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An Insidious Design

Traps Unchained
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 Craft Devious Feat. This document uses the Insidious List of
Houserules, and supersedes any conflicting rules for traps that are in place for the base
game.

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 a castle's vault. Nearly 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.

What is a Trap?
By definition, a trap is a contraption created and set ahead of time to hinder, maim, displace, or
kill its victim. In game terms, traps are devices created by a trapsmith placed in a predetermined
location that will attack or be exposed to any victim who triggers the mechanism. All traps have
at least 8 elements, listed below. Since traps must be set up in advance for a given location
(floor, wall, ceiling, or point in space), they aren't intrinsically portable. Traps are also not
inherently obvious and can be well hidden or disguised, lying in wait for an intended trespasser
or hapless traveler. Traps are devices; they can be disabled, jammed, and even reset by anyone
who becomes aware of the mechanism or magic involved.

Elements of a Trap
All traps—mechanical or magical—have the following elements:
1. Type
2. Perception DC
3. Disable Device DC
4. Trigger
5. Effect
6. Area of Effect
7. Duration
8. Reset
9. Optional Elements

A mechanical trap occupies at minimum a single location; floor, wall, or ceiling. A mechanical
trap cannot be placed in the same location as another mechanical trap, but can otherwise
overlap the same square. Once crafted, a mechanical trap cannot be moved. A mechanical trap
can be salvaged for its parts within 1 hour, with a successful Disable Device check. Doing so
recuperates parts worth one-fifth of the trap’s base cost. The creator of a mechanical 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 unaware of his own trap at a later
time.

A magic device trap differs from a mechanical trap in several ways. These traps require magic
effort to produce, and can occupy a singular point in space as well as a floor, wall, or ceiling.
Magic device traps can have unique triggers involving their own magic to activate the device.
They are naturally more difficult to locate and impossible to disable for the untrained. Magic
device traps cannot be salvaged.

The cost of crafting a trap is determined by the degree of severity of each element the creator
desires to employ. Some traps might also include optional elements, such as poison or a
bypass. If the creator desires to add these optional elements, each carries the cost of the
individual elements involved separately.

1. Type & Location


A trap can be either mechanical or magical in nature.

Mechanical: Dungeons are frequently equipped with deadly mechanical (nonmagical)


traps. A trap typically is defined by its location and triggering conditions, how hard it is to
spot before it goes off, how much damage it deals, and whether or not the characters
receive a saving throw to mitigate its effects. 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.

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 trap before it
goes off.
● Magic traps that permit a saving throw in order to avoid the effect are set to DC 10
+ (spell level × 1.5).
● Magic traps may be disarmed by a character with the trapfinding class feature with
a successful Disable Device skill check (DC 25 + spell level). Other characters
have no chance to disarm a magic trap with a Disable Device check.

Magic device traps initiate spell effects when activated, just as wands, rods, rings, and
other magic items do. Detect magic can locate a magic device trap, and dispel magic will
disable one for 1d4 minutes. If a character is aware of the trap, a magic device trap can
even be counterspelled.

Magic device traps using spells that issue various commands or modes only use
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).

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.

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 (the trap affects an entire square).

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

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

4. Trigger
A trap’s trigger determines how it is sprung.

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

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 spot.

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 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 traps works like an actual eye, springing the
trap whenever it “sees” something. A trap with a visual trigger requires the casting of arcane
eye, clairvoyance, or true seeing during its construction. Sight range and the Perception bonus
conferred on the trap depend on the spell chosen, as shown.f 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.

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, rather than a given position. This trigger may be
physically attached to the part of the mechanism that deals the damage or it may not. You can
make a magic touch trigger by adding alarm to the trap and reducing the area of the effect to
cover only the trigger spot. The trigger location is typically attached or adjacent to 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.

5. Effect
The effect of a trap is what happens to those who spring it. This often takes the form of either
damage or a spell effect, but some traps have special effects. 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.

Ranged Attack Traps: These traps fling darts, arrows, spears, or the like at whomever
activated the trap. The device can also be rigged to launch or drop an alchemical weapon.
Unless otherwise noted, a trap weapon is typically a weapon sized for a medium creature;
larger weapons are often too difficult to hide. The creator sets the trap’s attack bonus by
selecting the Severity Level desired. A ranged attack trap adds the creator’s Intelligence
modifier at the time of creation to the damage roll (not including splash damage from
alchemical weapons).

