Traps and Hazards: Difference between revisions
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[[Category:Epic Path]] | [[Category:Epic Path]] | ||
Traps fall into three major categories: | Traps fall into three major categories: | ||
{{:Magical Traps}} | |||
{{:Mechanical Traps}} | |||
{{:Architectural Traps}} | |||
==Other Notes== | |||
Traps have the following major traits: | Traps have the following major traits: | ||
Revision as of 18:09, 26 October 2018
Traps fall into three major categories:
Magical Traps
All of the below effects are to be converted into Magical Traps. In general, all these effects are consumable items mechanically similar to a scroll, except that they can be made by anyone with the Creator Feat and a Bailiwick Skill roll. Once made (for a cost similar to a scroll) they can be placed in a square with a standard action and they "do their thing" as written.
Name | School | Cast Time | Description |
---|---|---|---|
Create Pit | Conjuration | Std | Creates an extradimensional pit. |
Bloatbomb | Necromancy | Std | Kill a weak creature and turn its corpse into an explosive trap. |
Spiked Pit | Conjuration | Std | As Create Pit (Spell), but filled with spikes. |
Explosive Runes | Abjuration | Std | Deals 6d6 damage when read. |
Acid Pit | Conjuration | Std | Creates a pit with acid at the bottom. |
Creeping Ice | Evocation | Std | Sheet of ice slowly spreads outward on a horizontal surface. |
Fire Trap | Abjuration | Std | Opened object deals 1d4 Fire Damage + 1/lvl. |
Symbol of Laughter | Enchantment | Std | Triggered rune makes nearby creatures lose actions for 1 rnd/lvl. |
Symbol of Revelation | Universal | Std | Triggered symbol reveals Illusions. |
Symbol of Slowing | Transmutation | Std | Triggered rune slows creatures. |
Hungry Pit | Conjuration | Std | As Create Pit (Spell), but dealing 4d6 damage to those in it as it closes. |
Symbol of Pain | Necromancy | Std | Triggered rune wracks nearby creatures with pain. |
Symbol of Sleep | Enchantment | Std | Triggered rune puts nearby creatures into catatonic slumber. |
Symbol of Striking | Illusion | Std | As Symbol of Death (Spell), but fills a 5-foot square. |
Symbol of Fear | Necromancy | Std | Triggered rune panics nearby creatures. |
Symbol of Persuasion | Enchantment | Std | Triggered rune charms creatures. |
Symbol of Sealing | Abjuration | Std | Create triggered Wall of Force (Sorcerer/Wizard Spell). |
Symbol of Stunning | Enchantment | Std | Triggered rune stuns creatures. |
Symbol of Weakness | Enchantment | Std | Triggered rune stuns creatures. |
Teleport Trap | Abjuration | Std | You can cause those teleporting into an area to appear in a specific part of that area. |
Trap the Soul | Conjuration | Std | Imprisons subject within gem. |
Rift of Ruin | Conjuration | Std | Tears a rift in reality, creating an extradimensional hole with a depth of 60 feet. |
Symbol of Death | Necromancy | Std | Triggered rune kills nearby creatures. |
Symbol of Dispelling | Abjuration | Std | As Symbol of Death (Spell), except that all creatures within 40 feet are effect by Greater Dispel Magic. |
Symbol of Insanity | Necromancy | Std | Triggered rune kills nearby creatures. |
Symbol of Strife | Necromancy | Std | Triggered rune makes creatures attack nearest creature awake. |
Symbol of Vulnerability | Abjuration | Std | Triggered rune makes creatures weaker against attacks both mundane and magical. |
Hypnotic Pattern | Illusion | Std | Fascinates (2d4 + level) HD of creatures. |
Vinetrap | Conjuration (creation) | Std | Vines burst to life in a radius around a target with a variety of effects. |
Mechanical Traps Architectural Traps
Other Notes
Traps have the following major traits:
- a DC to notice the trap
- a DC to disable the trap
- target size (how big of an area it affects, or how many creatures it targets)
- a Reflex save DC
- Damage dealt, and any status conditions or special effects it inflicts (usually save for half, negating effects)
- Trigger description (what sets it off)
- Triggering area size / size of trap (if applicable; can be different from size of trap's effect)
A trap will also sometimes have secondary traits:
- Cost of trap's components
- a DC to assemble / set the trap
Often, these secondary traits only matter if a player-character is setting the trap. Obviously, the cost of a trap is directly proportional to how powerful each of the trap's major traits are.