGGER A trap’s trigger determines how it is sprung. LOCATIONA location trigger springs a trap when someone moves onto a particular square. PROXIMITYThis magical trigger works like the wizard alarm spell and activates when a creature enters the protected area (even if it doesn’t touch the ground). Some magic traps have special proximity triggers that activate only when certain kinds of creatures approach. For example, a dwarf’s tomb may have traps that activate only if a non-dwarf approaches. TOUCHA touch trigger springs the trap when something touches the object or location. RESETThis explains how easy it is to reset the trap once it’s triggered. “None” means the trap only works once. “Automatic” means the trap resets itself, either immediately or after a short period of time. “Manual” means someone who knows how the trap works has to spend 1 minute resetting it. EFFECTSThis is what the trap does to the creature that springs it. This is usually damage or a spell effect. A trap usually makes an attack roll against a creature, or the creature must make a saving throw to avoid the trap. SAMPLE TRAPS
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ARROW TRAP CR 1 (XP 400) |
Type mechanical; Perception DC 20; Disable Device DC 20 |
Trigger touch; Reset none |
EFFECTS |
Attack +15 ranged (1d8+1/×3) |
PIT TRAP CR 1 (XP 400) |
Type mechanical; Perception DC 20; Disable Device DC 20 |
Trigger location; Reset manual |
EFFECTS |
20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple |
targets (all targets in a 10-ft.-square area) |
POISONED DART TRAP CR 1 (XP 400) |
Type mechanical; Perception DC 20; Disable Device DC 20 |
Trigger touch; Reset none |
EFFECTS |
Attack +10 ranged (1d3 plus Fort DC 13 or 10 poison damage) |
SWINGING AXE TRAP CR 1 (XP 400) |
Type mechanical; Perception DC 20; Disable Device DC 20 |
Trigger location; Reset manual |
EFFECTS |
Attack +10 melee (1d8+1/×3); multiple targets (all targets in a |
10-ft. line) |
BURNING HANDS TRAP CR 2 (XP 600) |
Type magic; Perception DC 26; Disable Device DC 26 |
Trigger proximity (alarm); Reset none |
EFFECTS |
Spell effect (burning hands, 2d4 fire |
damage, DC 11 Reflex save for half damage); multiple targets |
(all targets in a 15-ft. cone) |
JAVELIN TRAP CR 2 (XP 600) |
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Type mechanical; Perception DC 20; Disable Device DC 20 |
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Trigger location; Reset none |
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EFFECTS |
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Attack +15 ranged (1d6+6)
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