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.