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.
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 |
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.
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 and Resetting Mechanical Traps
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.
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
Attack Bonus/Saving Throw DC
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.
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.
Miscellaneous Trap Features
Some
traps include optional features that can make them considerably more deadly. The most common such features are discussed 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.
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 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.