Traps Unchained

by Insidious

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Traps Unchained
FIRST EDITION

Foreword:

Several gaps exist within the current Pathfinder rules for creating traps. This document exists to help fill those gaps, as well as provide guidance for characters looking to take advantage of and excel at this element of the game. Multiple character options have been included to emphasize the use of this supplement, including Trap Setting Character Options and the Craft Devious Trap feat. This document references rules available in the Unchained Action Economy, and supersedes any conflicting rules for traps that are in place for the base game.

The terminology listed below is used to define new trap features, as well as highlight key differences in functionality:

Severity Level (SL):

The Severity Level determines how intrinsically dangerous the trap is. Traps no longer have a Challenge Rating.

Magic Device Trap:

This is synonymous with the term magic trap.

Attack Trap:

A trap that uses an attack roll to strike its victim.

Reflex Save Trap:

A trap that requires a Reflex save from its victim.

Special Trap:

A trap that has its own unique rules and consequences for its victims.

Devious Trap:

A more powerful mechanical trap. See page 16.

Spell Turret:

A more powerful magic device trap. See page 22.

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What is a Trap?

Pitfalls, swinging pendulums, poisoned darts, and hostile runes are only a handful of the devious machinations at a trapmaker’s disposal. Traps can be found nearly anywhere; within the dark corners of a long-forgotten tomb, canopied forests capturing wildlife, the upper floors of a wizard's tower, or even within a castle's vault. Almost anyone can find use for traps: rapscallion bandits setting an ambush, orcish warbands defending camps, city guild-masters with no shortage of rivals, and even religious organizations protecting a relic. The more clever the creator, the more effective the trap.

In game terms, traps are devices created by a trapsmith and placed in a predetermined location that will attack or be exposed to any victim who triggers the mechanism. All traps have nine elements in their composition. Since traps must be set up in advance for a given location, they aren't intrinsically portable. Traps are also not inherently obvious and can be well hidden or disguised, lying in wait for a trespasser or hapless traveler. Traps are devices; they can be disabled and even reset by anyone who becomes aware of the mechanism or magic involved.

Environmental hazards are not traps. However they can be used in tandem with traps to great effect. More details can be found how to implement hazards on page 9.

Elements of a Trap

All traps — mechanical or magical — have the following elements:

1. Type, Location, and Severity Level

2. Perception DC

3. Disable Device DC

4. Trigger

5. Effect

6. Area of Effect

7. Duration

8. Reset

9. Optional Elements

1. Type, Severity Level, and Location

A trap can be either mechanical or magical in nature. A trap occupies at minimum a single location; floor, wall, or ceiling. Once set, a trap cannot be moved.

Type - Mechanical:

Dungeons are frequently equipped with deadly mechanical (nonmagical) traps. Traps that attack with arrows, sweeping blades, and other types of weaponry make normal attack rolls, with specific attack bonuses dictated by the trap’s design.

Type - Magic Device:

Many spells can be used to create dangerous traps. Unless the spell or item description states otherwise, assume the following to be true.

  • A successful Perception check (DC 25 + spell level) detects a magic device trap before it goes off.

  • Magic device traps may be disarmed by a character with the trapfinding class feature or similar ability with a successful Disable Device skill check (DC 25 + spell level). Other characters have no chance to disarm a magic device trap with a Disable Device check.

  • Magic device traps that permit a saving throw in order to avoid the effect are set to DC 10 + (spell level × 1.5).

Magic device traps initiate spell effects when activated, just as wands, rods, rings, and other magic items do. Magic device traps using spells that issue various commands or modes only use the command or mode determined at the time of creation. Some spells cannot be used or have no effect as a magic device trap (such as charm person).

Severity Level

A trap also has a Severity Level. This dictates how intrinsically dangerous a trap is, and determines the time and cost of crafting the trap. A trap’s Severity Level is calculated by adding together the creator’s selection of each element of the trap.

Location

A trap also must be constructed to fit within a given location; floor, wall, or ceiling. This determines the location and direction the trap’s effect takes place. A trap cannot be placed in the same location as another trap, but can otherwise overlap the same square.

Floor: The most common place for a trap to be hidden within, as this location can take place nearly anywhere. A trap located within a floor strikes from below the victim. If a mounted character springs a floor trap, the mount is considered the victim of the trap (unless the trap affects an entire square).

Wall: A trap within a wall must be placed within a vertical structure constituting enough space for the effect the trap contains. A trap located within a wall strikes from beside the victim. If a mounted character springs a wall trap, the mount and the rider are both considered victims of the trap.

Ceiling: The most rare and unexpected location for a trap. A ceiling trap strikes from above the victim. If a mounted character springs a ceiling trap, the rider is considered the victim of the trap (unless the trap affects an entire square).






























2. Perception DC

A mechanical trap's Perception DC is set by the Severity Level the creator chooses to employ.

The Perception DC to locate a magic device trap is set to DC 25 + the level of the spell inside.

3. Disable Device DC

A mechanical trap's Perception DC is set by the Severity Level the creator chooses to employ.

The Disable Device DC to disarm a magic device trap is set to DC 25 + the level of the spell inside.

The creator of a trap is otherwise able to bypass his own created trap without harm (as if he had succeeded a Disable Device check by 10). He can share this knowledge with others. A forgetful creator or one subject to brain-scrambling or compulsion magic may become victim to his own trap at a later time. A creature of animal intelligence would need to be taught the Detect trick (see Handle Animal).

















4. Trigger

A trap’s trigger determines how it is sprung.

  • Manual

(Mechanical or Magic Device): A manual trigger requires a user to throw a switch, yank a rope, pull a lever, or some other necessary input. A trap user or delegate must spend a move action (1 act) or readied action to activate the trap. This often requires a visual or audible cue. The trigger location is typically no more than 45 feet from the trap itself, and is likely in an obvious location.

  • Touch

(Mechanical or Magic Device): A touch trigger, which springs the trap when touched, is one of the most common kinds of triggers. Touch triggers often involve much smaller elements, such as doorknobs and statue pieces. A victim must interact with a touch trigger to spring the trap. This trigger may be physically attached to the part of the mechanism that deals the damage or it may not. The trigger location is typically attached or adjacent to the trap itself.

  • Location

(Mechanical or Magic Device): A location trigger springs a trap when someone stands in or passes through a particular square. Location triggers often involve tripwires or pressure plates. Flying creatures can easily bypass a location trap. The trigger location is typically no more than 15 feet from the trap itself.

  • Timed

(Mechanical or Magic Device): This trigger springs the trap after a certain onset delay. The creator sets the number of rounds or minutes a timed trap’s effect will take place after the trigger is tripped. The trigger location is typically within 100 feet of the trap’s effect. A timed mechanical trap that is triggered can likely be heard once triggered using the same Perception DC once each round, as the sound of turning gears, shuffling rope, light ticking, or other noise is made. If the timed mechanism is discovered before the trap takes effect, it can still be disabled.

  • Proximity

(Mechanical or Magic Device): 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. The proximity trigger used most often for magic device traps is the alarm spell. Unlike when the spell is cast, an alarm spell used as a trigger can have an area that’s no larger than the area the trap is meant to protect. Some magic device traps have special proximity triggers that activate only when certain kinds of creatures approach. For example, a detect good spell can serve as a proximity trigger on an evil altar, springing the attached trap only when someone of good alignment gets close enough to it. A character can find a proximity trigger, but may not be able to reach the trap in order to disable it properly. The trigger location is typically no more than 45 feet from the trap itself.

  • Sound

(Magic Device only): This trigger springs a magic device trap when it detects any sound. A sound trigger functions like an ear and has a +15 bonus on Perception checks. A successful Stealth check, magical silence, and other effects that would negate hearing defeat it. A trap with a sound trigger requires the casting of clairaudience during its construction.

  • Visual

(Magic Device only): This trigger for magic device 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, darkvisoin, clairvoyance, or true seeing during its construction. Sight range and the Perception bonus conferred on the trap depend on the spell chosen, as shown. If you want the trap to see in the dark, you must either choose the true seeing option or add darkvision to the trap as well. (Darkvision limits the trap’s sight range in the dark to 60 feet.) If invisibility, disguises, or illusions can fool the spell being used, they can fool the visual trigger as well.

5. Effect

The effect of a trap is what happens to victims who spring it. A trap usually either makes an attack roll or forces a saving throw to avoid it. A trap that does not use a visual trigger ignores concealment. An attack or combat maneuver trap that is unnoticed by its victim targets the victim's flat-footed armor class or CMD. A trap that is unnoticed cannot be reacted to with immediate actions (reactions), unless the victim has the Uncanny Dodge ability.

  • Attack Traps:

These traps feature perils such as axes and swords that emerge from walls, or flinging darts, arrows, spears, or the like at whomever activated the trap. The trap can also be rigged to launch or drop an alchemical weapon. These traps deal the same damage as the weapons they “wield.” A weapon trap is typically a weapon sized for a medium creature; larger weapons are often too difficult to hide, while smaller weapons are too tedious. The creator sets the trap’s attack bonus by selecting the Severity Level desired. A weapon trap adds the creator’s Intelligence modifier at the time of creation to the damage roll (not including splash damage from alchemical weapons).

  • Combat Maneuver Traps:

These traps feature rams to knock foes forward, ropes to trip up opponents, sand to temporarily blind a victim, and so on. A combat maneuver trap does not deal any damage, but can perform a Bull Rush, Dirty Trick, Drag, or Trip maneuver. The creator sets the trap’s combat maneuver bonus by selecting the Severity Level desired.

  • Special Traps:

Some traps have miscellaneous features that produce special effects. Saving throws depend on the trap and difficulty is set by the creator.

  • Magic Device Traps:

These traps produce the effects of any spells included in their construction, as described in the appropriate entries. If the spell in a magic device trap allows a saving throw, its save DC is 10 +(spell level × 1.5). Some spells make attack rolls instead. A magic device trap’s attack bonus is equal to 1/2 of its caster level + 4.

Special Traps

Special traps don’t involve a weapon or combat maneuver. Unless otherwise noted, special traps require a saving throw from the target, and have their own duration.

Decoy Trap (Ex):

This trap provokes foes into attacking, or fleeing from fear of patrol or reinforcements. A character inspecting a decoy trap must succeed at a Perception Check (DC equal to the trap’s Perception DC) to identify the decoy as fake. The decoy has no hit points, doesn’t attack, and collapses if attacked. Unlike most traps, a decoy trap can be moved with 2 hands. The creator must use a clothing outfit or mock armor, and a sentry mannequin to create a proper decoy.

False Floor (Ex):

This trap is a collapsing or sliding floor that lets gravity do the majority of its work. It often exposes its targets to a hazard below, such as a long fall, a spiked pit, or lava; this requires a Reflex save to avoid. Once the false floor is triggered, it leaves its area open to a hazard unless it is constructed to reset. This requires Acrobatics, Climb, or flight to maneuver around. This trap is often created as a floor trap over a pit, but can also occupy a wall or ceiling to release creatures or hazards.

