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licensed for public use under the terms of the Open Game License v1.0a.
Types of Traps: A trap can be either
mechanical or magic in nature. Mechanical traps include pits, arrow traps,
falling blocks, water-filled rooms, whirling blades, and anything else that
depends on a mechanism to operate. A mechanical trap can be constructed by a PC
through successful use of the Craft (trapmaking) skill (see Designing a Trap,
below, and the skill description).
Magic traps are further divided into
spell traps and magic device traps. Magic device traps initiate spell effects
when activated, just as wands, rods, rings, and other magic items do. Creating
a magic device trap requires the Craft Wondrous Item feat (see Designing a Trap
and the feat description).
Spell traps are simply spells that
themselves function as traps. Creating a spell trap requires the
services of a character who can cast the needed spell or spells, who is usually
either the character creating the trap or an NPC spellcaster hired for the
purpose.
MECHANICAL TRAPS
Dungeons are frequently equipped with
deadly mechanical (nonmagical) traps. A trap typically is defined by its
location and triggering conditions, how hard it is to spot before it goes off,
how much damage it deals, and whether or not the heroes receive a saving throw
to mitigate its effects. Traps that attack with arrows, sweeping blades, and
other types of weaponry make normal attack rolls, with a specific attack bonus dictated
by the trap’s design.
Creatures who succeed on a DC 20
Search check detect a simple mechanical trap before it is triggered. (A simple
trap is a snare, a trap triggered by a tripwire, or a large trap such as a
pit.)
A character with the trap sense class
feature who succeeds on a DC 21 (or higher) Search check detects a well-hidden
or complex mechanical trap before it is triggered. Complex traps are denoted by
their triggering mechanisms and involve pressure plates, mechanisms linked to
doors, changes in weight, disturbances in the air, vibrations, and other sorts
of unusual triggers.
MAGIC TRAPS
Many spells can be used to create
dangerous traps. Unless the spell or item description states otherwise, assume
the following to be true.
• A successful Search check (DC 25 +
spell level) made by a rogue (and only a rogue) detects a magic trap before it
goes off. Other characters have no chance to find a magic trap with a Search
check.
• Magic traps permit a saving throw
in order to avoid the effect (DC 10 + spell level x 1.5).
• Magic traps may be disarmed by a
rogue (and only a rogue) with a successful Disable Device check (DC 25 + spell
level).
ELEMENTS OF A TRAP
All traps—mechanical or magic—have
the following elements: trigger, reset, Search DC, Disable Device DC, attack
bonus (or saving throw or onset delay), damage/effect, and Challenge Rating.
Some traps may also include optional elements, such as poison or a bypass.
These characteristics are described below.
A trap’s trigger determines how it is
sprung.
Location: A location trigger springs a trap
when someone stands in a particular square.
Proximity: This trigger activates
the trap when a creature approaches within a certain distance of it. A
proximity trigger differs from a location trigger in that the creature need not
be standing in a particular square. Creatures that are flying can spring a trap
with a proximity trigger but not one with a location trigger. Mechanical
proximity triggers are extremely sensitive to the slightest change in the air.
This makes them useful only in places such as crypts, where the air is
unusually still.
The proximity trigger used most often
for magic device traps is the alarm spell. Unlike when the spell is
cast, an alarm spell used as a trigger can have an area that’s no larger
than the area the trap is meant to protect.
Some magic device traps have special
proximity triggers that activate only when certain kinds of creatures approach.
For example, a detect good spell can serve as a proximity trigger on an
evil altar, springing the attached trap only when someone of good alignment
gets close enough to it.
Sound: This trigger springs a magic trap
when it detects any sound. A sound trigger functions like an ear and has a +15
bonus on Listen checks. A successful Move Silently check, magical silence, and
other effects that would negate hearing defeat it. A trap with a sound trigger
requires the casting of clairaudience during its construction.
Visual: This trigger for magic traps works
like an actual eye, springing the trap whenever it “sees” something. A trap
with a visual trigger requires the casting of arcane eye, clairvoyance, or
true seeing during its construction. Sight range and the Spot bonus
conferred on the trap depend on the spell chosen, as shown.
Spell |
Sight Range |
Spot Bonus |
arcane eye |
Line of sight (unlimited range) |
+20 |
clairvoyance |
One preselected location |
+15 |
true seeing |
Line of sight (up to 120 ft.) |
+30 |
If you want the trap to “see” in the
dark, you must either choose the true seeing option or add darkvision
to the trap as well. (Darkvision limits the trap’s sight range in
the dark to 60 feet.) If invisibility, disguises, or illusions can fool the
spell being used, they can fool the visual trigger as well.
Touch: A touch trigger, which springs the
trap when touched, is one of the simplest kinds of trigger to construct. This
trigger may be physically attached to the part of the mechanism that deals the
damage or it may not. You can make a magic touch trigger by adding alarm to
the trap and reducing the area of the effect to cover only the trigger spot.
Timed: This trigger periodically springs
the trap after a certain duration has passed.
Spell: All spell traps have this kind of
trigger. The appropriate spell descriptions explain the trigger
conditions for traps that contain spell triggers.
A reset element is the set of
conditions under which a trap becomes ready to trigger again.
No Reset: Short of completely
rebuilding the trap, there’s no way to trigger it more than once. Spell traps
have no reset element.
Repair: To get the trap functioning again,
you must repair it.
Manual: Resetting the trap requires someone
to move the parts back into place. This is the kind of reset element most
mechanical traps have.
Automatic: The trap resets itself,
either immediately or after a timed interval.
Repairing a mechanical trap requires
a Craft (trapmaking) check against a DC equal to the one for building it. The
cost for raw materials is one-fifth of the trap’s original market price. To
calculate how long it takes to fix a trap, use the same calculations you would
for building it, but use the cost of the raw materials required for repair in
place of the market price.
Resetting a trap usually takes only a
minute or so. For a trap with a more difficult reset method, you should set the
time and labor required.
Bypass (Optional Element)
If the builder of a trap wants to be
able to move past the trap after it is created or placed, it’s a good idea to
build in a bypass mechanism —something that temporarily disarms the trap.
Bypass elements are typically used only with mechanical traps; spell traps
usually have built-in allowances for the caster to bypass them.
