Traps

Using disable device, various traps can be set up by a character who has the right materials. A Trap lists the materials it needs to be crafted, usually a trap kit and occasionally some other objects, though the occasional trap may require more. Each trap has it’s own set up time as well.

When setting a trap, you must make a disable device check (Dexterity check if you don’t possess disable device) to ensure that the trap is set properly. In addition you can make a sleight of Hand check to hide the trap in an area, forcing creatures to make a perception check equal to that roll to be able to perceive it before walking into it.

The following are traps that can be created as well as associated terms needed to set the traps up.

All traps can be disabled through disable device.

*Requirements:* The materials needed to set the trap.

*Set Up:* The time it takes to set the trap up, the time it takes to reset it if possible, whether it can be set up again with the same materials as well, or if new materials are needed.

*Set Up DC:* The DC required to properly set the trap. Failure to set the trap means it doesn’t work, failure by 5 or more means it goes off and effects you.

*Trigger:* The kind of trigger that can set a trap off, the options are as follows.

Proximity: Set off through a camera or proximity mine, these trigger whenever a creature steps within range of the trap and doesn’t make a stealth check to avoid the trap’s “Perception” which is equal to the trap’s save DC or attack bonus +10. Proximity traps go off when a creature enters within their reach, range, or blast radius of the device.

Tripwire: This is a tripwire set in an area nearby. Whenever the tripwire is set off it triggers the trap. Creatures that step into the same square as the tripwire must make the save against the trap. A tripwire can be detected with a perception check against the character’s sleight of hand check.

Pressure Plate: This is a set up pressure plate in which stepping on it releases the trap. Usually not available in all locations, but if an area has been set up with one built into the architecture it’s possible, just not common unless in a permanent fixture.

Interact with object: This is similar to a tripwire, but it’s tied to an object that when the character interacts with it, it sets off the tripwire and the trap. This can be a door with a vat of acid above it, an item that when lifted throws off a counterbalance and catches you in a snare, or even a box that when closed it sets off an explosive charge that collapses a ceiling on you. This can be hidden just as with any other trap, through sleight of hand, and requires a perception check to know.

Detonator: This is set off manually with a detonation device, The creature must have an action readied and must be able to see the events if it wishes to set off the trap at a certain time, however it can be relayed from others to set off the device at a given time as well.

*Attack Method:* If the trap makes an attack roll, it’s bonus to the attack is 1d20+ Disable device check of whoever set the trap. If a Trap has a saving throw DC, the DC is 10+ ½ level+ Dexterity modifier or Intelligence modifier.

*Poison*: Poison, disease, or other harmful substances can be added to almost any trap, but it is denoted in the attack method if it can be.

**Acid Trap**

*Requirements:* Trap Kit, Proximity Mine, Acid

*Set Up:* Full round action, No

*Set Up DC:* 15

*Trigger:* Proximity, Tripwire, Pressure Plate, Interact, or detonator

*Attack Method:* Reflex Save DC

*Poison:* No

A vial of acid is set to shatter on a creature that opens a door, sets off a trigger or is otherwise caught within the trap. The vial bursts with a pop and the target is splattered with acid, taking 1d6 acid damage unless it succeeds on a DC: 10+ ½ level +Dexterity modifier reflex saving throw for half damage. If it fails it’s saving throw it takes ½ of the damage again on the following round, and then ½ of the halved damage on the round after unless it washes itself off. The character must provide a dose of acid when setting this trap. The character can provide an additional dose of Acid for every 5 that it beats the disable device DC by to set the trap, increasing the damage by 1d6 and the saving throw DC by +2 for each dose set.

**Alarm Trap**

*Requirements:* Trap Kit, Alarm of some sort be it digital, a bell, or some loud cans on string.

*Set Up:* 10 minutes

*Set Up DC:* 12

*Trigger:* Proximity, Tripwire, Pressure Plate, or Interact

*Attack Method:* None, see text

*Poison:* No

When this trap is triggered, it creates a momentary loud noise. This makes a loud ringing, electronic alarm sound, or some other sound set by the character by whatever means. Anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. This alarm can be used as the trigger for a selective trigger trap.