Smoke Trap (Ex):

This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude save (DC equal to the trap's Reflex DC) or take a -4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per 2 ranks in Craft (traps) the creator possesses, and is dispersed by wind as fog cloud. The creator must use a smokestick for each square the trap occupies.

Snare (Ex):

The trap uses rope or chain to constrict around a limb or other part of the triggering victim’s body. The victim cannot move from the location of the trap, unless the creator included a “leash” when setting the trap, in which case the victim is limited to the length of the leash. The trapped victim can escape with an Escape Artist check (DC equal to the trap's Disable Device DC) as a full-round action (3 acts). The trap or its leash has a number of hit points equal to 10 + the creator’s Craft (traps) bonus, and hardness equal to the material to create the snare (see Damaging Objects). It can be burst as a full-round action (3 acts) with a DC 25 Strength check. The trap can hold victims up to Medium size. Larger creatures can be snared by increasing the area of effect element of the trap. At the creator's option, if there is a tall object or structure nearby, she can have the trap lift the victim (leaving it pinned, but can otherwise attack, cast spells, or escape). The creator must have sufficient rope or chain for each square the trap occupies.

Tar Trap (Ex):

The victim is coated in a thin layer of sticky tar unless it succeeds at a Reflex save. It is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process. Unless burned away, the tar remains for 1 round per rank of Craft (traps) the creator possesses. The creator must supply a dose of tar for each square the trap occupies.

Tripwire (Ex):

A taut wire stretched between two vertical surfaces knocks the victim prone unless it succeeds at a Reflex save. A running or charging victim takes a –6 penalty on its save. The creator must have sufficient wire to cover each square of the trap.

6. Area of Effect

This element determines how wide the trap’s range is, which can harm one or more victims. Generally if a trap is constructed for an attack or combat maneuver, the entire trap comes from a single direction.

  • Single Target: This trap's effect only affects one victim or a single square.
  • Small Area: A trap with a small area consists of the creator’s choice of a 10-foot square, or 20-foot line.
  • Large Area: A trap with a large area consists of the creator’s choice of a 20-foot square, 10-foot radius, 20-foot cone, or 60-foot line.

7. Duration

By default, traps have a duration of instantaneous; once triggered, they have their effect and then stop functioning.

Mechanical traps can be built to have a duration measured in rounds. Such traps continue to have their listed effect each round at the current initiative count (modifier +0). Anyone passing through the ongoing trap's area will be subject to its effect (and possibly again, if a victim ends his turn within the trap’s area).

A magic device trap's duration is determined by the spell imbued within the trap.

8. Reset

The reset element is the set of conditions under which a trap becomes ready to trigger again.

  • No Reset (any trap): Short of completely rebuilding the trap, there’s no way to trigger it more than once.
  • Repair (mechanical trap only): To get the trap functioning again, it must be repaired. Repairing a mechanical trap requires a Craft (traps) check against a DC equal to the one for building it. The cost for raw materials is 20 gp x the trap’s Severity Level, and takes 10 minutes per Severity Level to repair the trap. A magic device trap cannot be repaired.
  • Manual (any trap): Resetting the trap requires someone to move the parts back into place. Manually resetting a trap requires at least 1 minute of work and knowledge of how the trap functions. Manually resetting a magic device trap requires the same spell to be cast upon the trap once it is exhausted, using the same caster level determined when the trap was constructed.
  • Automatic (any trap): The trap resets itself, either immediately or after a designated time interval. A ranged attack mechanical trap requires multiple sets of ammunition to properly reset. A magic device trap can reset as quickly as 1d4+1 rounds after the effect. Once an automatic resetting trap’s effect takes place, the trap is added to the current initiative count (modifier +0). Automatic Reset for a magic device trap requires the permanency spell.

9. Optional Element

If the creator 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 within 45 feet of the trap.

Lock (any trap): A lock bypass requires a Disable Device check to open, based on the quality of the lock used.

Hidden Switch (any trap): A hidden switch requires a DC 25 Perception check to locate.

Hidden Lock (any trap): A hidden lock combines the features above, requiring a DC 25 Perception check to locate and a Disable Device check to open, based on the quality of the lock used.

Password (Audible, magic device trap only): A magic device trap can be set to accept a password, which disables the trap for a length of time set by the creator (up to 24 hours). Another word can be chosen to reactivate the trap if desired.

Recognition (Visual, magic device trap only): A magic device trap can be set to allow passage for certain characters. The trap can be programmed during creation to not trigger for recognized characters by creature type, race, specific individuals, uniform, or even an arcane mark.

Hazards

Hazards in and of themselves are not traps, but traps can introduce a victim to a hazard in a given location. These often require additional supplies, extra labor, or natural terrain to implement or make useful.

Acid

A bubbling pool of acid offers a painful death if a victim is fully exposed for too long. Corrosive acid deals 1d6 points of damage per round of exposure, except in the case of total immersion (such as in a vat of acid), which deals 10d6 points of damage per round. Even the fumes from most acids are inhaled poisons. Those who are adjacent to a large body of acid must make a DC 13 Fortitude save or take 1 point of Constitution damage each round. This poison does not have a frequency, so a creature is safe as soon as it moves away from the acid. Creatures immune to acid’s caustic properties might still drown in it if they are totally immersed.

Additional requirements: It requires no less than 400 flasks of acid to occupy a 5-foot square vat. In addition, the area holding the acid must be alchemically treated for coating in order to properly contain the acid within. DC 15 Craft (alchemy) and 750 gp for each square the vat occupies.

Chute

A less dangerous surprise than an open pit, a chute offers a method of separating or detouring groups of intruders. This can lead victims into another hazard, trap, hungry creature, or separate portion of a lair or dungeon. Typically a victim is introduced to a chute by a false floor trap. A chute is constructed of metal, wood, stone, or glass and fits a specific size category of creature and smaller. Descending a typical chute is done at a speed of 90 feet per round, or 120 feet per round if involved with water, grease, or other liquid. Characters can make a controlled descent at half speed with a successful DC 22 Acrobatics check, and also ascend a chute with a successful DC 22 Climb check. These DCs increase by 5 if the chute is wet with water, grease, or other liquid. A winged victim can’t fly unless the chute is at least one size larger than the victim.

Additional requirements: Craft (carpentry, glass, or stonemasonry) or Knowledge (dungeoneering or engineering) DC 15. Building a smooth chute requires artisan tools and 2 hours of labor for each 5 cubic feet of the chute’s length.

Falling Object

Falling boulders, stalactites, anvils, or other well-placed heavy objects can cause considerable damage to any victims below. These hazards are typically introduced by a false floor or another trap that will cause the object to fall. (See Falling Objects).

If an object falls on a character, that creature can make a DC 15 Reflex save to halve the damage.

Objects that fall upon characters deal damage based on their size and the distance they have fallen. The table below determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals. (See also cave-ins)

Table: Falling Objects
Size Damage Sample Object
Tiny Candelabra
Small 2d6 Chair
Medium 3d6 Cage
Large 4d6 Statue
Huge 5d6 Wagon
Gargantuan 8d6 Catapult
Colossal 10d6 Ship

Lava

Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round. Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity or resistance to lava or magma. A creature immune to fire might still drown if completely immersed in lava. Moving lava is next to impossible, and will either require volcanic or underground terrain or powerful magic to transport.

Open Pit

One of the most mundane hazards, a long fall can spell doom for a victim. Falling onto a solid surface causes falling damage (or falling from a high altitude into water), and can leave a victim stranded or worse.

Additional requirements: Building a pit in dirt requires a shovel and 30 minutes of labor for each 5 cubic feet deep of digging. Building a pit within rough stone walls requires a pickaxe and 2 hours of labor for each 5 cubic feet deep of digging. Creating perfectly smooth stone walls requires a DC 30 Craft (stonemasonry) check, and 1 additional hour of labor for each 5 cubic feet.

Pit Spikes

Treat spikes at the bottom of a pit as daggers, each with a +10 attack bonus. The damage bonus for each spike is +1 per 10 feet of pit depth (to a maximum of +5). Each victim who falls into the pit is attacked by 1d4 spikes. This damage is in addition to any damage from the fall itself.

Additional requirements: Craft (carpentry or weapons) DC 12, and 5 pounds of wood or steel for each square the pit spikes occupy.

Released Creature

A hungry tiger, cornered bear, or swarm of vermin await an unfortunate victim. This hazard often features a caged animal or other creature to be released at the time the trap triggers. Predatory animals and vermin will often attack anyone nearby, due to territorial nature or hunger.

Additional requirements: Animal, vermin, or other captured creature to be released later. Craft (carpentry or stonemasonry) DC 15 to box vermin or cage a creature, and Survival DC 10 to provide food and water and avoid starvation.

Smeared Contact Poison:

This hazard is simply a contact poison applied to an area a victim is likely to touch, such as a doorknob or lever. The victim is able to spot the poison with a Perception check opposed by the applier's Sleight of Hand check. Removing the applied poison requires paper, cloth, or water. Even if a victim wears gloves, he runs the risk of coming in contact with the poison within 10 minutes.

Water

This hazard can be added to a trap in one of two ways: rising water that fills a room, or rushing water to flush victims down and away.

  • Rising Water: After measuring a room’s size for an appropriate amount of openings for water to enter, the creator can set the speed of how quickly a room floods; slow (5-10 minutes), medium (1d12+8 rounds), and fast (1d4+3 rounds). Once a room is filled, creatures begin to drown. A creator can implement a hidden bypass to drain the water from the room (see bypass optional element).
  • Rushing Water: Rushing water can be deployed to force enemies to a different location. Creatures within the path of rushing water risk being swept away (DC 20 Swim) at 60 feet each round horizontally, or 90 feet each round at a downward angle (see aquatic terrain). Water will always try to find the lowest point of a room or terrain, which could leave a victim to swim against the rushing water or begin to drown.

Additional Requirements: Nearby body of water (lake, mire, underground river), Craft (Stonemasonry or other) DC 15 to build water entrance pipes and drain system, Knowledge (dungeoneering or engineering) DC 12 to determine path and lowest point for water. One hour of labor for each 10 feet of water pipes created and 5 sp.

Crafting a Mechanical Trap

When building a mechanical trap, the creator decides what trap he wants to craft. The creator selects a location (floor, wall, or ceiling), and the severity of each element of the trap. This will determine the time and cost to craft the trap. A creator must have a trapmaker’s kit when creating a trap. Without these tools, the creator must use improvised tools and take a -5 penalty on Craft (traps) checks.

A creator must possess at least a minimum number of ranks in Craft (traps) equal to the total Severity Level of the trap in order to craft it.

The base cost of crafting a mechanical trap is equal to 80 gp x the total Severity Level (minimum 20 gp). The cost of each additional optional component is added after determining the trap’s base cost. The Craft (traps) DC is equal to 10 + each selected element’s DC.

Mechanical traps can require other mundane parts, such as weapons, poison, rope, or alchemical items. These parts are not included with the base cost of the trap.

1. Type & Location - Mechanical (Floor, Wall, or Ceiling):

The creator chooses the mechanical trap's location. This selection does not increase the trap's Severity Level.

