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

Mechanical Traps Architectural Traps

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.