**Bludgeoning Trap**

*Requirements:* Trap Kit, Object to strike a creature with

*Set Up:* 1 hour, can be reset

*Set Up DC:* 15

*Trigger:* Proximity, Tripwire, Pressure Plate, or Interact

*Attack Method:* Attack roll

*Poison:* Yes contact poison

This trap is a device that launches forward and slams a heavy iron object into a creature, swinging at the shins and knees or the face depending on where it’s set. This can be a thrown object or it can be attached to a rod or contraption. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d8 points of bludgeoning damage per size category of the item. The character must provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone. Objects of the same size category or larger that strike a creature use their attack roll as a bull rush CMB attempt to knock them back and prone.

**Decoy Trap**

*Requirements:* Trap Kit, Blow up doll, or human shaped balloon.

*Set Up:* 30 minutes to prepare the device, 1 round to set it and, 5 minutes to reset it

*Set Up DC:* 16

*Trigger:* Proximity, Tripwire, Pressure Plate, Interact, or Detonator

*Attack Method:* NA

The trap triggers a recording device to replay back a message and deploy an inflatable decoy of a creature. This trap can be set up anywhere within 60 feet of the trigger. A viewer can attempt a Perception or sense motive check to disbelieve the decoy which is set against your disguise or bluff check. Unless the Decoy is well hidden, the viewer will most likely realize it’s a decoy after 1 round. It can be set with proximity explosives, set to explode when attacked, or be set to explode with a detonator, or it can simply be used as a decoy. This decoy lasts for 1 minute after which it will begin to deflate.

**Detonating Bear Trap**

*Requirements:* Trap Kit, Bear Trap, Explosive, Acid, or some other form of detrimental attack method.

*Set Up:* 1 full round action

*Set Up DC:* 20, Resettable

*Trigger:* Proximity, Tripwire, Pressure Plate, Interact, or Detonator

*Attack Method:* Attack Roll

*Poison:* Yes

This Is a bear trap set with an explosive device like a land mine or proximity mine. These are set to be triggered once the bear trap goes off, sometimes immediately or sometimes within a few seconds. A creature that steps into the bear trap takes an attack roll. If it is struck, it takes the bear trap’s damage (Usually 2d6+3) and has it’s movement speed cut in half (Or be held immobile if the trap is attached to a solid object). This is set as the trigger for the explosive. This goes well with other traps such as acid, ice, fire, or explosives. Bear traps can be used in the same way as a snare to set a trap.

**Dirty Trick Trap**

*Requirements:* Trap Kit, heavy object, hooks, or some manner to pull off a dirty trick maneuver.

*Set Up:* Same as base trap

*Set Up DC:* Same as base trap +4

*Trigger:* Proximity, Tripwire, Pressure Plate, or Interact

*Attack Method:* Same as base trap

*Poison:* No

This trap is combined with another trap of the character’s choice. If the triggering creature fails its saving throw against the trap or is struck by the trap’s attack, the trap also attempts a dirty trick combat maneuver against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or isn’t applicable to the triggering creature, the combat maneuver is wasted.

**Distraction Trap**

*Requirements:* Trap Kit, Itching powder, Explosive device

*Set Up:* Full round action, No reset

*Set Up DC: 12*

*Trigger:* Proximity, Tripwire, Pressure Plate, or Interact

*Attack Method:* Attack roll

*Poison:* No

The target is hit with a cloud of irritant that detracts from its alertness. It takes a –2 penalty on Perception checks, initiative checks, and Reflex saves for 10 minutes. The character must provide a dose of itching powder or some other irritant.

**Fire Trap**

*Requirements:* Trap Kit, Explosives, incendiary device

*Set Up:* Full round action, No

*Set Up DC:* 15

*Trigger:* Proximity, Tripwire, Pressure Plate, Interact, or Detonator

*Attack Method:* Reflex save

A flammable liquid or powder is stored along with an igniting spark of some sort. The container bursts with a pop and the target is splattered with the flammable material and the igniter, taking 1d6 fire damage unless it succeeds on a reflex saving throw for half damage. The character must provide a flammable substance or napalm when setting this trap. If the flammable substance or item would deal more damage, it deals that damage instead.

The character can provide an additional use of the flammable object for every 5 that it beats the disable device DC by to set the trap, increasing the damage by 1d6 and +2 to the saving throw DC for each dose set.

A character can choose to improve this trap to make it a burning trap by increasing the price by +2. If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save.