Lock: A lock bypass requires a DC 30 Open
Lock check to open.
Hidden Switch: A hidden switch requires
a DC 25 Search check to locate.
Hidden Lock: A hidden lock combines the
features above, requiring a DC 25 Search check to locate and a DC 30 Open Lock
check to open.
Search and Disable Device DCs
The builder sets
the Search and Disable Device DCs for a mechanical trap. For a magic trap, the
values depend on the highest-level spell used.
Mechanical Trap: The base DC for both
Search and Disable Device checks is 20. Raising or lowering either of these DCs
affects the base cost (Table: Cost Modifiers for Mechanical Traps) and possibly
the CR (Table: CR Modifiers for Mechanical Traps).
Magic Trap: The DC for both Search
and Disable Device checks is equal to 25 + the spell level of the highest-level
spell used. Only characters with the trap sense class feature can attempt a
Search check or a Disable Device check involving a magic trap. These DCs do not
affect the trap’s cost or CR.
A trap usually
either makes an attack roll or forces a saving throw to avoid it. Occasionally
a trap uses both of these options, or neither (see Never Miss).
Pits: These are holes (covered or not)
that characters can fall into and take damage. A pit needs no attack roll, but
a successful Reflex save (DC set by the builder) avoids it. Other
save-dependent mechanical traps also fall into this category.
Pits in dungeons come in three basic
varieties: uncovered, covered, and chasms. Pits and chasms can be defeated by
judicious application of the Climb skill, the Jump skill, or various magical
means.
Uncovered pits serve mainly to
discourage intruders from going a certain way, although they cause much grief
to characters who stumble into them in the dark, and they can greatly complicate
a melee taking place nearby.
Covered pits are much more dangerous.
They can be detected with a DC 20 Search check, but only if the character is
taking the time to carefully examine the area before walking across it. A
character who fails to detect a covered pit is still entitled to a DC 20 Reflex
save to avoid falling into it. However, if she was running or moving recklessly
at the time, she gets no saving throw and falls automatically.
Trap coverings can be as simple as
piled refuse (straw, leaves, sticks, garbage), a large rug, or an actual
trapdoor concealed to appear as a normal part of the floor. Such a trapdoor
usually swings open when enough weight (usually about 50 to 80 pounds) is
placed upon it. Devious trap builders sometimes design trapdoors so that they
spring back shut after they open. The trapdoor might lock once it’s back in
place, leaving the stranded character well and truly trapped. Opening such a
trapdoor is just as difficult as opening a regular door (assuming the trapped
character can reach it), and a DC 13 Strength check is needed to keep a
spring-loaded door open.
Pit traps often have something
nastier than just a hard floor at the bottom. A trap designer may put spikes,
monsters, or a pool of acid, lava, or even water at the bottom. Spikes at the
bottom of a pit deal damage as daggers with a +10 attack bonus and a +1 bonus
on damage for every 10 feet of the fall (to a maximum bonus on damage of +5).
If the pit has multiple spikes, a falling victim is attacked by 1d4 of them. This
damage is in addition to any damage from the fall itself.
Monsters sometimes live in pits. Any
monster that can fit into the pit might have been placed there by the dungeon’s
designer, or might simply have fallen in and not been able to climb back out.
A secondary trap, mechanical or
magical, at the bottom of a pit can be particularly deadly. Activated by a
falling victim, the secondary trap attacks the already injured character when
she’s least ready for it.
Ranged Attack Traps: These traps fling darts,
arrows, spears, or the like at whoever activated the trap. The builder sets the
attack bonus. A ranged attack trap can be configured to simulate the effect of
a composite bow with a high strength rating which provides the trap with a
bonus on damage equal to its strength rating.
Melee Attack Traps: These traps feature such
obstacles as sharp blades that emerge from walls and stone blocks that fall
from ceilings. Once again, the builder sets the attack bonus.
The effect of a trap is what happens
to those who spring it. Usually this takes the form of either damage or a spell
effect, but some traps have special effects.
Pits: Falling into a pit deals 1d6 points
of damage per 10 feet of depth.
Ranged Attack Traps: These traps deal whatever
damage their ammunition normally would. If a trap is constructed with a high
strength rating, it has a corresponding bonus on damage.
Melee Attack Traps: These traps deal the same
damage as the melee weapons they “wield.” In the case of a falling stone block,
you can assign any amount of bludgeoning damage you like, but remember that
whoever resets the trap has to lift that stone back into place.
A melee attack
trap can be constructed with a built-in bonus on damage rolls, just as if the
trap itself had a high Strength score.
Spell Traps: Spell traps produce the
spell’s effect. Like all spells, a spell trap that allows a saving throw
has a save DC of 10 + spell level + caster’s relevant ability modifier.
Magic Device Traps: These traps produce the
effects of any spells included in their construction, as described in the
appropriate entries. If the spell in a magic device trap allows a saving
throw, its save DC is 10 + spell level x 1.5. Some spells make attack rolls instead.
Special: Some traps have miscellaneous
features that produce special effects, such as drowning for a water trap or
ability damage for poison. Saving throws and damage depend on the poison or are
set by the builder, as appropriate.
Some traps include optional features
that can make them considerably more deadly. The most common such features are
discussed below.
Alchemical Item: Mechanical traps may
incorporate alchemical devices or other special substances or items, such as
tanglefoot bags, alchemist’s fire, thunderstones, and the like. Some such items
mimic spell effects. If the item mimics a spell effect, it increases the CR as
shown on Table: CR Modifiers for Mechanical Traps.
Gas: With a gas trap, the danger is in
the inhaled poison it delivers. Traps employing gas usually have the never miss
and onset delay features (see below).
Liquid: Any trap that involves a danger of
drowning is in this category. Traps employing liquid usually have the never
miss and onset delay features (see below).
Multiple Target: Traps with this feature
can affect more than one character.
Never Miss: When the entire dungeon
wall moves to crush you, your quick reflexes won’t help, since the wall can’t
possibly miss. A trap with this feature has neither an attack bonus nor a
saving throw to avoid, but it does have an onset delay (see below). Most traps
involving liquid or gas are of the never miss variety.