2. Perception DC Element:

Perception DC Severity Craft DC
15 +0 +0 DC
20 +1 +2 DC
25 +2 +4 DC
30 +3 +6 DC
35 +4 +8 DC

3. Disable Device DC Element:

Disable Device DC Severity Craft DC
15 +0 +0 DC
20 +1 +2 DC
25 +2 +4 DC
30 +3 +6 DC
35 +4 +8 DC

4. Trigger Element:

Trigger Type Severity Craft DC
Manual Trigger -1 +1 DC
Touch Trigger -1 +3 DC
Location Trigger +0 +3 DC
Timed Trigger +0 +5 DC
Proximity Trigger +0 +8 DC

5. Effect Element:

The creator chooses to employ an A. attack, B. combat maneuver, or C. Special Trap effect.

5A. Attack Trap Effect:

Attack Bonus 1 Severity Craft DC
+0 +0 +1 DC
+5 +1 +2 DC
+10 +2 +3 DC
+15 +3 +4 DC
+20 +4 +5 DC

1. Attack traps require a weapon and/or ammunition.

5B. Combat Maneuver Effect :

Combat Maneuver Bonus 1,2,3,4,5 Severity Craft DC
+5 +0 +1 DC
+10 +1 +2 DC
+15 +2 +3 DC
+20 +3 +4 DC
+25 +4 +5 DC

1. Combat Maneuver traps deal no damage.

2. A Bull Rush trap requires a portable ram.

3. A Dirty Trick trap requires powder or sand for blinded, a sunrod or firework for dazzled, 3 signal horns and air bladders for deafened or shakened, a fishing net for entangled, or vomit capsule for sickened. Other items can be substituted under the GM’s discretion.

4. A Drag trap requires rope, a grappling hook, block and tackle, and one or several heavy objects.

5. A Trip trap requires bolas.

5C. Special Trap Reflex Save DC:

Reflex Save DC Severity Craft DC
15 +0 +2 DC
20 +3 +4 DC
25 +6 +6 DC
30 +9 +8 DC
35 +12 +10 DC

6. Area of Effect DC Element:

Area Severity Craft DC
Single Target +0 +0 DC
Small Area1 +1 +2 DC
Large Area2 +2 +5 DC

1. Small area consists of a 10-ft. Square, or 20-ft. Line

2. Large area consists of 10-ft radius, 20-ft. Cone, 20-ft. Square, or 60-ft. Line

7. Duration Element:

Duration Severity Craft DC
Instantaneous +0 +0 DC
Short (1d4+1 rounds) +1 +2 DC
Long (1d6+4 rounds) +2 +5 DC

8. Reset Element:

Reset Feature Severity Craft DC
No Reset +0 +0 DC
Repair +1 +1 DC
Manual +2 +3 DC
Automatic +3 +8 DC

9. Optional Element:

Optional Element Cost Craft DC
Bypass Lock Price of Lock +1 DC
Bypass Hidden Switch +100gp +1 DC
Bypass Hidden Lock Price of Lock +100gp +2 DC
Poison1 +Price of poison +0 DC
Black Powder2 +1,003gp +2 DC
Hazard varies +0 DC

1. Whenever you apply or ready a poison for use, there is a 5% chance that you expose yourself to the poison and must save against the poison as normal. This does not consume the dose of poison. The poison is consumed when the weapon strikes its first creature.

2. Black Powder requires exposure to fire or electricity to ignite properly. Using black powder improperly may destroy the trap outright.

Sample Mechanical Traps

The sample traps below are made by a creator with 14 Intelligence.

  1. Wall-scythe Trap: Mechanical; Severity Level: 4; Location: Wall; Perception DC 15; Disable Device DC 15; Trigger: Location; Effect: Melee attack +5 (2d4+2/x4 slashing); Area: Single target; Duration: Short (1d4+1 rounds); Reset: Manual; Optional: None. Craft DC: 20, Cost: 320 gp

  2. Rope Snares Special Trap: Mechanical; Severity Level: 8; Location: Floor; Perception: DC 20; Disable Device: DC 25; Trigger: Location; Effect Ref DC 20 vs. Snare; Area: Small area (10ft. square); Duration: Instantaneous; Reset: Repair; Optional: None. Craft DC: 26; Cost: 640 gp +4 gp (rope)

  3. Poisoned Dart Trap: Mechanical; Severity Level: 5; Location: Ceiling; Perception: DC 30; Disable Device: DC 15; Trigger: Touch; Effect: Ranged attack +15 (1d4+2/x2), Fort DC 14 vs. Medium Spider Venom.; Area: Single target; Duration: Instantaneous; Reset: None; Optional: Medium Spider Venom. Craft DC: 23; Cost: 400 gp + 150 gp (price of poison)

  4. False Floor Special Trap: Mechanical; Severity Level: 20; Location: Floor; Perception: DC 35; Disable Device: DC 30; Trigger: Timed; Effect: Ref DC 30 or fall; Area: Small area (20ft. line); Duration: Instantaneous; Reset: Automatic; Optional: Bypass Hidden Switch, Acid pit (10d6 total submersion). Craft DC: 48, Cost: 1,600 gp +100 gp (bypass) +4,750 gp (acid pit hazard)

Crafting a Magic Device Trap

Magic device traps are merely spells contained within a mechanism, such as chalk symbols or faintly glowing runes. When building a magic device trap, the creator decides what spell will be the effect. The creator must have access to the spell (prepared, from a scroll, spell-trigger item, or from an assistant), and produce the desired caster level of the trap. The creator selects a location (floor, wall, or ceiling), and the severity of each eligible element of the trap. This will determine the time and cost to craft the trap.

Some spells cannot be used or have no effect as a magic device trap (such as charm person).

A creator must possess at least a minimum number of ranks in Craft (traps) equal to the total Severity Level of the trap in order to craft it. A magic device trap’s total Severity Level is equal to the spell level + each eligible component’s Severity Level.

The base cost of crafting a magic device trap is equal to 50 gp x caster level x spell level of the trap's spell (minimum 50 gp), plus the cost of material components. Each additional optional component is added after determining the base cost. The DC to craft the trap is equal to 15 + each selected element’s DC + spell level.

1. Type & Location - Magic Device (Floor, Wall, or Ceiling):

The creator decides the spell and caster level of the magic device trap. The creator must be able to produce the spell (expending a spell slot, from a scroll, from a spell-trigger item, or from an assistant), and must produce the desired caster level. The trap is set on a floor, wall, or ceiling.

2. Perception DC Element:

The Perception DC to locate a magic device trap is set to DC 25 + the level of the spell inside, This does not affect a magic device trap’s Severity Level.

3. Disable Device DC Element:

The Disable Device DC to disarm a magic device trap is set to DC 25 + the level of the spell inside. This does not affect a magic device trap’s Severity Level.

Magic device traps may only be disarmed by a character with the trapfinding class feature or similar ability. Other characters have no chance to disarm a magic device trap with a Disable Device check.

4. Trigger Element:

A magic device trap can use any single trigger of the creator’s choice, including sound, vision, and magical proximity.

Trigger Feature Severity Craft DC
Manual Trigger -1 +1 DC
Touch Trigger +0 +2 DC
Location Trigger +1 +3 DC
Timed Trigger +2 +3 DC
Sound1 +3 +5 DC
Proximity1 +4 +7 DC
Visual1 +5 +10 DC

1. Sound, Proximity, and Visual triggers for magic device traps require additional spells as parameters. See below.


Sound Trigger Element:
Spell Hearing Range Perception Bonus
clairaudience Up to 150ft. +15
Proximity Trigger Element:
Spell Proximity Range
alarm, invisibility alarm Area of Trap
detect evil, detect good, detect law, detect chaos Up to 60ft.
Visual Trigger Element:
Spell Sight Range Perception Bonus
darkvision Adds darkvision 60ft. +0
clairvoyance 30ft. +15
arcane eye Line of sight (unlimited range) +20
true seeing line of sight (up to 120ft.) +30

5. Effect Element:

The effect of the magic device trap is determined by the spell imbued within the trap. Magic device traps that permit a saving throw in order to avoid the effect at DC 10 + (spell level × 1.5). A magic device trap’s attack bonus is equal to 1/2 of its caster level + 4.

6. Area of Effect Element:

The area of effect of the magic device trap is determined by the spell imbued within the trap. It can be centered on itself or on an intruding victim if eligible (or a corner of the victim's square).

7. Duration Element:

The duration of the effect is determined by the spell imbued within the trap.

8. Reset Element:

Reset Feature Severity Craft DC
No Reset +0 +0 DC
Manual1 +2 +5 DC
Automatic2 +5 +10 DC

1. Manual Reset for a magic device trap requires the same spell to be cast upon the trap once exhausted. It will use the same caster level determined when the trap was constructed.

2. Automatic Reset for a magic device trap requires the permanency spell, which incurs an additional gp cost per below. Reset time is every 1d4+1 rounds.

Automatic Reset Cost
Spell Level Cost
0-3rd +10,000gp
4th-6th +30,000gp
7th-9th +50,000gp

9. Optional Element:

Element Cost Craft DC
Bypass Lock Price of Lock +1 DC
Bypass Hidden Switch +100gp +1 DC
Bypass Hidden Lock Price of Lock +100gp +2 DC
Password - +3 DC
Recognition - +3 DC
Sample Magice Device Traps

  1. Shocking Grasp Trap (sorcerer): Magic Device; Caster Level: 3; Severity Level: 2; Location: Wall; Perception DC 26; Disable Device DC 26; Trigger: Touch; Effect: Melee touch attack +5 (3d6 electricity); Reset: Manual; Optional: None. Craft DC: 23, Cost: 150 gp

  2. Blindness Trap (cleric): Magic Device; Caster Level: 3; Severity Level: 6; Location: Ceiling; Perception DC 27; Disable Device DC 27; Trigger: Proximity 60ft. (detect evil); Effect: Fort Save DC 13; Reset: None; Optional: None. Craft DC: 24, Cost: 300 gp

  3. Summon Monster 5 Trap (cleric): Magic Device; Caster Level: 9; Severity Level: 8; Location: Floor; Perception DC 30; Disable Device DC 30; Trigger: Sound 150ft. Perception +15 (clairaudience); Effect: summons Bearded Devil; Reset: None; Optional: Bypass Hidden Switch. Craft DC: 26; Cost: 2,250 gp +100 gp (bypass)

  4. Flame Strike Trap (druid): Magic Device; Caster Level: 8; Severity Level: 10; Location: Floor; Perception DC 29; Disable Device DC 29; Trigger: Location; Effect: 8d6 damage, Ref DC 16 half Reset: Automatic (1d4+1 rounds); Optional: Password "sanctity" in Druidic. Craft DC: 35; Cost: 31,600 gp

  5. Polar Ray Trap (wizard): Magic Device; Caster Level: 16; Severity Level: 15; Location: Ceiling; Perception DC 33; Disable Device DC 33; Trigger: Visual 120ft., Perception +30 (true seeing); Effect: Ranged touch attack +12 (16d6 cold +1d4 Dex drain) Reset: Manual; Optional: Recognition (archmage professors). Craft DC: 41; Cost: 6,400 gp

Locating and Disarming a Trap

Disarming a trap, mechanical or magical, can be a difficult and dangerous process.