**Firework Trap\***

*Requirements:* Trap Kit, Firworks

*Set Up:* 1 Full round, No

*Set Up DC:* 15

*Trigger:* Proximity, Tripwire, Pressure Plate, Interact, or Detonator

*Attack Method:* Fortitude Save

The trap explodes in a flash of colored lights.

All creatures within 10 feet must succeed at a fortitude saving saving throw or be blinded for 1d4+1 rounds. The creature must provide a firework or some form of flash powder for this. The character can provide an additional firework for every 5 that it beats the disable device DC by to set the trap, increasing the DC by +2 and the range by +5 feet for each one.

**Freezing Trap**

*Requirements:* Trap Kit, Explosive device, Liquid Nitrogen

*Set Up:* 1 full round, No

*Set Up DC:* 15

*Trigger:* Proximity, Tripwire, Pressure Plate, Interact, or Detonator

*Attack Method:* Fortitude Save

The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d6 points of cold damage unless it succeeds on a fortitude saving throw for half damage. The creature must also make a fortitude saving throw of the same DC or contract frostbite. This can only ever inflict the first degree of frostbite unless a creature is submerged in it for a long period. The character provides liquid nitrogen for this trap.

The character can provide an additional dose of Liquid Nitrogen for every 5 that it beats the disable device DC by to set the trap, increasing the damage by 1d6 and the saving throw DC by +2 for each dose set.

**Marking Trap**

*Requirements:* Trap Kit, marking dye packets or animal musk

*Set Up:* 1 round in addition to trap set up time for combined trap, No, need more dye or animal musk.

*Set Up DC:* Same as applied trap +2

*Trigger:* Proximity, Tripwire, Pressure Plate, or Interact

*Attack Method:* Applied to any trap

*Poisoned:* No

If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of the character’s choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own over several days.

**Over-sized Barbs**

*Requirements:* Trap Kit, Shrapnel, Rebar, or nails, an explosive device

*Set Up:* 5 minutes, Yes, must replace barbs

*Set Up DC:* 14

*Trigger:* Proximity, Tripwire, Pressure Plate, Interact, or Detonator

*Attack Method:* Reflex

*Poisoned:* Yes, apply poison to the barbs.

The target is speared with barbs that penetrate and protrude from its body, making squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each dealing 1 point of damage. A successful Reflex halves the number of barbs. The target takes a penalty on Climb checks and Swim checks equal to the number of barbs attached, and is considered one size category larger for the purposes of determining what size of opening or passageway it must squeeze through as long as at least 1 barb remains attached. Each barb can be removed with a full minute of work and a Heal check that equals or exceeds the trap’s DC. If this check fails, the barb is still removed but the target takes 1d4 points of damage.

**Pit Trap**

*Requirements:* Trap Kit, Shovel, possibly animals, spears, or chutes

*Set Up:* 1 hour, Yes, recover pit, takes 10 minutes to reset.

*Set Up DC:* 12

*Trigger:* Proximity

*Attack Method:* Reflex saving throw

*Poisoned:* Yes, poison can be applied to any chutes or spears set in the trap to damage a creature

This simple pit is covered over with leaves or appropriate materials for the area. The pit is generally 10 feet deep. A victim that succeeds at a Reflex save doesn’t fall into the pit. The character can set this trap only in terrain with soft ground, unless they properly prepare ahead of time with devices such as a jackhammer, however this increases the time it takes to dig the hole by X4.

A character can set another trap at the bottom of the pit trap, such as a land mine, bamboo chutes, caltrops, acid, or fire. These have their own saving throw DC, but often times it is made at a -6 to the roll on top of any penalties from being prone due to the sudden drop into the trap.

If adding Bamboo Chutes or other spikes to the pit, it deals 1d8 damage when the creature fails it’s saving throw, and the creature is considered to be grappled with a CMD of 10+Disable device bonus. It takes the damage every round until it can escape.

Some can even house creatures or animals stuck within the pit. These animals will starve unless fed and so will only last a few days without food.

**Selective Trigger**

*Requirements:* Trap Kit

*Set Up:* 10 minutes, Yes takes 5 minutes to reset.

*Set Up DC:* 18, Requires use computer check of same DC If setting up electronic turrets or devices.