Onset Delay: An onset delay is the
amount of time between when the trap is sprung and when it deals damage. A
never miss trap always has an onset delay.
Poison: Traps that employ poison are deadlier
than their nonpoisonous counterparts, so they have correspondingly higher CRs.
To determine the CR modifier for a given poison, consult Table: CR Modifiers
for Mechanical Traps. Only injury, contact, and inhaled poisons are suitable
for traps; ingested types are not. Some traps simply deal the poison’s damage.
Others deal damage with ranged or melee attacks as well.
Pit Spikes: Treat spikes at the
bottom of a pit as daggers, each with a +10 attack bonus. The damage bonus for
each spike is +1 per 10 feet of pit depth (to a maximum of +5). Each character
who falls into the pit is attacked by 1d4 spikes. Pit spikes do not add to the
average damage of the trap (see Average Damage, below).
Pit Bottom: If something other than
spikes waits at the bottom of a pit, it’s best to treat that as a separate trap
(see Multiple Traps, below) with a location trigger that activates on any
significant impact, such as a falling character.
Touch Attack: This feature applies to
any trap that needs only a successful touch attack (melee or ranged) to hit.
SAMPLE TRAPS
The costs listed
for mechanical traps are market prices; those for magic traps are raw material
costs. Caster level and class for the spells used to produce the trap effects
are provided in the entries for magic device traps and spell traps. For all
other spells used (in triggers, for example), the caster level is assumed to be
the minimum required.
Basic Arrow Trap: CR 1; mechanical;
proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20;
Disable Device DC 20. Market Price: 2,000 gp.
Camouflaged Pit Trap: CR 1; mechanical;
location trigger; manual reset; DC 20 Reflex save avoids; 10 ft. deep (1d6,
fall); Search DC 24; Disable Device DC 20. Market Price: 1,800 gp.
Deeper Pit Trap: CR 1; mechanical; location
trigger; manual reset; hidden switch bypass (Search DC 25); DC 15 Reflex save
avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two
adjacent 5-ft. squares); Search DC 20; Disable Device DC 23. Market Price: 1,300
gp.
Fusillade of Darts: CR 1; mechanical;
location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple targets
(fires 1d4 darts at each target in two adjacent 5-ft. squares); Search DC 14;
Disable Device DC 20. Market Price: 500 gp.
Poison Dart Trap: CR 1; mechanical;
location trigger; manual reset; Atk +8 ranged (1d4 plus poison, dart); poison
(bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis); Search DC
20; Disable Device DC 18. Market Price: 700 gp.
Poison Needle Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +8 ranged (1 plus greenblood oil poison); Search DC
22; Disable Device DC 20. Market Price: 1,300 gp.
Portcullis Trap: CR 1; mechanical;
location trigger; manual reset; Atk +10 melee (3d6); Search DC 20; Disable
Device DC 20. Note: Damage applies only to those underneath the
portcullis. Portcullis blocks passageway. Market Price: 1,400 gp.
Razor-Wire across Hallway: CR 1; mechanical;
location trigger; no reset; Atk +10 melee (2d6, wire); multiple targets (first
target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC
15. Market Price: 400 gp.
Rolling Rock Trap: CR 1; mechanical; location
trigger; manual reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device
DC 22. Market Price: 1,400 gp.
Scything Blade Trap: CR 1; mechanical;
location trigger; automatic reset; Atk +8 melee (1d8/x3); Search DC 21; Disable
Device DC 20. Market Price: 1,700 gp.
Spear Trap: CR 1; mechanical; location
trigger; manual reset; Atk +12 ranged (1d8/x3, spear); Search DC 20; Disable
Device DC 20. Note: 200-ft. max range, target determined randomly from
those in its path. Market Price: 1,200 gp.
Swinging Block Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +5 melee (4d6, stone block); Search DC 20; Disable
Device DC 20. Market Price: 500 gp.
Wall Blade Trap: CR 1; mechanical; touch
trigger; automatic reset; hidden switch bypass (Search DC 25); Atk +10 melee
(2d4/x4, scythe); Search DC 22; Disable Device DC 22. Market Price: 2,500
gp.
Box of Brown Mold: CR 2; mechanical; touch
trigger (opening the box); automatic reset; 5-ft. cold aura (3d6, cold
nonlethal); Search DC 22; Disable Device DC 16. Market Price: 3,000 gp.
Bricks from Ceiling: CR 2; mechanical; touch
trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets
in two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market
Price: 2,400 gp.
Burning Hands Trap: CR 2; magic device;
proximity trigger (alarm); automatic reset; spell effect (burning
hands, 1st-level wizard, 1d4 fire, DC 11 Reflex save half damage); Search
DC 26; Disable Device DC 26. Cost: 500 gp, 40 XP.
Camouflaged Pit Trap: CR 2; mechanical; location
trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall);
multiple targets (first target in each of two adjacent 5-ft. squares); Search
DC 24; Disable Device DC 19. Market Price: 3,400 gp.
Inflict Light Wounds Trap: CR 2; magic device; touch
trigger; automatic reset; spell effect (inflict light wounds, 1st-level
cleric, 1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device DC
26. Cost: 500 gp, 40 XP.
Javelin Trap: CR 2; mechanical;
location trigger; manual reset; Atk +16 ranged (1d6+4, javelin); Search DC 20;
Disable Device DC 18. Market Price: 4,800 gp.
Large Net Trap: CR 2; mechanical;
location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable
Device DC 25. Note: Characters in 10-ft. square are grappled by net (Str
18) if they fail a DC 14 Reflex save. Market Price: 3,000 gp.
Pit Trap: CR 2; mechanical, location
trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall);
Search DC 20; Disable Device DC 20. Market Price: 2,000 gp.
Poison Needle Trap: CR 2; mechanical; touch
trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus
poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison
only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17. Market
Price: 4,720 gp.
Spiked Pit Trap: CR 2; mechanical; location
trigger; automatic reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall);
multiple targets (first target in each of two adjacent 5-ft. squares); pit
spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 18;
Disable Device DC 15. Market Price: 1,600 gp.