Perception DC:

First, a character must be able to locate the trap’s trigger. In general, characters that are not intentionally searching are assumed to be “taking 10” for Perception checks. A creature in combat is considered distracted (-5 penalty).

Characters that succeed on a Perception check detect a trap before it is triggered. The DC of this check depends on the trap itself. Success generally indicates that the creature has detected the trigger that activates the trap, such as a pressure plate, odd gears attached to a door handle, magic motes of dust, and the like. Beating this check by 5 or more also gives some indication of what the trap is designed to do and how large of an area it covers. Characters failing this check means the character does not detect the trap or trigger, and will likely be victim to it.

A character can locate the proximity trigger of a trap, but may not be able to reach the trap in order to disable it properly.

Detect magic can locate a magic device trap.

Disable Device DC:

After a character has located a trap, he can choose to disarm it by disabling its trigger. A trap does not necessarily need to be disarmed in order to overcome it, but is often the most common method. Disarming a trap requires two free hands and 2d4 rounds of focus. Any character can disable a mechanical trap, but only characters with the trapfinding feature or similar ability can disarm magic device traps.

Disabling a trap requires thieves’ tools. Without these tools, a character must use improvised tools, and take a –2 circumstance penalty on Disable Device checks. This penalty increases to -10 when attempting to pick a lock without tools.

If the check succeeds, the character disables the trigger. If it fails by 4 or less, the character fails but can try again. If a character fails by 5 or more, the trap is sprung. If a character beats a trap’s DC by 10 or more, he can study the trap, figure out how it works, and bypass it (along with companions) without disarming it.

A disabled mechanical trap is considered in need of repair to reset it.

Dispel magic will disable a magic device trap for 1d4 minutes. If a character is aware of the trap, a magic device trap can even be counterspelled. A mechanical trap can be salvaged for its parts within 10 minutes per Severity Level, with a successful Disable Device check. Doing so recuperates an amount of raw materials worth 20 gp x the trap’s Severity Level. Weapons, tools, and alchemical items can also be retrieved. A magic device trap cannot be salvaged.

Other Methods:

There are other methods of practicality that can potentially disable a trap after locating it; wooden planks above a false floor or sliding a table in front of an arrow trap, for example. These methods are often under a GM's discretion to determine whether the trap is functionally disarmed. Attacking a trap without any special ability is foolish and often puts the attacker in harm's way of triggering the trap.

Devious Traps

Razor-sharp wall-blades, spinning ripsaws, a strangling noose, and crushing push-walls are hallmark Devious Traps. Devious Traps are more powerful and advanced mechanical traps. A Devious Trap has the same elements of a mechanical trap, except the effect is often more severe. They can be extraordinary or supernatural, based on the elements selected when crafting a Devious Trap.

Feat

Craft Devious Trap

Your knack for plotting ahead of time advances, allowing you to create potent mechanical and magical traps your foes may only witness once.

Prerequisite: Craft (traps) 3 ranks

Benefit: You are able to craft Devious Traps and Spell Turrets, which are more powerful and advanced than typical mechanical and magic device traps.

5. Effect

  • Attack Devious Traps:

The creator sets the trap’s attack bonus by selecting the Severity Level desired. A Devious Trap can be a melee or ranged attack, but does not include a conventional weapon. A Devious Trap deals an amount of damage based on the Severity Level chosen by the creator, plus the creator’s Intelligence modifier.

  • Reflex Saving Throw Devious Traps:

The creator sets the trap’s Reflex DC by selecting the Severity Level desired. A Devious Trap deals an amount of damage based on the Severity Level chosen by the creator. Unless otherwise noted, a Devious Trap built to require a Reflex saving throw deals half damage on a successful save (and negating any debilitating element).

  • Debilitating Element (optional):

The creator can add an additional detrimental effect to an attack or Reflex saving throw Devious Trap, such as ability score damage, a combat maneuver, or a disease.

  • Special Devious Traps:

Special Devious Traps have miscellaneous features that produce special effects. Saving throws depend on the trap and difficulty is set by the creator.

Damage and Debilitating Element

Devious Trap Damage:

A Devious Trap deals 3d8 plus the creator’s Intelligence modifier points of damage of a single type chosen by the creator (bludgeoning, slashing, piercing, or nonlethal). The creator can increase the amount of damage dealt by increasing the Severity Level of the trap. The creator must possess a number of ranks in Craft (traps) equal to the amount of damage dice the Devious Trap deals.

An Attack Devious Trap threatens on a natural 20, and deals double damage upon scoring a critical hit. The creator can increase the trap’s critical threat range by increasing the Craft DC of the trap.

The creator can instead have the Devious Trap deal acid, cold, electricity, fire damage by increasing the Craft DC of the trap and imbuing the trap with a spell that has a matching descriptor. The spell level must be equal to 1/2 the trap’s Severity Level minus one.

The creator can instead have the Devious Trap use negative energy by increasing the Craft DC of the trap and imbuing the trap with an inflict spell or Channel Energy. The spell level must be equal to 1/2 the trap’s Severity Level minus one, or the trap’s creator must have an amount of Channel Energy dice equal to 1/4 of the trap’s total Severity Level.

Debilitating Element:

The creator can add an additional detrimental effect to an attack or Reflex saving throw Devious Trap by increasing the Devious Trap’s Severity Level. An attack trap that misses its victim does not apply its debilitating element. A successful saving throw against a Reflex Saving Throw Devious Trap negates the debilitating element.

  • Ability Score Damage (Ex, +1-3 SL): The Devious Trap deals 2 Strength or Dexterity damage to its victim. The creator can increase the amount of ability score damage dealt by increasing the Severity Level of the trap (maximum of 6).
  • Minor Condition (Ex, +1 SL): The Devious Trap leaves its victim flat-footed for one round, shaken for 2d6 rounds, deafened for 2d6 rounds, sickened for 1d4+1 rounds, or with 1d6 bleed.
  • Combat Maneuver (Ex, +1 SL): The Devious Trap performs a Bull Rush, Dirty Trick, Drag, or Trip maneuver against its victim, using the creator’s Craft (traps) check for the combat maneuver bonus.
  • Crippled Limb (Ex, +2 SL): The Devious Trap cripples its victim’s arm, leg, or wing for 6 hours (see wither limb). A victim can recuperate from a crippled limb by receiving a DC 25 Heal check for treating deadly wounds, or a heal, purify body, cleanse, or regenerate spell.
  • Standard Condition (Ex, +2 SL): The Devious Trap leaves its victim frightened, staggered, or blinded for 1d4+1 rounds.
  • Disease (Su, +2 SL): The Devious Trap infects its victim with a horrid disease through a contagion or greater contagion effect. Unlike other debilitating elements, this effect also requires a Fortitude saving throw to avoid (DC 10 + (spell level × 1.5)).
  • Negative Level (Su, +3 SL): The Devious Trap inflicts one negative level upon its victim through an enervation effect.
  • Major Condition (Ex, +3 SL): The Devious Trap leaves its victim paralyzed for 1 round, stunned for 1 round, or nauseated for 1d4+1 rounds.

Special Devious Traps

Special Devious Traps can put victims into quite a predicament, if not kill them outright. These Devious Traps can also have limitations on their elements.

Each Special Devious Trap requires the creator to have a specified amount of ranks in Craft (traps), requires a Reflex saving throw to avoid, doesn’t do any additional damage than what is specified, can’t have its damage type altered, and can’t have a debilitating element.

Special Devious Traps can also be modified with magic aura, lead plating, and nondetection. Certain Special Devious Traps can be modified with additional select spells during creation. A spell that modifies a Special Devious Trap only affects the trap or its victim(s). These spell effects last indefinitely. These spell modifications increase the trap’s total Severity Level.

Sliding Wall

Craft (traps) 3 ranks [Mechanical, Ex or Sp]: This Devious Trap is a horizontally sliding solid wall or vertically sliding portcullis, used to block off or trap a victim within an area. The victim can avoid the sliding wall, ending up on the side of its choice by making a successful Reflex save (avoiding the wall still costs movement during the victim’s turn). Failure means the creature ends behind the creator's intended side, based on the placement of the trigger. A sliding wall does not deal any damage to victims.

The sliding part is at least 3 inches thick, and is typically composed of similar material surrounding the wall to blend in. While the sliding wall cannot be disabled after being sprung, it can be forced back into position with a DC 28 Strength check.

A sliding wall can be modified to include a hold portal effect.

Steel Cage

Craft (traps) 3 ranks (Mechanical, Ex or Sp): This Devious Trap involves containing its victim within a steel or iron cage that is 3-inches thick. The victim can avoid the cage, ending up on the side of its choice by making a successful Reflex save (avoiding the cage still costs movement during the victim’s turn).

A steel cage is sized to contain a Medium or Small creature within a single square. Larger creatures can be contained by increasing the area of effect element of the trap. A victim that is too large to fit within the cage instead suffers 4d8 damage as the cage falls or spikes into the victim and breaks, making difficult terrain within the trap’s area.

Creatures inside and outside the trapped area can attempt to open the cage’s single locked door (Disable Device DC equal to the trap's), or break the bars as a standard action (2 acts) with a DC 28 Strength check. Tiny creatures can attempt a DC 25 Escape Artist check to flee through the holes in the cage. Diminutive and Fine creatures can leave automatically.

The width of the holes is enough to allow one or two-handed piercing weapons of Medium size or smaller through. Inside the cage is cramped, treating a Medium victim inside as squeezing against melee attacks (a larger cage can accommodate a smaller victim). Anyone inside gains improved cover from ranged attacks and effects from outside the cage.

A steel cage cannot automatically reset, and cannot have a duration longer than instantaneous.

A steel cage can be modified to include a dimensional anchor effect on its victim(s) inside, a hold portal effect on the cage, and with arcane lock to reinforce the locked door.

Straitjacket

Craft (traps) 5 ranks (Mechanical, Ex or Sp): This Devious Trap springs a pair of cast iron weights connected with stretchy fabric and ropes that wrap around the victim’s arms, waist, and legs much like a bolas. On a failed saving throw, the victim is rendered pinned and prone until he escapes or receives aid. The victim can still take certain actions. The victim can escape as a move action (1 act) with an Escape Artist check equal to the trap’s Disable Device DC, or a DC 25 Strength check as a standard action (2 acts) to burst free. The victim must make a concentration check when attempting to cast a spell without somatic components (DC 10 + the trap’s Disable Device DC), or lose the spell. The straitjacket can be properly attacked with a slashing weapon, and has hardness 2 and hit points equal to 5 + the creator’s Craft (traps) bonus).

A straitjacket can only affect a single target, cannot automatically reset, and cannot have a duration longer than instantaneous.

A straitjacket can be modified to apply a silence effect to itself when deployed (offering no save for the victim).





















Counterspell Filigree

Craft (traps) 7 ranks (Magic Device, Sp): This Devious Trap is particularly frustrating to spellcasters because it effectively ruins most attempts to use magic. Rather than activating as soon as it sees an intruder, the trap waits until a creature nearby casts a spell. It then uses its dispel magic effect to counterspell any spellcasting that occurs within its visual range of the trap’s location (100 ft). The trap requires line of sight. Once the dispel magic has been cast, the trap is added to the current initiative count (modifier +0) and resets in 1 round.