*Trigger:* Proximity, Tripwire, Pressure Plate, or Interact

*Attack Method:* Applies to another trap

*Poisoned:* No

A character can apply this to any trap, and it simply restricts weight specifications (Such as triggering for something that weighs more than the set amount or less than a set amount). This can also be set up with an electronic reader of some sort to trigger a firearm trap, turret, or some other form of automated weapons system or explosive if it doesn’t detect a specific item such as a key card.

**Smoke Trap**

*Requirements:* Trap Kit, Smoke bomb or similar smoke creating device.

*Set Up:* Full Round Action, Can be reset, need more smoke fuel, poison, or noxious materials.

*Set Up DC:* 13

*Trigger:* Proximity, Tripwire, Pressure Plate, Interact, or Detonator

*Attack Method:* Fortitude Save

*Poisoned:* Yes, see text

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 saving throws 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 1 minute, and is dispersed by wind as fog cloud. The character must provide a smoke grenade along with this trap. A poison can be added to the trap by increasing it’s set up DC and applying a dose of inhaled aerosol poison.

Other than just a poison, it can be used to spread a general toxic fume within the smoke trap using noxious materials. Any breathing creature must succeed at a Fortitude saving throw (in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. If this is an extraordinary trap, the character must use a toxic material when setting the trap, such as noxious aromatic.

For every 5 that the DC is beat by to set the trap, the creature can add another dose of poison or noxious to increase the save DC by +2 and the area effect by 5 feet. Both poison and noxious materials can be applied to a trap to set off the effects simultaneously.

**Snare Trap**

*Requirements:* Trap Kit

*Set Up:* Full round action, unless it lifts in the air, in which, it takes 3 full rounds, can be reset.

*Set Up DC:* 12

*Trigger:* Proximity, Tripwire, Pressure Plate, or Interact

*Attack Method:* Reflex

*Poisoned:* No

The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the character included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has 10 hitpoints, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; Increasing the DC by +2 increases the maximum size of creature the trap can hold by 1 step for each +2 added. At the character’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.

A snare trap can be coated in a poison or disease to inflict it on a creature that falls into the snare. Snare traps can be used to set off other kinds of traps as the initial trigger.

**Swarm Trap**

*Requirements:* Trap Kit, Cage or box, Swarm of some type, possibly food

*Set Up:* 10 minutes, Can be reset, animals need replaced however

*Set Up DC:* 16

*Trigger:* Proximity, Tripwire, Pressure Plate, or Interact

*Attack Method:* By Swarm

*Poisoned:* No

The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 minute, after which it disperses. The character must provide the creatures of the swarm (typically in a small box, cage, or crate); these creatures may die of starvation before the trap is triggered (This trap lasts for 3 days unless fed properly).

**Tar Trap**

*Requirements:* Trap Kit, Tar

*Set Up:* Full round action, Can be reset, needs more tar

*Set Up DC:* 15

*Trigger:* Proximity, Tripwire, Pressure Plate, or Interact

*Attack Method:* Reflex save

*Poisoned:* No

The target 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 minute. The character must supply a dose of tar to allow the trap to work.

**Tripwire**

*Requirements:* Trap Kit

*Set Up:* Full round action, Can be Reset

*Set Up DC:* 10

*Trigger:* Proximity, Tripwire, Pressure Plate, or Interact

*Attack Method:* Reflex save

*Poisoned:* No But it can trip a creature into a poisoned trap.

A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save. A creature can use tripwire to set off a grenade or similar explosive device, using the Tripwire as a detonator. Any other trap can be set to activate from a tripwire. If falling prone trips the creature into another trap, the creature is considered flatfooted against attacks from the trap and takes a -6 from any saving throw for the other trap.

**Wounding Trap**

*Requirements:* Trap Kit, Weapon of some sort

*Set Up:* 1 Full round, can be reset

*Set Up DC:* 15

*Trigger:* Proximity, Tripwire, Pressure Plate, Interact, or Detonator

*Attack Method:* Attack roll

*Poisoned:* Yes, apply poison to the attack method.

This trap makes a melee attack against the target with a weapon provided for the trap. This can be a ranged weapon such as a crossbow, firearm, or a melee weapon that doesn’t require much complexity. This trap deals the base damage of the weapon, and also +1 damage for every 5 that the creature passes the DC by.