Tripping Chain: CR 2; mechanical; location
trigger; automatic reset; multiple traps (tripping and melee attack); Atk +15
melee touch (trip), Atk +15 melee (2d4+2, spiked chain); Search DC 15; Disable
Device DC 18. Market Price: 3,800 gp. Note: This trap is really
one CR 1 trap that trips and a second CR 1 trap that attacks with a spiked
chain. If the tripping attack succeeds, a +4 bonus applies to the spiked chain
attack because the opponent is prone.
Well-Camouflaged Pit Trap: CR 2; mechanical; location
trigger; repair reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall);
Search DC 27; Disable Device DC 20. Market Price: 4,400 gp.
Burning Hands Trap: CR 3; magic device;
proximity trigger (alarm); automatic reset; spell effect (burning
hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half damage); Search
DC 26; Disable Device DC 26. Cost: 2,500 gp, 200 XP.
Camouflaged Pit Trap: CR 3; mechanical; location
trigger; manual reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall);
multiple targets (first target in each of two adjacent squares); Search DC 24;
Disable Device DC 18. Market Price: 4,800 gp.
Ceiling Pendulum: CR 3; mechanical; timed
trigger; automatic reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15;
Disable Device DC 27. Market Price: 14,100 gp.
Fire Trap: CR 3; spell; spell
trigger; no reset; spell effect (fire trap, 3rd-level druid, 1d4+3 fire,
DC 13 Reflex save half damage); Search DC 27; Disable Device DC 27. Cost: 85
gp to hire NPC spellcaster.
Extended Bane Trap: CR 3; magic device;
proximity trigger (detect good); automatic reset; spell effect (extended
bane, 3rd-level cleric, DC 13 Will save negates); Search DC 27; Disable
Device DC 27. Cost: 3,500 gp, 280 XP.
Ghoul Touch Trap: CR 3; magic device; touch
trigger; automatic reset; spell effect (ghoul touch, 3rd-level wizard,
DC 13 Fortitude save negates); Search DC 27; Disable Device DC 27. Cost: 3,000
gp, 240 XP.
Hail of Needles: CR 3; mechanical; location
trigger; manual reset; Atk +20 ranged (2d4); Search DC 22; Disable Device DC
22. Market Price: 5,400 gp.
Acid Arrow Trap: CR 3; magic device;
proximity trigger (alarm); automatic reset; Atk +2 ranged touch; spell
effect (acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds);
Search DC 27; Disable Device DC 27. Cost: 3,000 gp, 240 XP.
Pit Trap: CR 3; mechanical, location trigger;
manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20;
Disable Device DC 20. Market Price: 3,000 gp.
Poisoned Arrow Trap: CR 3; mechanical; touch
trigger; manual reset; lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus
poison, arrow); poison (Large monstrous scorpion venom, DC 14 Fortitude save
resists, 1d4 Con/1d4 Con); Search DC 19; Disable Device DC 15. Market Price:
2,900 gp.
Spiked Pit Trap: CR 3; mechanical; location
trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall);
multiple targets (first target in each of two adjacent 5-ft. squares); pit
spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 21;
Disable Device DC 20. Market Price: 3,600 gp.
Stone Blocks from Ceiling: CR 3; mechanical; location
trigger; repair reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable
Device DC 20. Market Price: 5,400 gp.
Bestow Curse Trap: CR 4; magic device; touch
trigger (detect chaos); automatic reset; spell effect (bestow curse, 5th-level
cleric, DC 14 Will save negates); Search DC 28; Disable Device DC 28. Cost: 8,000
gp, 640 XP.
Camouflaged Pit Trap: CR 4; mechanical; location
trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall);
multiple targets (first target in each of two adjacent 5-ft. squares); Search
DC 25; Disable Device DC 17. Market Price: 6,800 gp.
Collapsing Column: CR 4; mechanical; touch
trigger (attached); no reset; Atk +15 melee (6d6, stone blocks); Search DC 20;
Disable Device DC 24. Market Price: 8,800 gp.
Glyph of Warding (Blast): CR 4; spell; spell
trigger; no reset; spell effect (glyph of warding [blast], 5th-level
cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets
within 5 ft.); Search DC 28; Disable Device DC 28. Cost: 350 gp to hire
NPC spellcaster.
Lightning Bolt Trap: CR 4; magic device;
proximity trigger (alarm); automatic reset; spell effect (lightning
bolt, 5th-level wizard, 5d6 electricity, DC 14 Reflex save half damage);
Search DC 28; Disable Device DC 28. Cost: 7,500 gp, 600 XP.
Pit Trap: CR 4; mechanical, location trigger;
manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall); Search DC 20;
Disable Device DC 20. Market Price: 4,000 gp.
Poisoned Dart Trap: CR 4; mechanical;
location trigger; manual reset; Atk +15 ranged (1d4+4 plus poison, dart);
multiple targets (1 dart per target in a 10-ft.-by-10-ft. area); poison (Small
monstrous centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex);
Search DC 21; Disable Device DC 22. Market Price: 12,090 gp.
Sepia Snake Sigil Trap: CR 4; spell; spell
trigger; no reset; spell effect (sepia snake sigil, 5th-level wizard, DC
14 Reflex save negates); Search DC 28; Disable Device DC 28. Cost: 650
gp to hire NPC spellcaster.
Spiked Pit Trap: CR 4; mechanical; location
trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall);
pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search DC 20;
Disable Device DC 20. Market Price: 4,000 gp.
Wall Scythe Trap: CR 4; mechanical; location
trigger; automatic reset; Atk +20 melee (2d4+8/x4, scythe); Search DC 21;
Disable Device DC 18. Market Price: 17,200 gp.
Water-Filled Room Trap: CR 4; mechanical; location
trigger; automatic reset; multiple targets (all targets in a 10-ft.-by-10-ft.
room); never miss; onset delay (5 rounds); liquid; Search DC 17; Disable Device
DC 23. Market Price: 11,200 gp.
Wide-Mouth Spiked Pit Trap: CR 4; mechanical;
location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6,
fall); multiple targets (first target in each of two adjacent 5-ft. squares);
pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 18;
Disable Device DC 25. Market Price: 7,200 gp.
Camouflaged Pit Trap: CR 5; mechanical;
location trigger; manual reset; DC 20 Reflex save avoids; 50 ft. deep (5d6,
fall); multiple targets (first target in each of two adjacent 5-ft. squares);
Search DC 25; Disable Device DC 17. Market Price: 8,500 gp.