Melee Attack Traps: These traps feature such obstacles as sharp blades that emerge
from walls. Once again, the creator sets the attack bonus. These traps deal the same
damage as the melee weapons they “wield.” Unless otherwise noted, a trap weapon is
typically a weapon sized for a medium creature; larger weapons are often too difficult to
hide. The creator sets the trap’s attack bonus by selecting the Severity Level desired. A
melee weapon trap adds the creator’s Intelligence modifier at the time of creation to the
damage roll.

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: Some traps have miscellaneous features that produce special effects. Saving
throws depend on the trap and are 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 —

Some traps don’t involve a weapon or combat maneuver, but employ a method to hinder
opponents in some way. Unless otherwise noted, special traps require a saving throw from the
target.

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, and collapses if attacked. Unlike other traps, a decoy can occupy
squares with another trap. The creator must use a suit of mock armor or clothing outfit
and a pole 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. False floors are generally
made with the same surrounding material the trap is constructed in.

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 saving throw (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 constricts around a limb or other part of the triggering creature's
body. The creature cannot move from the location of the trap, unless the creator 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 Disable Device DC) as a full-round action. 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. It can be burst as a full-round action with a DC 25 Strength check.
The trap can hold creatures up to Medium size. At the creator's option, if there is a tall
object or structure nearby, she can have the trap lift the creature (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 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 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 target
prone unless it succeeds at a Reflex save. A running or charging creature 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.

Small Area: A trap with a small area consists of the creator’s choice of a 10-foot square,
10-foot cone, or 20-foot line.

Large Area: A trap with a large area consists of the creator’s choice of a 20-foot square,
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 until they have been reset, if at all.

Mechanical traps can be built to have a duration measured in rounds. Such traps continue to
have their listed effect each round at the top of the initiative order (or whenever they were
activated, if they were triggered during combat). 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
A reset element is the set of conditions under which a trap becomes ready to trigger again.
Resetting a trap usually takes only 1 minute.

No Reset: Short of completely rebuilding the trap, there’s no way to trigger it more than
once.

Repair: To get the trap functioning again, you must repair it. 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 one-fifth of the trap’s original market price. To calculate how long it takes
to fix a trap, use the same calculations you would for building it, but use the cost of the
raw materials required for repair in place of the market price.

Manual: Resetting the trap requires someone to move the parts back into place. This is
the kind of reset element most mechanical traps have. Manually resetting a trap requires
at least 1 minute of work.

Automatic: The trap resets itself, either immediately or after a timed interval. A ranged
attack trap requires multiple sets of ammunition to properly reset. A magic device trap
resets after 1d4 rounds.

9. Bypass (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 (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.

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.

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 spiders 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 100 gp x the total Severity Level of each
individual element (minimum 25 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. A mechanical trap can use any trigger except sound and visual triggers.

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 - Mechanical

2. Perception DC Element (Any Trap)


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 (Any Trap)


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 (Any Trap)


Trigger Features Severity Crafting DC

Manual Trigger -1 +1 DC

Touch Trigger +0 +2 DC

Location Trigger +1 +3 DC

Timed Trigger +2 +6 DC

Proximity +4 +10 DC

5. Melee or Ranged Effect Element (Attack Traps only)


Attack Bonus Severity1 Crafting DC

+0 +0 +2 DC

+5 +1 +4 DC

+10 +2 +6 DC

+15 +3 +8 DC

+20 +4 +10 DC
1. Melee or Range traps require a weapon and/or ammunition.
2. Ranged attack traps used to deliver an alchemical weapon share the cost of the selected alchemical weapon

5. Combat Maneuver Effect Element (Combat Maneuver Traps only)

Attack Bonus1,2,3,4,5 Severity Crafting DC

+5 +0 +2 DC

+10 +1 +4 DC

+15 +2 +6 DC

+20 +3 +8 DC

+25 +4 +10 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.