A counterspell filigree is limited to only affect a single target, does not attack or require a Reflex save, cannot have a duration longer than instantaneous, and resets automatically each round at no additional cost or increased difficulty to craft the trap.

A counterspell filigree uses the rules for crafting a Devious Trap, despite also being a magic device trap. A counterspell filigree requires clairvoyance and dispel magic during its creation to set the trap’s caster level. A counterspell filigree can instead employ greater dispel magic, granting the trap a +4 bonus on its attempts to counterspell. A counterspell filigree’s Severity Level and Craft (traps) DC increases by an amount equal to 1/2 its caster level, rounded down. The trigger type is always visual, and is not factored into the trap’s Severity Level or Craft (traps) DC. A counterspell Filigree has hardness 5 and 5 hit points per caster level.

Hangman’s Noose

Craft (traps) 7 ranks (Mechanical, Ex): This Devious Trap made of rope or small chains latches around the target’s neck and begins choking the victim by retracting back within the floor, wall, or ceiling. The victim is pinned and gagged, and begins to make Constitution checks to resist suffocating at the beginning of its next turn. The victim can escape as a move action (1 act) with an Escape Artist check equal to the trap’s Disable Device DC, or a DC 28 Strength check as a standard action (2 acts) to remove the noose. A rope noose around a victim’s neck can be attacked with a light slashing weapon, and a chain noose around a victim’s neck can be attacked with a light bludgeoning weapon (hardness 0 for rope, hardness 10 for chain, hit points equal to 12 + creator’s Craft (traps) bonus). Attacking with a larger weapon is foolish, and causes the victim to suffer the same amount of damage dealt to the noose. A triggered hangman’s noose is otherwise an active trap, and can still be disarmed with a Disable Device check from a character other than the victim.

A hangman’s noose is limited to fit a specific size category of creature, but can still affect up to one size category larger or smaller. A hangman’s noose can only affect a single target, cannot automatically reset, and cannot have a duration longer than instantaneous.

Headhunter Ripsaw

Craft (traps) 9 ranks (Mechanical, Ex): This Devious Trap wastes no time and goes straight for the jugular. On a failed Reflex save, the victim is decapitated as if by a vorpal weapon. On a successful save, the victim suffers 2d4 Constitution damage.

A headhunter ripsaw is limited to fit a specific size category, automatically missing smaller creatures Larger creatures suffer 6d8 slashing damage on a failed save, and nothing on a successful save. A mount and its rider may both be in danger.

Crafting a Devious Trap

When building a Devious Trap, the creator decides what trap he wants to craft. The creator selects a location (floor, wall, or ceiling), and the severity of each element of the trap. This will determine the time and cost to craft the trap. A creator must have a trapmaker’s kit when creating a trap. Without these tools, the creator must use improvised tools and take a -5 penalty on Craft (traps) checks.

A creator must possess at least a minimum number of ranks in Craft (traps) equal to the total Severity Level of the trap in order to craft it.

The base cost of crafting a Devious Trap is equal to 250 gp x the total Severity Level of each individual element (minimum 80 gp). The cost of each additional optional component is added after determining the trap’s base cost. The Craft (traps) DC is equal to 10 + each selected element’s DC.

Unlike normal mechanical traps, a Devious Trap cannot be salvaged.

A Devious Trap has the same elements of a mechanical trap, except the effect is often more severe.

1. Type & Location - Mechanical (Floor, Wall, or Ceiling):

The creator chooses the devious trap's location. This selection does not increase the trap's Severity Level.

2. Perception DC Element:

Perception DC Severity Craft DC
15 +0 +0 DC
20 +1 +2 DC
25 +2 +4 DC
30 +3 +6 DC
35 +4 +8 DC

3. Disable Device DC Element:

Disable Device DC Severity Craft DC
15 +0 +0 DC
20 +1 +2 DC
25 +2 +4 DC
30 +3 +6 DC
35 +4 +8 DC

4. Trigger Element:

Trigger Type Severity Craft DC
Manual Trigger -1 +1 DC
Touch Trigger -1 +3 DC
Location Trigger +0 +3 DC
Timed Trigger +0 +5 DC
Proximity Trigger +0 +8 DC

5. Effect Element:

The creator chooses whether the Devious Trap requires an A. melee or ranged attack roll or a B. Reflex save. The creator then chooses the C. amount of damage (including critical threat) and D. damage type the Devious Trap deals. Finally, the creator may select a E. debilitating element.

5A. Attack Element:

Attack Bonus Severity Craft DC
+5 +0 +1 DC
+10 +1 +2 DC
+15 +2 +3 DC
+20 +3 +4 DC
+25 +4 +5 DC

5B. Reflex Save DC Element:

Reflex Save DC Severity Craft DC
15 +0 +2 DC
20 +3 +4 DC
25 +6 +6 DC
30 +9 +8 DC
35 +12 +10 DC

5C. Devious Trap Damage:

Damage1 Severity
3d8 +0
6d8 +1
9d8 +2
12d8 +3
(Threat Range) Craft DC
x2 +0
18-20/x2 +3
15-20/x2 +6
- -

1. The creator must possess a number of ranks in Craft (traps) equal to the amount of damage dice the Devious Trap deals

5D. Devious Trap Damage Type:

Damage Craft DC
Bludgeoning, Slashing, Piercing, Nonlethal +0
Acid1, Cold,1 Electricity,1 Fire,1 +3
Negative Energy2 +6

1. Requires a spell with matching elemental descriptor of minimum level = (Severity Level of Trap / 2) -1

2. Requires an inflict spell of minimum level = (Severity Level of Trap / 2) -1, or Channel Energy Dice equal to 1/4th of trap’s total Severity Level.

5E. Debilitating Element:

Debilitation Severity
None +0
2 Ability Score Damage1, Minor Condition2, Combat Maneuver3 +1
4 Ability Score Damage1, Standard Condition4, Crippled Limb5, Disease6 +2
6 Ability Score Damage1, Negative Level7, Major Condition8, +3

1. Strength or Dexterity

2. Minor conditions include flat-footed 1 round, shaken 2d6 rounds, deafened 2d6 rounds, sickened for 1d4+1 rounds, or 1d6 bleed.

3. Can perform a Bull Rush, Dirty Trick, Drag, or Trip maneuver, using creator's Craft (traps) check for CMB.

4. Standard conditions include frightened for 1d4+1 rounds, staggered for 1d4+1 rounds, or blinded for 1d4+1 rounds.

5. Creator’s choice of crippled arm, leg, or wing (see Wither Limb) for 6 hours, or until victim receives DC 25 Heal check for treating deadly wounds, Heal, Purify Body, Cleanse, or Regenerate.

6. Requires Contagion or Greater Contagion.

7. Requires Enervation.

8. Major conditions include paralyzed for 1 round,stunned for 1 round, or nauseated for 1d4+1 rounds.

6. Area of Effect DC Element:

Area Severity Craft DC
Single Target +0 +0 DC
Small Area1 +1 +2 DC
Large Area2 +2 +5 DC

1. Small area consists of a 10-ft. Square, or 20-ft. Line

2. Large area consists of 10-ft radius, 20-ft. Cone, 20-ft. Square, or 60-ft. Line

7. Duration Element:

Duration Severity Craft DC
Instantaneous +0 +0 DC
Short (1d4+1 rounds) +1 +2 DC
Long (1d6+4 rounds) +2 +5 DC

8. Reset Element:

Reset Feature Severity Craft DC
No Reset +0 +0 DC
Repair +1 +1 DC
Manual +2 +3 DC
Automatic +3 +8 DC

9. Optional Element:

Optional Element Cost Craft DC
Bypass Lock Price of Lock +1 DC
Bypass Hidden Switch +100gp +1 DC
Bypass Hidden Lock Price of Lock +100gp +2 DC
Poison1 +Price of poison +0 DC
Hazard varies +0 DC

Special Devious Trap Optional Element1 Severity Level Craft DC
magic aura, hold portal, 2 arcane lock, 2 +1 +0 DC
lead plating, nondetection, silence 2 +2 +0 DC
dimensioinal anchor 2 +3 +0 DC
Password or Recognition3 +0 +3 DC

1. Requires the creator to produce the desired spell.

2. Only eligible for select Special Devious Traps.

3. Counterspell Filigree only.

Sample Devious Traps

The sample traps below are made by a creator with 16 Intelligence.

  1. Escapee Hobbler Devious Trap: Mechanical; Severity Level: 3; Location: Ceiling; Perception DC 20; Disable Device DC 15; Trigger: Location; Effect: Ranged Attack +5 (3d8+3/x2 nonlethal, plus crippled leg); Area: Single target; Duration: Instantaneous; Reset: None; Optional: None. Craft DC: 16, Cost: 750 gp

  2. Sliding Wall Special Devious Trap: Mechanical; Severity Level: 5; Location: Wall; Perception DC 25; Disable Device DC 25; Trigger: Timed; Effect: Ref DC 15 to choose side of wall; Area: Small area (10ft. line); Duration: Instantaneous; Reset: None; Optional: None. Craft DC: 27, Cost: 1,250 gp

  3. Impaling Bleeder Devious Trap: Mechanical; Severity Level: 6; Location: Floor; Perception DC 20; Disable Device DC 20; Trigger: Location; Effect: Melee Attack +10 (3d8+3/x2 piercing, plus 1d6 bleed); Area: Small area (20ft. line); Duration: Instantaneous; Reset: Repair; Optional: None. Craft DC: 22, Cost: 1,500 gp

  4. Steel Cage (Medium) Devious Trap: Mechanical; Severity Level: 7; Location: Ceiling; Perception DC 25; Disable Device DC 20; Trigger: Location; Effect: Ref DC 20 or be trapped inside (Medium and smaller only, larger 4d8 ref negates); Area: Single target; Duration: Instantaneous; Reset: None; Optional: arcane lock. Craft DC: 23, Cost: 1,750 gp

  5. Push Wall Devious Trap: Mechanical; Severity Level: 8; Location: Wall; Perception DC 25; Disable Device DC 20; Trigger: Location; Effect: 3d8+3 bludgeoning, Bull Rush +16 (Ref DC 20 half, negates Bull Rush); Area: Single target; Duration: Instantaneous; Reset: Repair; Optional: None. Craft DC: 26, Cost: 2,000 gp

  6. Counterspell Filigree Special Devious Trap: Magic Device (Sp); Caster Level: 10; Severity Level: 9; Location: Ceiling; Perception DC 25; Disable Device DC 25; Trigger: Visual 100ft. Perception +15 (clairvoyance); Effect: dispel magic counterspell; Area: Single target; Duration: Instantaneous; Reset: Automatic (each round); Optional: Recognition: Cabal members only. Craft DC: 23, Cost: 2,250 gp

  7. Acidic Gargoyle Statue Devious Trap: Mechanical; Severity Level: 10; Location: Wall; Perception DC 20; Disable Device DC 30; Trigger: Touch; Effect: 6d8+3 acid (Ref DC 25 half); Area: Small area (20 ft. line); Duration: Instantaneous; Reset: None; Optional: Bypass lock. Craft DC: 33, Cost: 2,500 gp +price of lock