Doorknob Smeared with Contact Poison:
CR 5;
mechanical; touch trigger (attached); manual reset; poison (nitharit, DC 13
Fortitude save resists, 0/3d6 Con); Search DC 25; Disable Device DC 19. Market
Price: 9,650 gp.
Falling Block Trap: CR 5; mechanical;
location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can
strike all characters in two adjacent specified squares); Search DC 20; Disable
Device DC 25. Market Price: 15,000 gp.
Fire Trap: CR 5; spell; spell
trigger; no reset; spell effect (fire trap, 7th-level wizard, 1d4+7
fire, DC 16 Reflex save half damage); Search DC 29; Disable Device DC 29. Cost:
305 gp to hire NPC spellcaster.
Fireball Trap: CR 5; magic device; touch
trigger; automatic reset; spell effect (fireball, 8th-level wizard, 8d6
fire, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. Cost:
12,000 gp, 960 XP.
Flooding Room Trap: CR 5; mechanical;
proximity trigger; automatic reset; no attack roll necessary (see note below);
Search DC 20; Disable Device DC 25. Note: Room floods in 4 rounds. Market
Price: 17,500 gp.
Fusillade of Darts: CR 5; mechanical;
location trigger; manual reset; Atk +18 ranged (1d4+1, dart); multiple targets
(1d8 darts per target in a 10-ft.-by-10-ft. area); Search DC 19; Disable Device
DC 25. Market Price: 18,000 gp.
Moving Executioner Statue: CR 5; mechanical; location
trigger; automatic reset; hidden switch bypass (Search DC 25); Atk +16 melee
(1d12+8/x3, greataxe); multiple targets (both arms attack); Search DC 25;
Disable Device DC 18. Market Price: 22,500 gp.
Phantasmal Killer Trap: CR 5; magic device;
proximity trigger (alarm covering the entire room); automatic reset;
spell effect (phantasmal killer, 7th-level wizard, DC 16 Will save for
disbelief and DC 16 Fort save for partial effect); Search DC 29; Disable Device
DC 29. Cost: 14,000 gp, 1,120 XP.
Pit Trap: CR 5; mechanical, location
trigger; manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall);
Search DC 20; Disable Device DC 20. Market Price: 5,000 gp.
Poison Wall Spikes: CR 5; mechanical; location
trigger; manual reset; Atk +16 melee (1d8+4 plus poison, spike); multiple
targets (closest target in each of two adjacent 5-ft. squares); poison (Medium
monstrous spider venom, DC 12 Fortitude save resists, 1d4 Str/1d4 Str); Search
DC 17; Disable Device DC 21. Market Price: 12,650 gp.
Spiked Pit Trap: CR 5; mechanical; location
trigger; manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall);
multiple targets (first target in each of two adjacent 5-ft. squares); pit
spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 each); Search DC 21;
Disable Device DC 20. Market Price: 13,500 gp.
Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location
trigger, manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall), pit
spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each); Search DC 20; Disable Device
DC 20. Market Price: 5,000 gp.
Ungol Dust Vapor Trap: CR 5; mechanical; location
trigger; manual reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft.
room); never miss; onset delay (2 rounds); poison (ungol dust, DC 15 Fortitude
save resists, 1 Cha/1d6 Cha plus 1 Cha drain); Search DC 20; Disable Device DC
16. Market Price: 9,000 gp.
Built-to-Collapse Wall: CR 6; mechanical;
proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple
targets (all targets in a 10-ft.-by-10-ft. area); Search DC 14; Disable Device
DC 16. Market Price: 15,000 gp.
Compacting Room: CR 6; mechanical; timed
trigger; automatic reset; hidden switch bypass (Search DC 25); walls move
together (12d6, crush); multiple targets (all targets in a 10-ft.-by- 10-ft.
room); never miss; onset delay (4 rounds); Search DC 20; Disable Device DC 22. Market
Price: 25,200 gp.
Flame Strike Trap: CR 6; magic device;
proximity trigger (detect magic); automatic reset; spell effect (flame
strike, 9th-level cleric, 9d6 fire, DC 17 Reflex save half damage); Search
DC 30; Disable Device DC 30. Cost: 22,750 gp, 1,820 XP.
Fusillade of Spears: CR 6; mechanical;
proximity trigger; repair reset; Atk +21 ranged (1d8, spear); multiple targets
(1d6 spears per target in a 10 ft.-by-10-ft. area); Search DC 26; Disable Device
DC 20. Market Price: 31,200 gp.
Glyph of Warding (Blast): CR 6; spell; spell
trigger; no reset; spell effect (glyph of warding [blast], 16th-level
cleric, 8d8 sonic, DC 14 Reflex save half damage); multiple targets (all
targets within 5 ft.); Search DC 28; Disable Device DC 28. Cost: 680 gp
to hire NPC spellcaster.
Lightning Bolt Trap: CR 6; magic device;
proximity trigger (alarm); automatic reset; spell effect (lightning
bolt, 10th-level wizard, 10d6 electricity, DC 14 Reflex save half damage);
Search DC 28; Disable Device DC 28. Cost: 15,000 gp, 1,200 XP.
Spiked Blocks from Ceiling: CR 6; mechanical; location
trigger; repair reset; Atk +20 melee (6d6, spikes); multiple targets (all
targets in a 10-ft.-by-10-ft. area); Search DC 24; Disable Device DC 20. Market
Price: 21,600 gp.
Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical;
location trigger, manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6,
fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search
DC 20; Disable Device DC 20. Market Price: 6,000 gp.
Whirling Poison Blades: CR 6; mechanical; timed
trigger; automatic reset; hidden lock bypass (Search DC 25, Open Lock DC 30);
Atk +10 melee (1d4+4/19–20 plus poison, dagger); poison (purple worm poison, DC
24 Fortitude save resists, 1d6 Str/2d6 Str); multiple targets (one target in
each of three preselected 5-ft. squares); Search DC 20; Disable Device DC 20. Market
Price: 30,200 gp.