5. Reflex Save Trap DC Element (Special Traps only)


Reflex Save DC Severity Crafting 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 Element (Any Trap)


Area Severity Crafting DC

Single Target +0 +0 DC

Small Area1 +2 +3 DC

Large Area2 +4 +6 DC
1. Small area consists of a 10-ft. Square, 10-ft. Cone, or 20-ft. Line
2. Large area consists of 20-ft. Square, 20-ft. Cone, or 60-ft. Line

7. Duration Element (Any Trap)


Duration Severity Crafting DC

Instantaneous +0 +0 DC

1d4+1 rounds +1 +3 DC

1d6+3 rounds +2 +6 DC

8. Reset Element (Any Trap)


Reset Features Severity Crafting DC

No Reset +0 +0 DC

Repair +1 +1 DC

Manual +2 +5 DC

Automatic +5 +10 DC

9. Optional Element (Any Trap)


Element Cost (gp) Crafting DC

Bypass Lock Price of lock +1 DC

Bypass Hidden Switch +100 gp +1 DC

Bypass Hidden Lock +100 gp plus price of lock +2 DC

Poison1 +Price of poison +0 DC

Black Powder2 +1,003 gp +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.

Crafting a Magic Device Trap


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, or point in space), and the severity of each eligible element of the trap. This will
determine the time and cost to craft the trap.

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’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 - Magic Device.


The creator decides the spell and caster level of the magic device. 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. Magic device traps that permit a saving
throw in order to avoid the effect at DC 10 + (spell level × 1.5).

2. Perception DC
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
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 trap with a Disable Device
check.

4. Trigger
A magic device trap can use any single trigger of the creator’s choice, including sound, vision,
and magical proximity.
Trigger Features Severity Crafting DC

Manual Trigger -1 +1 DC

Touch Trigger1 +0 +2 DC

Location Trigger +1 +3 DC

Timed Trigger +2 +3 DC

Sound2 +3 +5 DC
Proximity2 +4 +7 DC

Visual2 +5 +10 DC
1. Requires Alarm.

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

4. Trigger Element I. Sound Magic Trigger


Spell Hearing Range Perception Bonus

Clairaudience Up to 150 ft. +15

4. Trigger Element II. Proximity Magic Trigger


Spell Proximity Range

Alarm, Invisibility Alarm Area of trap

Detect Evil, Detect Good, Up to 60 ft.


Detect Law, Detect Chaos

4. Trigger Element III. Visual Magic Trigger


Spell Sight Range Perception Bonus

Darkvision Adds darkvision 60 ft. +0

Clairvoyance 30 ft. +15

Arcane Eye Line of sight (unlimited range) +20

True Seeing Line of sight (up to 120 ft.) +30

5. Effect
The effect of the magic device trap is determined by the spell imbued within the trap.

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 Features Severity Crafting 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 requires the Permanency spell, which incurs an additional gp cost per below.

Reset time is every 1d6 rounds.

8. Automatic Reset Cost


Spell Level Cost

0-3rd +10,000 gp

4th-6th +30,000 gp

7th-9th +50,000 gp

9. Optional Element
Element Cost (gp) Crafting DC

Bypass Lock Price of lock +1 DC

Bypass Hidden Switch +100 gp +1 DC

Bypass Hidden Lock +100 gp plus price of lock +2 DC

Password +0 gp +3 DC

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, unless in danger or being distracted.

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 mechanism or magic that activates the trap, such as a pressure plate, odd gears attached to
a door handle, 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.

Disable Device DC: After a character has located a trap, he can choose to disarm it either by
disabling its trigger or jamming the trap’s effect area. 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 device. 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 mechanical trap can be salvaged for its parts within 1 hour, with a successful Disable Device
check. Doing so recuperates parts worth one-fifth of the trap’s base cost. Weapons, tools, and
alchemical items can also be retrieved

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.

Adventuring Tools
Trapmaker’s Kit
Price 85 gp; Weight: 12 lb.
Category: Tools
DESCRIPTION
This collection of small tools, gears, string, pitons, and wires provides a +2 circumstance bonus
on Craft (traps) checks. A trapmaker’s kit is exhausted after constructing 10 traps.

A creator should have a trapmaker’s kit when creating a trap. Without these specialist tools, the
creator must use improvised tools and take a -5 penalty on Craft (traps) checks.

Lead
Price 3 gp; Weight: 1 lb.
Category: Tools
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 contact with lead will eventually succumb to lead poisoning (see below).

Lead Poisoning
DETAILS

Type poison (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

Alternate Craft Rules

The rules below are an excerpt from the Insidious List of Houserules, section 4.7 and 8.5:

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)). 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.

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