  1. Silencing Straitjacket Special Devious Trap: Mechanical (Sp); Severity Level: 11; Location: Wall; Perception DC 30; Disable Device DC 20; Trigger: Manual; Effect: victim is pinned, prone, and silenced (Ref DC 25 negates); Area: Single target; Duration: Instantaneous; Reset: none; Optional: silence. Craft DC: 25, Cost: 2,750 gp

  2. Diseased Bone Spike Devious Trap: Mechanical (Sp); Severity Level: 12; Location: Floor; Perception DC 15; Disable Device DC 30; Trigger: Touch; Effect: Attack +20 (6d8+3, 18-20/x2 piercing), Fort Save DC 14 vs. red ache; Area: Large area (20ft. square); Duration: Long (1d6+4 rounds); Reset: none; Optional: Bypass lock. Craft DC: 37, Cost: 3,000 gp +price of lock

  3. Hangman's Noose (Medium) Devious Trap: Mechanical; Severity Level: 14; Location: Floor; Perception DC 35; Disable Device DC 20; Trigger: Location; Effect: Ref DC 30 vs. pinned, gagged, and suffocation; Area: Single target; Duration: Instantaneous; Reset: none; Optional: Bypass hidden switch. Craft DC: 32, Cost: 3,500 gp +100 gp (bypass)

  4. Headhunter Ripsaw (Medium) Devious Trap: Mechanical; Severity Level: 15; Location: Ceiling; Perception DC 35; Disable Device DC 30; Trigger: Manual; Effect: Ref DC 25 vs. decapitation, successful save 2d4 Constitution (larger size 6d8 slashing, Ref negates); Area: Single target; Duration: Instantaneous; Reset: Automatic; Optional: None. Craft DC: 39, Cost: 3,750 gp +100 gp (bypass)

  5. Deadly Slicer Devious Trap: Mechanical; Severity Level: 17; Location: Wall; Perception DC 15; Disable Device DC 35; Trigger: Proximity; Effect: 3d8+3 slashing plus 4 Strength damage (Ref DC 35 half, negates Strength damage, Fort DC 20 vs. black lotus extract); Area: Single target; Duration: Instantaneous; Reset: None; Optional: black lotus extract. Craft DC: 48, Cost: 4,750 gp + 4,000 gp (price of poison)

  6. Spiked Steamroller: Mechanical; Severity Level: 19; Location: Ceiling; Perception DC 35; Disable Device DC 35; Trigger: Timed; Effect: Melee attack +25 (9d8+3/15-20, x2 piercing plus stun); Area: Small area (20 ft. line); Duration: Long (1d6+4 rounds); Reset: None; Optional: None. Craft DC: 48, Cost: 4,750 gp

  7. Negative Energy Chamber Devious Trap: Mechanical (Su); Severity Level: 20; Location: Floor; Perception DC 15; Disable Device DC 15; Trigger: Proximity; Effect: 12d8+3 Negative Energy and 1 negative level (Ref DC 30 half, and negates negative level); Area: Large area (20ft. square); Duration: Instantaneous; Reset: Automatic; Optional: Bypass hidden lock. Craft DC: 47, Cost: 5,000 gp +100 gp + price of lock (bypass hidden lock)

Spell Turrets

A spell turret is a powerful magic device trap that unleashes multiple spells at victims over the course of a few rounds. A spell turret functions similar to a magic device trap, but is more advanced. Unlike normal traps, a spell turret does not have a Severity Level. It has the same elements of a magic device trap, along with its own additional parameters. A spell turret only uses sound, proximity, or visual triggers, and its trigger is highly adjustable. It can be programmed to recognize creatures by creature type, race, specific individuals (visual, proximity), or even spoken languages or specific words (sound). Programming a spell turret to recognize a new creature type, race, individual, or language requires 2 hours of work by a creator with Craft Devious Trap.

A spell turret must be infused with different spells to delicately balance the magic within. A minor spell turret stores 2 different spells of up to 3rd level. A standard spell turret uses 3 different spells of up to 6th level. A major spell turret uses 4 different spells of any level. Each spell cannot have a casting time greater than a standard action (2 acts). A spell turret cannot deliver melee touch range spells to other targets. The creator designates the spell turret’s caster level upon creation, which must be high enough to cast the highest level spell within the turret. A spell turret’s attack bonus is equal to 1/2 its caster level + 4.

When inactive, the turret merges with the material of the surface on which it is mounted, repairing itself if damaged. When a turret activates, the turret is set to the current initiative count (modifier +0) and immediately begins casting its designated first spell at the closest target, cycling until each spell inside is cast (or its targets are no longer detected) at the rate of one spell each round. After the final spell is cast, it pauses for one round to repair itself, before starting the cycle of spells again (3d6 for minor, 5d6 for standard, 7d6+7 for major). The order in which a spell turret casts its spells is set; it cycles through them in the same order each time.

By default, a spell turret can also include a magic aura, lead plating, or nondetection effect, hiding the device when not in-use.

A spell turret can be dismounted and mounted to a new location, and even set with new parameters and a change in the spell cycle, by a creator with Craft Devious Trap. Mounting or dismounting a spell turret requires 1 minute.

A spell turret is a diminutive object with AC 9, hit points equal to 10 times its caster level, and hardness equal to the material of the surface it is mounted to. It otherwise has no ability scores of its own, treating as having 10 if required. A spell turret weights 4 pounds.

Crafting a spell turret also requires a DC Craft (traps) check equal to 20 + the caster level of the turret.



















Crafting Spell Turrets

To create a spell turret, a character needs a small supply of materials, including the base and firing mechanisms of the turret to be assembled. The cost for the materials is subsumed in the cost for creating the spell turret: 425 gp × the level of the highest-level spell × the set caster level.

The creator must be able to produce the spells, including make whole (expending a spell slot, from a scroll, from a spell-trigger item, or from an assistant), must produce the desired caster level, and must provide any focuses the spells require. Fifty of each needed material component are required. Material components are consumed when work begins, but focuses are not. A focus used in creating a spell turret can be reused. The act of working on the turret triggers the prepared spells, making them unavailable for casting during each day devoted to the turret’s creation. (That is, those spell slots are expended from the caster’s currently prepared spells, just as if it had been cast.)

Crafting a spell turret requires 1 day per each 1,000 gp of the base cost. Crafting a spell turret also requires a DC Craft (traps) check equal to 20 + the caster level of the turret.

Construction Requirements

Feats: Craft Devious Trap, Spells: 2 chosen spells (minor), 3 chosen spells (standard), or 4 chosen spells (major) make whole (minor, standard) or greater make whole (major), magic aura, lead plating, or nondetection (optional); Special: Craft (traps) DC 20 + caster level; Cost varies, +750 gp for magic aura, +1,500 gp for lead plating, +3,000 gp for nondetection

When building a spell turret, the creator decides what spells will be the effects. A minor spell turret stores 2 different spells of up to 3rd level. A standard spell turret uses 3 different spells of up to 6th level. A major spell turret uses 4 different spells of any level. Each spell cannot have a casting time greater than a standard action (2 acts).

1. Type & Location - Magic Device (Floor, Wall, or Ceiling):

The creator decides the spells and caster level of the spell turret. The creator must be able to produce the spells, including make whole (expending a spell slot, from a scroll, from a spell-trigger item, or from an assistant), and must produce the desired caster level. Spell turrets are mounted to a floor, wall, or ceiling.

2. Perception DC Element:

The Perception DC to locate a spell turret is set to DC 25 + the highest level of the spells inside.

3. Disable Device DC Element:

The Disable Device DC to disarm a spell turret is set to DC 25 + the highest level level of the spells inside.

Spell Turrets are magic device traps that may only be disarmed by a character with the trapfinding class feature or similar ability. Other characters have no chance to disarm a spell turret with a Disable Device check.

4. Trigger Element:

A spell turret can use any only use a sound, vision, or proximity trigger. The creator must produce the required spell for the trigger element.

Sound Trigger Element:
Spell Hearing Range Perception Bonus
clairaudience Up to 150ft. +15
Visual Trigger Element:
Spell Sight Range Perception Bonus
darkvision Adds darkvision 60ft. +0
clairvoyance 30ft. +15
arcane eye Line of sight (unlimited range) +20
true seeing line of sight (up to 120ft.) +30
Proximity Trigger Element:
Spell Proximity Range
alarm, invisibility alarm Up to 20ft.
detect evil, detect good, detect law, detect chaos Up to 60ft.

5. Effect Element:

The effect of the spell turret is determined by the spells imbued within the trap. Spell turrets that permit a saving throw in order to avoid the effect at DC 10 + (spell level × 1.5). A spell turret's attack bonus is equal to 1/2 of its caster level + 4.

6. Area of Effect Element:

The area of effect of the spell turret is determined by the spells imbued within the trap. It can be centered on itself, on an intruding victim if eligible, or a corner of the nearest victim's square. A spell turret cannot deliver melee touch range spells to other targets.

7. Duration Element:

The duration of the effect is determined by the spells imbued within the spell turret.

8. Reset Element:

A spell turret automatically resets, as it cycles through the spells imbued within it each round.

9. Optional Element:

Element Cost
Password or Recognition -
magic aura +750gp
lead plating +1,500gp
nondetection +3,000 gp

























Sample Spell Turrets
  1. Minor Arcane Spell Turret (acid arrow, magic missile): Magic Device; Caster Level: 3; Location: Any; Perception DC 27; Disable Device DC 27; Trigger: Visual 60ft., Perception +0 (darkvision); Effect: 1st: acid arrow ranged attack +5, 2nd: magic missile, 3rd: make whole 3d6; Optional: Recognition (only attacks goblinoids). AC: 9; HP: 30; Hardness: 8; Craft DC: 23, Cost: 2,550 gp

  2. Minor Divine Spell Turret (ray of sickening, sound burst): Magic Device; Caster Level: 5; Location: Any; Perception DC 27; Disable Device DC 27; Trigger: Proximity 60ft., (detect good); Effect: 1st: ray of sickening ranged attack +5, Fort DC 11, 2nd: sound burst, Fort DC 13, 3rd: make whole 3d6; Optional: lead plating, Password ("irresponsible"). AC: 9; HP: 50; Hardness: 8; Craft DC: 23, Cost: 4,250 gp + 1,500 gp (lead plating)

  3. Standard Arcane Spell Turret (waves of fatigue, acidic spray, fireball): Magic Device; Caster Level: 9; Location: Any; Perception DC 30; Disable Device DC 30; Trigger: Proximity 20ft. (alarm); Effect: 1st: waves of fatigue, 2nd: acidic spray Ref DC 17, 3rd: fireball Ref DC 14, 4th: make whole 5d6; Optional: Password ("mystery" in Draconic). AC: 9; HP: 90; Hardness: 8; Craft DC: 29, Cost: 19,125 gp + 750 gp (magic aura)