Wide-Mouth Pit Trap: CR 6; mechanical; location
trigger, manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall);
multiple targets (all targets within a 10-ft.-by-10-ft. area); Search DC 26;
Disable Device DC 25. Market Price: 28,200 gp.
Wyvern Arrow Trap: CR 6; mechanical;
proximity trigger; manual reset; Atk +14 ranged (1d8 plus poison, arrow);
poison (wyvern poison, DC 17 Fortitude save resists, 2d6 Con/2d6 Con); Search
DC 20; Disable Device DC 16. Market Price: 17,400 gp.
Acid Fog Trap: CR 7; magic device;
proximity trigger (alarm); automatic reset; spell effect (acid fog, 11th-level
wizard, 2d6/round acid for 11 rounds); Search DC 31; Disable Device DC 31. Cost:
33,000 gp, 2,640 XP.
Blade Barrier Trap: CR 7; magic device;
proximity trigger (alarm); automatic reset; spell effect (blade
barrier, 11th-level cleric, 11d6 slashing, DC 19 Reflex save half damage);
Search DC 31; Disable Device DC 31. Cost: 33,000 gp, 2,640 XP.
Burnt Othur Vapor Trap: CR 7; mechanical; location
trigger; repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft.
room); never miss; onset delay (3 rounds); poison (burnt othur fumes, DC 18
Fortitude save resists, 1 Con drain/3d6 Con); Search DC 21; Disable Device DC
21. Market Price: 17,500 gp.
Chain Lightning Trap: CR 7; magic device;
proximity trigger (alarm); automatic reset; spell effect (chain
lightning, 11th-level wizard, 11d6 electricity to target nearest center of
trigger area plus 5d6 electricity to each of up to eleven secondary targets, DC
19 Reflex save half damage); Search DC 31; Disable Device DC 31. Cost: 33,000
gp, 2,640 XP.
Black Tentacles Trap: CR 7; magic device;
proximity trigger (alarm); no reset; spell effect (black tentacles, 7th-level
wizard, 1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets (up
to six tentacles per target in each of two adjacent 5-ft. squares); Search DC
29; Disable Device DC 29. Cost: 1,400 gp, 112 XP.
Fusillade of Greenblood Oil Darts: CR 7; mechanical;
location trigger; manual reset; Atk +18 ranged (1d4+1 plus poison, dart);
poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/ 1d2 Con); multiple
targets (1d8 darts per target in a 10-ft.-by-10-ft. area); Search DC 25;
Disable Device DC 25. Market Price: 33,000 gp.
Lock Covered in Dragon Bile: CR 7; mechanical; touch
trigger (attached); no reset; poison (dragon bile, DC 26 Fortitude save
resists, 3d6 Str/0); Search DC 27; Disable Device DC 16. Market Price: 11,300
gp.
Summon Monster VI Trap: CR 7; magic device;
proximity trigger (alarm); no reset; spell effect (summon monster VI,
11th-level wizard), Search DC 31; Disable Device DC 31. Cost: 3,300
gp, 264 XP.
Water-Filled Room: CR 7; mechanical;
location trigger; manual reset; multiple targets (all targets in a
10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); water; Search DC
20; Disable Device DC 25. Market Price: 21,000 gp.
Well-Camouflaged Pit Trap: CR 7; mechanical;
location trigger; repair reset; DC 25 Reflex save avoids; 70 ft. deep (7d6,
fall); multiple targets (first target in each of two adjacent 5-ft. squares);
Search DC 27; Disable Device DC 18. Market Price: 24,500 gp.
Deathblade Wall Scythe: CR 8; mechanical; touch
trigger; manual reset; Atk +16 melee (2d4+8 plus poison, scythe); poison
(deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con); Search DC 24;
Disable Device DC 19. Market Price: 31,400 gp.
Destruction Trap: CR 8; magic device; touch
trigger (alarm); automatic reset; spell effect (destruction, 13th-level
cleric, DC 20 Fortitude save for 10d6 damage); Search DC 32; Disable Device DC
32. Cost: 45,500 gp, 3,640 XP.
Earthquake Trap: CR 8; magic device;
proximity trigger (alarm); automatic reset; spell effect (earthquake,
13th-level cleric, 65-ft. radius, DC 15 or 20 Reflex save, depending on
terrain); Search DC 32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
Insanity Mist Vapor Trap: CR 8; mechanical;
location trigger; repair reset; gas; never miss; onset delay (1 round); poison
(insanity mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis); multiple
targets (all targets in a 10-ft.-by-10-ft. room); Search DC 25; Disable Device
DC 20. Market Price: 23,900 gp.
Acid Arrow Trap: CR 8; magic device; visual
trigger (true seeing); automatic reset; multiple traps (two simultaneous
acid arrow traps); Atk +9 ranged touch and +9 ranged touch; spell effect
(acid arrow, 18th-level wizard, 2d4 acid damage for 7 rounds); Search DC
27; Disable Device DC 27. Cost: 83,500 gp, 4,680 XP. Note: This
trap is really two CR 6 acid arrow traps that fire simultaneously, using
the same trigger and reset.
Power Word Stun Trap: CR 8; magic device; touch
trigger; no reset; spell effect (power word stun, 13th-level wizard),
Search DC 32; Disable Device DC 32. Cost: 4,550 gp, 364 XP.
Prismatic Spray Trap: CR 8; magic device;
proximity trigger (alarm); automatic reset; spell effect (prismatic
spray, 13th-level wizard, DC 20 Reflex, Fortitude, or Will save, depending
on effect); Search DC 32; Disable Device DC 32. Cost: 45,500 gp, 3,640
XP.
Reverse Gravity Trap: CR 8; magic device;
proximity trigger (alarm, 10-ft. area); automatic reset; spell effect (reverse
gravity, 13th-level wizard, 6d6 fall [upon hitting the ceiling of the
60-ft.- high room], then 6d6 fall [upon falling 60 ft. to the floor when the
spell ends], DC 20 Reflex save avoids damage); Search DC 32; Disable Device DC
32. Cost: 45,500 gp, 3,640 XP.
Well-Camouflaged Pit Trap: CR 8; mechanical;
location trigger; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6,
fall); Search DC 27; Disable Device DC 18. Market Price: 16,000 gp.
