type: trap

Found 10 matches

Disintegration Chamber Trap

CR: 14

XP: 38400

Trap Type: technological

Perception DC: 41

Creature Type:

Disable: Engineering DC 36 (disable beam)

Trigger: location

Init:

Duration:

Reset: 1 minute

Bypass:

Effect: disintegration beam (14d12); Fortitude DC 22 reduces damage to 4d12; onset delay (1 round); multiple targets (all targets in room)

Description

When organic matter enters the trapped room, a disintegration beam permeates it 1 round later, atomizing everything within.

Explosive Detonation Trap

CR: 9

XP: 6400

Trap Type: technological

Perception DC: 33

Creature Type:

Disable: Engineering DC 28 (defuse explosive)

Trigger: proximity (thermal, 5 feet)

Init:

Duration:

Reset: none

Bypass:

Effect: explosion (8d12 F); Reflex DC 18 half; multiple targets (all targets within 20-ft. radius)

Description

When the trap detects a living creature within 5 feet, it explodes.

Hacker's Curse Trap

CR: 7

XP: 3200

Trap Type: hybrid

Perception DC: 30

Creature Type:

Disable: Computers DC 25 (rewrite virus code) or Mysticism DC 25 (dispel curse)

Trigger: touch

Init:

Duration:

Reset: 1 minute

Bypass:

Effect: curse (technological items become cursehacked; this is a curse effect); Will DC 17 negates (items of 8th level or above only; lower-level items receive no save); multiple targets (tech items carried by all creatures within 60 ft. of console)

Description

When an unauthorized user attempts to hack the trapped computer console, a magical curse script downloads into nearby technological items, which become cursehacked. A creature using a cursehacked item takes a –4 penalty to attack rolls (if it’s a weapon), AC (if it’s a suit of armor), skill checks (if it’s involved in attempting the skill check), and so on. The virus replicates in other technological items if they touch either a cursehacked item or a creature carrying or wearing one. This curse remains until removed by remove affliction or similar magic or by a successful Computers DC 35 check that takes 10 minutes for a single item.

Jolting Console Trap

CR: 3

XP: 800

Trap Type: technological

Perception DC: 24

Creature Type:

Disable: Engineering DC 19 (disable shock plates)

Trigger: touch

Init: None

Duration: None

Reset: immediate

Bypass: wireless key card reader (Computers DC 19 to hack)

Effect: arc of electricity (6d6 E); Reflex DC 14 half

Description

When an unsuspecting creature touches the trapped console, the console sparks with electricity, shocking the triggering creature.

Laser Blast Trap

CR: 1

XP: 400

Trap Type: technological

Perception DC: 21

Creature Type:

Disable: Engineering DC 15 (disable motion sensors)

Trigger: location

Init: None

Duration: None

Reset: 1 minute

Bypass: None

Effect: laser +11 ranged (3d6+1 F)

Description

When sensors detect movement in the trapped room, a wall panel opens and a mounted laser rifle opens fire on the triggering creature.

Mind Spores Trap

CR: 6

XP: 2400

Trap Type: hybrid

Perception DC: 29

Creature Type:

Disable: Engineering DC 24 (jam vent closed) or Mysticism DC 24 (neutralize spores)

Trigger: location

Init:

Duration:

Reset: 1 hour

Bypass:

Effect: spores (–4 penalty to Intelligence-, Wisdom-, and Charisma-based ability checks, skill checks, and saving throws for 1d4 hours; this is a mind-affecting effect); Will DC 16 negates; multiple targets (all targets in 30-ft. cone)

Description

When sensors detect movement, a vent releases a spray of spores that affect the triggering creature’s mental processes.

