Traps and Hazards

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Traps fall into three major categories:

Magical Traps

All of the below effects are to be converted into Magical Traps. In general, all these effects are consumable items mechanically similar to a scroll, except that they can be made by anyone with the Creator Feat and a Bailiwick Skill roll. Once made (for a cost similar to a scroll) they can be placed in a square with a standard action and they "do their thing" as written.

Name Description Rev?
Create Pit Creates an extradimensional pit.
Bloatbomb Kill a weak creature and turn its corpse into an explosive trap.
Spiked Pit As Create Pit (Spell), but filled with spikes.
Explosive Runes Deals 6d6 damage when read.
Acid Pit Creates a pit with acid at the bottom.
Creeping Ice Sheet of ice slowly spreads outward on a horizontal surface.
Fire Trap Opened object deals 1d4 Fire Damage + 1/lvl.
Symbol of Laughter Triggered rune makes nearby creatures lose actions for 1 rnd/lvl.
Symbol of Revelation Triggered symbol reveals Illusions.
Symbol of Slowing Triggered rune slows creatures. N
Hungry Pit As Create Pit (Spell), but dealing 4d6 damage to those in it as it closes. N
Symbol of Pain Triggered rune wracks nearby creatures with pain. N
Symbol of Sleep Triggered rune puts nearby creatures into catatonic slumber. N
Symbol of Striking As Symbol of Death (Spell), but fills a 5-foot square. N
Symbol of Fear Triggered rune panics nearby creatures. N
Symbol of Persuasion Triggered rune charms creatures. N
Symbol of Sealing Create triggered Wall of Force (Spell). N
Symbol of Stunning Triggered rune stuns creatures. N
Symbol of Weakness Triggered rune stuns creatures. N
Teleport Trap You can cause those teleporting into an area to appear in a specific part of that area.
Rift of Ruin Tears a rift in reality, creating an extradimensional hole with a depth of 60 feet.
Symbol of Death Triggered rune kills nearby creatures. N
Symbol of Dispelling As Symbol of Death (Spell), except that all creatures within 40 feet are effect by Dispel Magic, Greater (Spell). N
Symbol of Insanity Triggered rune kills nearby creatures. N
Symbol of Strife Triggered rune makes creatures attack nearest creature awake. N
Symbol of Vulnerability Triggered rune makes creatures weaker against attacks both mundane and magical. N
Hypnotic Pattern Fascinates (2d4 + level) HD of creatures. N
Vinetrap Vines burst to life in a radius around a target with a variety of effects. N

Mechanical Traps

A mechanical trap is a non-magical device with some kind of a trip-wire, pressure plate, rigged hinge, or other triggering mechanism. They generally make an attack and often apply forced movement, falls, collisions, or other status effects (such as prone or maimed) to either the person who tripped them, a pre-defined area, or both.

Classics include pendulum blades, trapdoors into spiked pits, deadfalls, rolling juggernauts, portcullises to limit movement, flooding corridors or rooms, and the like.

Architectural Traps

An architectural trap can be either a mechanical or magical trap or hazard that is built into the terrain. The classic example is a room with two doors and three levers on the wall. What does it do?! Architectural traps can be as simple or dynamic as desired, and can include classic 'puzzle rooms', areas of a dungeon that rotate to cut off movement, teleport rooms that send the party to an unknown area, pocket dimensions that require an entire series of quests and adventures to re-open and many, many other things. Let your imagination run wild!

Other Notes

Traps have the following major traits:

  • a DC to notice the trap
  • a DC to disable the trap
  • target size (how big of an area it affects, or how many creatures it targets)
  • a Reflex save DC
  • Damage dealt, and any status conditions or special effects it inflicts (usually save for half, negating effects)
  • Trigger description (what sets it off)
    • Triggering area size / size of trap (if applicable; can be different from size of trap's effect)

A trap will also sometimes have secondary traits:

  • Cost of trap's components
  • a DC to assemble / set the trap

Often, these secondary traits only matter if a player-character is setting the trap. Obviously, the cost of a trap is directly proportional to how powerful each of the trap's major traits are.