Word of Chaos Trap: CR 8; magic device;
proximity trigger (detect law); automatic reset; spell effect (word
of chaos, 13th-level cleric); Search DC 32; Disable Device DC 32. Cost: 46,000
gp, 3,680 XP.
Drawer Handle Smeared with Contact
Poison: CR
9; mechanical; touch trigger (attached); manual reset; poison (black lotus
extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); Search DC 18; Disable
Device DC 26. Market Price: 21,600 gp.
Dropping Ceiling: CR 9; mechanical;
location trigger; repair reset; ceiling moves down (12d6, crush); multiple
targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1
round); Search DC 20; Disable Device DC 16. Market Price: 12,600 gp.
Incendiary Cloud Trap: CR 9; magic device;
proximity trigger (alarm); automatic reset; spell effect (incendiary
cloud, 15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half
damage); Search DC 33; Disable Device DC 33. Cost: 60,000 gp, 4,800 XP.
Wide-Mouth Pit Trap: CR 9; mechanical;
location trigger; manual reset; DC 25 Reflex save avoids; 100 ft. deep (10d6,
fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); Search DC
25; Disable Device DC 25. Market Price: 40,500 gp.
Wide-Mouth Spiked Pit with Poisoned
Spikes:
CR 9; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20
Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (all targets
within a 10-ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 plus poison each); poison (giant wasp poison, DC 14 Fortitude
save resists, 1d6 Dex/1d6 Dex); Search DC 20; Disable Device DC 20. Market
Price: 11,910 gp.
Crushing Room: CR 10; mechanical;
location trigger; automatic reset; walls move together (16d6, crush); multiple
targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2
rounds); Search DC 22; Disable Device DC 20. Market Price: 29,000 gp.
Crushing Wall Trap: CR 10; mechanical;
location trigger; automatic reset; no attack roll required (18d6, crush);
Search DC 20; Disable Device DC 25. Market Price: 25,000 gp.
Energy Drain Trap: CR 10; magic device;
visual trigger (true seeing); automatic reset; Atk +8 ranged touch;
spell effect (energy drain, 17th-level wizard, 2d4 negative levels for
24 hours, DC 23 Fortitude save negates); Search DC 34; Disable Device DC 34. Cost:
124,000 gp, 7,920 XP.
Forcecage and Summon Monster VII trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; multiple traps (one forcecage
trap and one summon monster VII trap that summons a hamatula); spell
effect (forcecage, 13th-level wizard), spell effect (summon monster
VII, 13th-level wizard, hamatula); Search DC 32; Disable Device DC 32. Cost:
241,000 gp, 7,280 XP. Note: This trap is really one CR 8 trap that
creates a forcecage and a second CR 8 trap that summons a hamatula in
the same area. If both succeed, the hamatula appears inside the forcecage. These
effects are independent of each other.
Poisoned Spiked Pit Trap: CR 10; mechanical;
location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC
30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first
target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC
24 Fortitude save resists, 1d6 Str/2d6 Str); Search DC 16; Disable Device DC 25.
Market Price: 19,700 gp.
Wail of the Banshee Trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; spell effect (wail of the
banshee, 17th-level wizard, DC 23 Fortitude save negates); multiple targets
(up to 17 creatures); Search DC 34; Disable Device DC 34. Cost: 76,500
gp, 6,120 XP.
DESIGNING A TRAP
Mechanical Traps: Simply select the elements
you want the trap to have and add up the adjustments to the trap’s Challenge
Rating that those elements require (see Table: CR Modifiers for Mechanical
Traps) to arrive at the trap’s final CR. From the CR you can derive the DC of
the Craft (trapmaking) checks a character must make to construct the trap.
Magic Traps: As with mechanical traps,
you don’t have to do anything other than decide what elements you want and then
determine the CR of the resulting trap (see Table: CR Modifiers for Magic
Traps). If a player character wants to design and construct a magic trap, he
must have the Craft Wondrous Item feat. In addition, he must be able to cast the
spell or spells that the trap requires—or, failing that, he must be able to
hire an NPC to cast the spells for him.
To calculate the Challenge Rating of
a trap, add all the CR modifiers (see the tables below) to the base CR for the
trap type.
Mechanical Trap: The base CR for a
mechanical trap is 0. If your final CR is 0 or lower, add features until you
get a CR of 1 or higher.
Magic Trap: For a spell trap or magic
device trap, the base CR is 1. The highest-level spell used modifies the CR
(see Table: CR Modifiers for Magic Traps).
Average Damage: If a trap (either
mechanical or magic) does hit point damage, calculate the average damage for a
successful hit and round that value to the nearest multiple of 7. Use this
value to adjust the Challenge Rating of the trap, as indicated on the tables
below. Damage from poisons and pit spikes does not count toward this value, but
damage from a high strength rating and extra damage from multiple attacks does.
For a magic trap, only one modifier
applies to the CR—either the level of the highest-level spell used in the trap,
or the average damage figure, whichever is larger.
Multiple Traps: If a trap is really two or
more connected traps that affect approximately the same area, determine the CR of
each one separately.
Multiple Dependent Traps: If one trap depends on the
success of the other (that is, you can avoid the second trap altogether by not
falling victim to the first), they must be treated as separate traps.
Multiple Independent Traps: If two or more traps act
independently (that is, none depends on the success of another to activate),
use their CRs to determine their combined Encounter Level as though they were
monsters. The resulting Encounter Level is the CR for the combined
traps.