  1. Standard Druidic Spell Turret (wall of fire, greater dispel magic, ice storm): Magic Device; Caster Level: 11; Location: Any; Perception DC 31; Disable Device DC 31; Trigger: Visual 120ft., Perception +30 (true seeing); Effect: 1st: ice storm Ref DC 17, 2nd: greater dispel magic (targeted dispel), 3rd: wall of fire, 4th: make whole 5d6; Optional: Recognition (non-members of the druidic circle). AC: 9; HP: 110; Hardness: 5; Craft DC: 31, Cost: 28,050 gp

  2. Major Divine Spell Turret (holy aura, mass bear's endurance, holy word, mass cure critical wounds): Magic Device; Caster Level: 15; Location: Any; Perception DC 33; Disable Device DC 33; Trigger: Visual 120ft., Perception +30 (true seeing); Effect: 1st: holy aura Will DC 22, 2nd: mass bear's endurance, 3rd: holy word Will DC 20, 4th: mass cure critical wounds, 5th: greater make whole 7d6+7; Optional: Recognition (all bearing Sarenrae's holy symbol). AC: 9; HP: 200; Hardness: 10; Craft DC: 35, Cost: 51,000 gp

  3. Major Arcane Spell Turret (mass hold monster, meteor swarm, maze, ki shout): Magic Device; Caster Level: 20; Location: Any; Perception DC 34; Disable Device DC 34; Trigger: Unlimited line of sight, Perception +20 (arcane eye); Effect: 1st: mass hold monster Will DC 23, 2nd: meteor swarm attack +14, Ref DC 23, 3rd: maze, 4th: ki shout Fort DC 20, 5th: greater make whole 7d6+7; Optional: Recognition (Runelords). AC: 9; HP: 200; Hardness: 10; Craft DC: 40, Cost: 76,500 gp +3,000 nondetection

Archetypes

These archetypes and character choices provide options for players looking to take advantage of and excel at trap-themed elements of the game.


Devious Trapmaster

Unchained Rogue

While some rogues are content to venture into hazardous dungeons, testing their wit and reflexes for gold and glory, others are inclined to play an even more dangerous game. A trapmaster is more intrigued by what makes things tick and how these things can be used in deadly fashion, enjoying the challenge of planning ahead and outsmarting opponents.

Trap Setting (Ex)

A devious trapmaster adds 1/2 her level on Craft (traps) checks (minimum +1). A devious trapmaster can use Disable Device to disarm magic device traps.

This ability replaces trapfinding.

Get the Point (Ex)

At first level, devious trapmaster adds her Intelligence modifier to the attack rolls and combat maneuver bonus of any trap she has constructed.

At 3rd level, she reduces the total Severity Level of any trap she crafts by 1.

At 11th level, she adds her Intelligence modifier to the Escape Artist DC of any trap she creates.

This ability replaces finesse training.

Cunning Trigger (Ex)

At 2nd level, a devious trapmaster gains the Cunning Trigger rogue talent. When she activates an attack trap with this talent or a trap with a manual trigger, the rogue adds her sneak attack to the damage roll (regardless if the victim is aware of the trap). She can also add debilitating injury and a sneak attack talent* to the trap’s attack.

At 6th level, she can use this talent as an immediate action (reaction), and can activate the trap even if the trigger has been disabled.

This ability replaces the rogue talent gained at 2nd level.

Portable Trap (Ex or Su)

At 3rd level, a devious trapmaster gains the ability to create a modular and compact trap, known as a portable trap. A portable trap has the same abilities and restrictions as any trap the devious trapmaster can make (elements, location), and the Craft (traps) DC to create a portable trap increases by 5.



















Setting a portable trap requires a full-round action (3 acts) that provokes attacks of opportunity. A portable trap that hasn't been triggered can be recuperated within 1 minute. Other characters without this ability are unable to set up or recuperate the portable trap. She cannot set up a trap in a location that is actively occupied by another creature.

A devious trapmaster can carry one portable trap at level 3, and one more at 6th, 9th, 12th, 15th, and 18th level. A portable trap weighs a minimum of 1 pound per Severity Level.

This ability replaces the danger sense.

Hideout (Ex)

At 5th level, a devious trapmaster gains the Safe House vigilante social talent, using her Rogue level as her Vigilante level. Rather than within an area of renown, this safe house can be anywhere. She can set up and change the location of her safe house within a week’s worth of time, leaving little or no evidence of her previous safe house.

This ability replaces the rogue’s edge gained at 5th, 10th, 15th, and 20th level.

Ambush Trapper

Ranger

Ambush trappers rely on clever traps and snares when hunting in the wilds, as opposed to tracking down beasts directly to their nests.

Trap Setting (Ex)

An ambush trapper adds 1/2 her level on Craft (traps) checks (minimum +1). An ambush trapper gains Disable Device as a class skill, and can use Disable Device to disarm magic device traps.

This ability replaces track.

Portable Trap (Ex)

At 3rd level, an ambush trapper gains the ability to create a modular and compact trap, known as a portable trap. A portable trap has the same abilities and restrictions as any trap the ambush trapper can make (elements, location), and the Craft (traps) DC to create a portable trap increases by 5.

Setting a portable trap requires a full-round action (3 acts) that provokes attacks of opportunity. A portable trap that hasn't been triggered can be recuperated within 1 minute. Other characters without this ability are unable to set up or recuperate the portable trap. She cannot set up a trap in a location that is actively occupied by another creature.

An ambush trapper can carry one portable trap at level 3, and one more at 8th, 13th, and 18th level. A portable trap weighs a minimum of 1 pound per Severity Level.

This ability replaces endurance.

Favored Traps (Ex or Su)

At 8th level, the ambush trapper adds her favored terrain bonus to the Perception and Disable Device DC of any trap she creates within her favored terrain.

In addition, any attack or combat maneuver trap she creates adds her favored enemy bonus to attack and damage rolls against her favored enemies.

This ability replaces swift tracker.

Deploy Trap (Su)

At 9th level, an ambush trapper can affix a portable trap to an arrow, crossbow bolt, thrown weapon, or other projectile weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of setting a portable trap and firing the projectile. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the ranger had set the trap in that square (floor, wall, or ceiling). If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap. The attack has a maximum range of 60 feet, and range increments apply to the attack roll.

This ability replaces evasion and improved evasion.

Deft Trapper

Slayer

Instead of stalking prey for a lengthy time, a deft trapper is more content with luring victims into her snares and striking from the shadows shortly thereafter.

Studied Target (Ex)

A deft trapper adds his Studied Target bonus to Stealth checks, but gains no bonus to Survival checks.

This alters studied target.

Trap Setting (Ex)

A deft trapper adds 1/2 her level on Craft (traps) checks (minimum +1). A deft trapper gains Disable Device as a class skill, and can use Disable Device to disarm magic device traps.

This ability replaces track.

Portable Trap (Ex or Su)

At 4rd level, a deft trapper gains the ability to create a modular and compact trap, known as a portable trap. A portable trap has the same abilities and restrictions as any trap the deft trapper can make (elements, location), and the Craft (traps) DC to create a portable trap increases by 5.

Setting a portable trap requires a full-round action (3 acts) that provokes attacks of opportunity. A portable trap that hasn't been triggered can be recuperated within 1 minute. Other characters without this ability are unable to set up or recuperate the portable trap. She cannot set up a trap in a location that is actively occupied by another creature.

A deft trapper can carry one portable trap at level 4, and one more at 9th, 14th, and 19th level. A portable trap weighs a minimum of 1 pound per Severity Level.

This ability replaces slayer talent gained at 4th level.

Deft Trap (Ex)

At 7th level, a deft trapper gains the ability to set a portable trap as a deft trap. In order to set a deft trap, the deft trapper must study an opponent and set a portable trap. The portable trap sprung by the studied target gains the trapper's attack, damage, and DC bonus against studied targets. If the trap is an attack trap and deals damage, the deft trapper adds her sneak attack to the damage roll. Creatures that fail a save or are struck by the deft trap provoke an attack of opportunity from the deft trapper.

This ability replaces stalker.

Exposing Trap (Ex)

At 11th level, a deft trapper's contraptions leave victims vulnerable. A victim that falls prey (struck or failed saving throw) to any trap created by the deft trapper suffers a penalty equal to the trapper's studied target bonus to all attack rolls, damage rolls, saving throws, and skill checks for 1d4+1 rounds afterwards.

At 14th level, all critical threats against the victim are automatically confirmed during this time.

This replaces swift tracker, quarry and improved quarry.

Mastermind Trapsmith

Investigator

Typical investigators often play the sleuth role, chasing criminals by following the evidence and solving dangerous puzzles. Mastermind trapsmiths are the other side of the coin, literally pulling strings behind the scenes of the cat-and-mouse game, leaving dubious poisoned and alchemical contraptions behind to sabotage those that pursue them.

Trap Setting (Ex)

A mastermind trapsmith adds 1/2 her level on Craft (traps) checks (minimum +1). A mastermind trapsmith only adds 1/2 her level when using Craft (alchemy) to create an alchemical item. A mastermind trapsmith can use Disable Device to disarm magic device traps.

This ability alters alchemy.

Clever Placement (Ex)

At 2nd level, a mastermind trapsmith adds her Intelligence modifier to attack rolls and combat maneuver checks of any trap she has constructed.

At 5th level, she reduces the total Severity Level of any trap she crafts by 1.

At 8th level, she adds her Intelligence modifier to the saving throw DC of any applied poison to a trap she creates.

At 11th level, she adds her Intelligence modifier to the Escape Artist DC of any trap she creates.

This ability replaces poison resistance.

Portable Trap (Ex or Su)

At 3rd level, a mastermind trapsmith gains the ability to create a modular and compact trap, known as a portable trap. A portable trap has the same abilities and restrictions as any trap the mastermind trapsmith can make (elements, location), and the Craft (traps) DC to create a portable trap increases by 5.

Setting a portable trap requires a full-round action (3 acts) that provokes attacks of opportunity. A portable trap that hasn't been triggered can be recuperated within 1 minute. Other characters without this ability are unable to set up or recuperate the portable trap. She cannot set up a trap in a location that is actively occupied by another creature.

A mastermind trapsmith can carry one portable trap at level 3, and one more at 6th, 9th, and 12th, 15th, and 18th level. A portable trap weighs a minimum of 1 pound per Severity Level.

This ability replaces trap sense.

Collateral Damage (Ex)

At 4th level, a mastermind trapsmith adds her studied strike damage bonus to the victim of any trap she created that launches an alchemical weapon dealing damage (such as acid, or alchemist’s fire, but not splash damage), is a weapon trap coated with poison, or a trap involving black powder.

This ability replaces swift alchemy.

Trapweaver

Magus

Trapweavers are magi that realize there is similarity within the perplexity of spell patterns and complexity of maniacal devices. They manage to blend these together to confound their opponents, forgoing some of the principal studies of sword and spell.

Class Skills

A trapweaver gains Disable Device and Sleight of Hand as class skills, but does not gain Ride or Swim as class skills.

This ability modifies the magus’s class skills.

Arcane Pool (Su)

A trapweaver adds 1/2 his level on Craft (traps) checks (minimum +1). A trapweaver can use Disable Device to disarm magic device traps.