Nanoflechette Launcher Trap

CR: 11

XP: 12800

Trap Type: technological

Perception DC: 36

Creature Type:

Disable: Engineering DC 29 (close one aperture) or DC 35 (open door)

Trigger: location

Init: 17

Duration: 10 rounds

Reset: 1 minute

Bypass:

Effect: nanoflechettes +25 ranged (6d12 P); multiple targets (all targets in room)

Description

When sensors detect movement in the trapped room, the doors seal and five wall apertures open on its initiative count to launch nanoflechettes at everyone in the room. The trap fires nanoflechettes for 10 rounds, unless all the apertures have been closed or destroyed. An aperture has EAC 23, KAC 27, Fort +14, Ref +11, hardness 10, and 40 Hit Points. Closing or destroying one aperture reduces the damage dealt by 1d12.

Obedience Implant Trap

CR: 12

XP: 19200

Trap Type: hybrid

Perception DC: 38

Creature Type:

Disable: Engineering DC 33 (disable lancet) or Mysticism DC 33 (render implant ineffective)

Trigger: proximity (visual, 10 feet)

Init:

Duration:

Reset: manual

Bypass:

Effect: lancet +27 melee (3d6+10 P plus dominate person); Will DC 21 negates dominate person effect

Description

(CR 12) When the trap sees a creature within 10 feet, a lancet implants a magic microchip in the triggering creature, which falls under the telepathic control of the trap’s creator, as per dominate person (but affecting any creature). Removing the chip safely requires a 1-minute surgical procedure and a successful Medicine DC 28 check. Failure deals 3d6 slashing damage and leaves the implant in place. An implanted chip prevents magical means of ending the spell effect. Any later successful save (such as to resist a command) renders the spell effect dormant for 1 round rather than ending it. OBEDIENCE IMPLANT TRAP CR 12 XP 19,200 Type; Perception DC 38; Disable Trigger ; Reset Effect

Soul Upload Trap

CR: 17

XP: 102400

Trap Type: hybrid

Perception DC: 45

Creature Type:

Disable: Computers DC 45 (disrupt system’s upload capacity) or Mysticism DC 40 (scramble magic)

Trigger: location

Init:

Duration:

Reset: immediate

Bypass:

Effect: death, soul uploaded into data module; Will DC 24 negates; onset delay (1 minute); multiple targets (all targets in room)

Description

One minute after living creatures enter the trapped room, they are bombarded with energy that digitizes and removes their souls, leaving their bodies lifeless husks. The digitized souls are uploaded into data modules linked to the room’s computer system. Hacking the system via a successful Computers check can release trapped souls, but it usually has a wipe module—a failed attempt might purge the souls. Casting raise dead on an affected body requires a successful DC 32 caster level check or the spell fails. Type; Perception DC 45; Disable Trigger; Reset Effect

Trash Compactor Trap

CR: 5

XP: 1600

Trap Type: technological

Perception DC: 27

Creature Type:

Disable: Engineering DC 19 (disable compression for 1round) or DC25 (open exit door)

Trigger: location

Init: 10

Duration: 7 rounds

Reset: 1 minute

Bypass:

Effect: Initial: several 60-ft.-long chutes (3d6 falling damage); Reflex DC 18 avoids; multiple targets (any target in one of several 5-ft.-square areas); Secondary: crushing walls (30-ft.-square room compresses 10 ft. per round, 2d6 B on first round, 8d6 B on second round, and 32d6 B on third round); Reflex DC 15 half; never miss; onset delay (1 round); multiple targets (all nonamorphous targets in the room)

Description

This trap consists of several 5-foot-square trapdoors that open when a creature stands on one, dumping the victim down a 60-foot-long chute and into a 30-foot-by-30-foot trash compactor with a single locked exit in one corner. The room is filled with debris and the floor functions as difficult terrain. One round later on the trap’s initiative count, two of the walls of the room begin closing inward, reducing the width of the room by 10 feet each round (to 20 feet on the first round, and so on). On the first round, this deals 2d6 bludgeoning damage to all nonamorphous creatures in the room. The damage increases to 8d6 on the second round, and to 32d6 on the third round. On the fourth round, the trash compactor’s exit opens to release the compressed garbage. A creature can climb back up the slippery chute with a successful DC 32 Athletics check. The gears controlling the compression mechanism have EAC 14, KAC 20, hardness 20, and 69 Hit Points.