Table: CR Modifiers for Mechanical
Traps |
|||
Feature |
CR Modifier |
||
Search DC |
|
||
15 or lower |
–1 |
||
25–29 |
+1 |
||
30 or higher |
+2 |
||
Disable Device DC |
|
||
15 or lower |
–1 |
||
25–29 |
+1 |
||
30 or higher |
+2 |
||
Reflex Save DC (Pit or Other
Save-Dependent Trap) |
|
||
15 or lower |
–1 |
||
16–24 |
— |
||
25–29 |
+1 |
||
30 or higher |
+2 |
||
Attack Bonus (Melee or Ranged
Attack Trap) |
|
||
+0 or lower |
–2 |
||
+1 to +5 |
–1 |
||
+6 to +14 |
— |
||
+15 to +19 |
+1 |
||
+20 to +24 |
+2 |
||
Damage/Effect |
|
||
Average damage |
+1/7 points* |
||
Miscellaneous Features |
|
||
Alchemical device |
Level of spell mimicked |
||
Liquid |
+5 |
||
Multiple target |
+1 (or 0 if never miss) |
||
Onset delay 1 round |
+3 |
||
Onset delay 2 rounds |
+2 |
||
Onset delay 3 rounds |
+1 |
||
Onset delay 4+ rounds |
–1 |
||
Poison |
CR of poison (see below) |
||
Black adder venom |
+1 |
Large scorpion venom |
+3 |
Black lotus extract |
+8 |
Malyss root paste |
+3 |
Bloodroot |
+1 |
Medium spider venom |
+2 |
Blue whinnis |
+1 |
Nitharit |
+4 |
Burnt othur fumes |
+6 |
Purple worm poison |
+4 |
Deathblade |
+5 |
Sassone leaf residue |
+3 |
Dragon bile |
+6 |
Shadow essence |
+3 |
Giant wasp poison |
+3 |
Small centipede poison |
+1 |
Greenblood oil |
+1 |
Terinav root |
+5 |
Insanity mist |
+4 |
Ungol dust |
+3 |
Wyvern poison |
+5 |
|
|
Pit spikes |
+1 |
||
Touch attack |
+1 |
||
* Rounded to the nearest multiple
of 7 (round up for an average that lies exactly between two numbers). |
Table: CR Modifiers for Magic Traps |
|
Feature |
CR Modifier |
Highest-level spell |
+ Spell level OR +1 per 7 points of
average damage per round* |
*See the note following Table: CR Modifiers for Mechanical Traps. |
The base cost of a mechanical trap is
1,000 gp. Apply all the modifiers from Table: Cost Modifiers for Mechanical
Traps for the various features you’ve added to the trap to get the modified
base cost.
The final cost is equal to (modified
base cost x Challenge Rating) + extra costs. The minimum cost for a mechanical
trap is (CR x 100) gp.
After you’ve
multiplied the modified base cost by the Challenge Rating, add the price of any
alchemical items or poison you incorporated into the trap. If the trap uses one
of these elements and has an automatic reset, multiply the poison or alchemical
item cost by 20 to provide an adequate supply of doses.
Multiple Traps: If a trap is really two
or more connected traps, determine the final cost of each separately, then add those
values together. This holds for both multiple dependent and multiple
independent traps (see the previous section).
Table: Cost Modifiers for
Mechanical Traps |
|
Feature |
Cost Modifier |
Trigger Type |
|
Location |
— |
Proximity |
+1,000 gp |
Touch |
— |
Touch (attached) |
–100 gp |
Timed |
+1,000 gp |
Reset Type |
|
No reset |
–500 gp |
Repair |
–200 gp |
Manual |
— |
Automatic |
+500 gp (or 0 if trap has timed
trigger) |
Bypass Type |
|
Lock |
+100 gp (Open Lock DC 30) |
Hidden switch |
+200 gp (Search DC 25) |
Hidden lock |
+300 gp (Open Lock DC 30, Search DC
25) |
Search DC |
|
19 or lower |
–100 gp x (20 – DC) |
20 |
— |
21 or higher |
+200 gp x (DC – 20) |
Disable Device DC |
|
19 or lower |
–100 gp x (20 – DC) |
20 |
— |
21 or higher |
+200 gp x (DC – 20) |
Reflex Save DC (Pit or Other
Save-Dependent Trap) |
|
19 or lower |
–100 gp x (20 – DC) |
20 |
— |
21 or higher |
+300 gp x (DC – 20) |
Attack Bonus (Melee or Ranged
Attack Trap) |
|
+9 or lower |
–100 gp x (10 – bonus) |
+10 |
— |
+11 or higher |
+200 gp x (bonus – 10) |
Damage Bonus |
|
High strength rating (ranged attack trap) |
+100 gp x bonus (max +4) |
High Strength bonus
(melee attack trap) |
+100 gp x bonus (max +8) |
Miscellaneous Features |
|
Never miss |
+1,000 gp |
Poison |
Cost of poison* |
Alchemical item |
Cost of item* |
* Multiply cost by 20 if trap
features automatic reset. |
Building a magic device trap involves
the expenditure of experience points as well as gold pieces, and requires the
services of a spellcaster. Table: Cost Modifiers for Magic Device Traps
summarizes the cost information for magic device traps. If the trap uses more
than one spell (for instance, a sound or visual trigger spell in addition to
the main spell effect), the builder must pay for them all (except alarm,
which is free unless it must be cast by an NPC; see below).
The costs derived from Table: Cost
Modifiers for Magic Device Traps assume that the builder is casting the
necessary spells himself (or perhaps some other PC is providing the spells for
free). If an NPC spellcaster must be hired to cast them those costs must be
factored in as well.
A magic device trap takes one day to
construct per 500 gp of its cost.
Table: Cost Modifiers for Magic Device Traps |
|
Feature |
Cost Modifier |
Alarm spell used in trigger |
— |
One-Shot Trap |
|
Each spell used in trap |
+50 gp x caster level x spell
level, +4 XP x caster level x spell level |
Material components |
+ Cost of all material components |
XP components |
+ Total of XP components x 5 gp |
Automatic Reset Trap |
|
Each spell used in trap |
+500 gp x caster level x spell
level, +40 XP x caster level x spell level |
Material components |
+ Cost of all material components x
100 gp |
XP components |
+ Total of XP components x 500 gp |
A spell trap has a cost only if the
builder must hire an NPC spellcaster to cast it.
Once you know the Challenge Rating of
a trap determine the Craft (trapmaking) DC by referring to the table and the
modifiers given below.
Trap CR |
Base Craft (Trapmaking) DC |
1–3 |
20 |
4–6 |
25 |
7–10 |
30 |
Additional Components |
Modifier to Craft (Trapmaking) DC |
Proximity trigger |
+5 |
Automatic reset |
+5 |
Making the Checks: To determine how much
progress a character makes on building a trap each week, that character makes a
Craft (trapmaking) check. See the Craft skill description for details on Craft
checks and the circumstances that can affect them.