A trapweaver cannot spend points from his arcane pool to enhance weapons. Instead, he can expend 1 point from his arcane pool as a swift action (bonus act) to be able to use Disable Device, Sleight of Hand, or Use Magic Device at a range of 30 feet. Any object to be manipulated must weigh 5 pounds or less.

At 5th level, the trapweaver adds his Intelligence modifier to Disable Device, Sleight of Hand, and Use Magic Device checks when using this ability. In addition, the trapweaver can use this ability to deploy a portable trap up to a range of 30 feet (see Portable Trap below).

This ability modifies arcane pool.

Trap Recall (Su)

As a swift action (bonus act), the trapweaver can reset any magic device trap he can see within 30 feet by expending a number of points from his arcane pool equal to the trap’s severity level. The trap is prepared again, just as if it had not been triggered.

This ability replaces spell recall.

Portable Trap (Ex or Su)

At 5th level, a trapweaver gains the ability to create a modular and compact trap, known as a portable trap. A portable trap has the same abilities and restrictions as any trap the trapweaver can make (elements, location), and the Craft (traps) DC to create a portable trap increases by 5.

Setting a portable trap requires a full-round action (3 acts) that provokes attacks of opportunity. A portable trap that hasn't been triggered can be recuperated within 1 minute. Other characters without this ability are unable to set up or recuperate the portable trap. He cannot set up a trap in a location that is actively occupied by another creature.

A trapweaver can carry one portable trap at level 3, and one more at 5th, 11th, and 17th level. A portable trap weighs a minimum of 1 pound per Severity Level.

This ability replaces bonus feats gained at 5th, 11th, and 17th level.

























Trap-Spellstrike (Sp)

At 7th level, the Magus is able to imbue a mechanical attack trap with a spell for 24 hours. To do so, he expends a prepared spell with a range of “touch” as a full-round action (3 acts). The trap is then able to deliver the magus’s spell upon a successful attack against a victim. This attack uses the trap's critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the trap damage uses its own critical modifier.

This ability replaces knowledge pool.

Improved Trapweaving (Ex)

At 8th level, the trapweaver adds his Intelligence modifier to the attack rolls of any magic device trap or he creates or spell turret he mounts. In addition, the trapweaver uses his own Intelligence score and relevant feats to set the DC for saves against spells cast from a magic device trap or spell turret he creates.

This ability replaces improved spell combat.

Improved Trap Recall (Su)

At 11th level, whenever the trapweaver recalls a magic device trap using trap recall, he expends a number of points from his arcane pool equal to 1/2 the trap’s Severity Level (minimum 1).

This ability replaces improved spell recall.

Vexing Trap (Ex)

At 14th level, any victim that falls prey (struck or failed saving throw) to any trap created by the trapweaver suffers a penalty on concentration checks equal to the trapweaver’s Intelligence modifier for 1d4+1 rounds.

This ability replaces greater spell combat.

Character Options

Arcanist Exploit

Trap Exploitation (Su)

The arcanist uses her own Intelligence score and relevant feats to set the DC for saves against spells cast from a magic device trap or spell turret she creates. In addition, she can spend 1 point from her arcane reservoir as a full-round action (3 acts) to telekinetically mount or dismount a spell turret to any location (floor, wall, or ceiling) within 15 feet.

Inquisition

Skullduggery Inquisition

Deity: portfolio is any of Hunting, Magic, Murder, Poison, Secrets, Tactics, or Trickery.

Granted Powers:

Trap Setting (Ex): You add 1/2 your class level on Craft (traps) checks (minimum +1). You gain Disable Device as a class skill, and can use Disable Device to disarm magic device traps. In addition, you use your Wisdom modifier when making Craft (traps) checks instead of your Intelligence modifier. Any mechanical melee or ranged attack trap you create adds your Wisdom modifier to the trap’s damage roll instead of your Intelligence modifier.

Portable Trap (Ex or Su): At 4th level, you gain the Portable Trap ability. You can carry one portable trap at level 4, and one more at 10th and 16th level.

Rage Power

Trap Smasher (Ex)

The barbarian can use Survival instead of Perception to locate traps. In addition, the barbarian can attempt to disarm a trap with a melee weapon. By spending 1 round of rage as a full-round action (3 acts), the barbarian can make a sunder combat maneuver against the trap’s trigger or location, using the trap’s Disable Device DC as its CMD. Success disables the trap, while failing this maneuver activates the trap. The barbarian can only attempt this on mechanical traps, unless the barbarian possesses the Spell Sunder rage power. At the GM’s discretion, some traps may not be susceptible to this ability.

Social Talent (Vigilante)

Trap Setting (Ex)

The vigilante adds 1/2 his level on Craft (traps) checks (minimum +1). The vigilante can use Disable Device to disarm magic device traps.

Vigilante Talent

Portable Trap (Ex or Su)

The vigilante gains the portable trap ability. The vigilante can carry a single portable trap, and one more at 10th and 16th level. A portable trap weighs a minimum of 1 pound per Severity Level.

Feats

Compact Trap

Thanks to your ingenuity, you can create a portable contraption to cause havoc for your opponents later.

Prerequisites: Craft (traps) 3 ranks

Benefit: You gain the portable trap ability. You can carry a single portable trap with you. If you already have or later gain the portable trap class feature, you can instead carry an additional portable trap.

Craft Devious Trap

Your knack for plotting ahead of time advances, allowing you to create potent mechanical and magical traps your foes may only witness once.

Prerequisite: Craft (traps) 3 ranks

Benefit: You are able to craft devious traps and spell turrets, which can be more powerful and advanced than typical mechanical and magic device traps.

Magic Trap Override

Your handiness with magic items lends insight into fooling and disrupting magical traps.

Prerequisites: Knowledge (arcana) 1 rank, Use Magic Device 1 rank

Benefit: You are able to disarm magic device traps, and can utilize Use Magic Device rather than Disable Device when doing so. After locating a magic device trap or spell turret, you are able to determine if the trap triggers for specific races or alignments, and can bypass the trap by emulating the required race or alignment. Lastly you can reprogram a spell turret or mount/dismount one as a full-round action (3 acts) by activating it blindly.

Traits

Been Around the Block (Regional)

You're no stranger when it comes to looking out for yourself, expecting danger around nearly every corner. Especially when it comes to spelunking in caverns and dungeons.

Benefit: You gain a +1 trait bonus on Knowledge (dungeoneering), and that skill is always a class skill for you. In addition, you can use Knowledge (dungeoneering) in place of Disable Device to disarm traps, and can disarm magic device traps. You still require thieves' tools to do so.

Clever Trapper (Regional)

You’re more keen on predicting where someone places their feet, based on common sense.

Benefit: You gain a +1 trait bonus on Craft (traps) checks. Any mechanical attack trap you create adds your Wisdom modifier to the trap’s damage roll instead of your Intelligence modifier.

Adventuring Tools

Trapmaker's Kit

Price: 85 gp (common), 350 gp (masterwork); Weight: 12 lbs

Description:

This collection of small tools, gears, string, pitons, and wires provides the needed materials to craft traps. Without these specialist tools, the creator must use improvised tools and take a -5 penalty on Craft (traps) checks. A trapmaker’s kit is exhausted after constructing 10 traps.

Lead

Price: 3 gp; Weight: 1 lb.

Description:

This soft, dense metal can be used as a thin sheeting to foil divinations, but is also toxic to living creatures over a period of time. A pound of lead can be used to cover an item of equal weight, blocking weak divination spells (up to 2nd level) and scrying. However, living creatures spending each day in near-vicinity with lead will eventually succumb to lead poisoning (see below)

Lead Poisoning:

Type: contact or inhaled; Save: Fortitude DC 15, +1 for each week of direct contact each day; Onset: 1 week Frequency: 1/week for 2 weeks; Cure: 2 consecutive saves Effect: 1d2 Int damage

Magic Item

Duskfathom Token

Aura: moderate transmutation; CL 8th Slot: none; Price: 9,000 gp; Weight:

Description

This small black token, often depicted as a mask, fits within the palm of nearly any creature’s hand. Once per day, on command, the token can be activated as a standard action (2 acts) to instantly reset any mechanical trap the owner can see within 30 feet. The trap is prepared again, including any ammunition at the ready, just as if it had not been triggered. Additional elements (such as poison) are not restored.

Construction:

Requirements: Craft Wondrous Item, creator must be able to craft traps with a Severity Level of 5; Cost: 4,500 gp

Further Considerations

Spells

The following trap-themed spells can prove useful in a trapper’s arsenal:

alarm, shadow trap, phantom trap, improve trap, revelation, rune of warding, unseen engineers, caustic safeguard, guards and wards, Aram Zey’s trap ward, fire trap, teleport trap, find traps, glyph of warding, snare, undetectable trap, cave fangs.

Feats

The following trap-themed feats can provide useful in a trapmaker's arsenal:

Camouflaged Trap, Cooperative Disabling, Deadly Trap, Expansive Trap Ability, Learn Ranger Trap, Improved Learn Ranger Trap, Trap Wrecker, Trapper’s Setup

Domains

At the GM’s discretion, a character can be allowed to benefit from the domain abilities below by default.

A character that has access to the Fortification, Jungle, Magic, Ruins, Rune, Trap, or Trickery Domain uses her Wisdom modifier when making Craft (traps) checks instead of her Intelligence modifier. Additionally, any mechanical attack trap the character creates adds her Wisdom modifier to the trap’s damage roll instead of her Intelligence modifier.

Hazard

At the GM's discretion, the following rule can be added to the falling environmental hazard.

Falling damage includes 1 Ability Score Damage for every 2 dice of lethal damage the victim suffers. The ability score is chosen at random between Strength, Dexterity, or Constitution. (Create pit, acid pit, and other spells and effects that create extra-dimensional space ignore this extra ability score damage.)

Alternate Craft Rules

This excerpt is from the Insidious List of Houserules, and supersedes any conflicting rules for the Craft skill that are in place for the base game.

  1. Craft is trained only. When using a Craft Skill to make something, use the guidelines when creating magic items (8 hours of work per 1,000 gp (or 125 gp per hour)). This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or 250 gp per hour) by increasing the DC to create the item by 5. A character is able to craft more than 1 item in a given day. Failing a craft check by 4 or less means no progress is made. Failing a craft check by 5 or more means that the item does not function and the materials and time are wasted.

  2. Characters can cooperatively create any type of item or magic item within reason. A character who is able to supply at least one of an item’s requirements can elect to be an assistant. A crafting character can have a maximum of 2 assistants. For each assistant, double the gp value of items that can be crafted each day. The DC to create a magic item increases by 5 for each crafting requirement the creator and each assistant do not meet. The only exceptions to this is the creator and/or assistant creators must possess the requisite item creation feat, any additional feat the item may require, and having a caster level of at least three times the enhancement bonus of a suit of armor, shield, or weapon. A character cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.

About the GM

Hello! I am Insidious - a player and Game Master with over 25 years of experience with Tabletop Roleplaying Games. Check out my content for great additions for your games. These include optional rulesets, additional classes, and solid reading material for inspiration otherwise.

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Part 2 | Your Introduction