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=Traps=
=====Types of Traps=====
A trap can be either mechanical or magic in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. A mechanical trap can be constructed by a PC through successful use of the [[SRD:Craft Skill|Craft]] (trapmaking) skill (see [[#Designing a Trap|Designing a Trap]], below, and the skill description).
Magic traps are further divided into spell traps and magic device traps. Magic device traps initiate spell effects when activated, just as wands, rods, rings, and other magic items do. Creating a magic device trap requires the [[SRD:Craft Wondrous Item|Craft Wondrous Item]] [[SRD:Feats|feat]] (see [[#Designing a Trap|Designing a Trap]] and the [[SRD:Feats|feat]] description).
Spell traps are simply [[SRD:Spells|spells]] that themselves function as traps. Creating a spell trap requires the services of a character who can cast the needed spell or spells, who is usually either the character creating the trap or an NPC spellcaster hired for the purpose.
===Mechanical Traps===
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 heroes receive a [[SRD:Saving Throw|saving throw]] to mitigate its effects. Traps that attack with arrows, sweeping blades, and other types of weaponry make normal [[SRD:Attack Roll|attack rolls]], with a specific attack bonus dictated by the trap’s design.
Creatures who succeed on a [[SRD:DC|DC]] 20 [[SRD:Search Skill|Search]] check detect a simple mechanical trap before it is triggered. (A simple trap is a snare, a trap triggered by a tripwire, or a large trap such as a pit.)
A character with the trap sense [[SRD:Class|class]] feature who succeeds on a [[SRD:DC|DC]] 21 (or higher) [[SRD:Search Skill|Search]] check detects a well-hidden or complex mechanical trap before it is triggered. Complex traps are denoted by their triggering mechanisms and involve pressure plates, mechanisms linked to doors, changes in weight, disturbances in the air, vibrations, and other sorts of unusual triggers.
===Magic Traps===
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 [[SRD:Search Skill|Search]] check ([[SRD:DC|DC]] 25 + [[SRD:Spell Level|spell level]]) made by a [[SRD:Rogue|rogue]] (and only a [[SRD:Rogue|rogue]]) detects a magic trap before it goes off. Other characters have no chance to find a magic trap with a [[SRD:Search Skill|Search]] check.
* Magic traps permit a [[SRD:Saving Throw|saving throw]] in order to avoid the effect ([[SRD:DC|DC]] 10 + [[SRD:Spell Level|spell level]] × 1.5).
* Magic traps may be disarmed by a [[SRD:Rogue|rogue]] (and only a [[SRD:Rogue|rogue]]) with a successful [[SRD:Disable Device Skill|Disable Device]] check ([[SRD:DC|DC]] 25 + [[SRD:Spell Level|spell level]]).
===Elements of a Trap===
All traps—mechanical or magic—have the following elements: trigger, reset, [[SRD:Search Skill|Search]] [[SRD:DC|DC]], [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]], attack bonus (or [[SRD:Saving Throw|saving throw]] or onset delay), damage/effect, and Challenge Rating. Some traps may also include optional elements, such as [[SRD:Poison|poison]] or a bypass. These characteristics are described below.
====Trigger====
A trap’s trigger determines how it is sprung.
=====Location=====
A location trigger springs a trap when someone stands in a particular square.
=====Proximity=====
This trigger activates the trap when a creature approaches within a certain distance of it. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular square. Creatures that are flying can spring a trap with a proximity trigger but not one with a location trigger. Mechanical proximity triggers are extremely sensitive to the slightest change in the air. This makes them useful only in places such as crypts, where the air is unusually still.
The proximity trigger used most often for magic device traps is the ''[[SRD:Alarm|alarm]]'' spell. Unlike when the spell is cast, an ''[[SRD:Alarm|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 ''[[SRD:Detect Good|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.
=====Sound=====
This trigger springs a magic trap when it detects any sound. A sound trigger functions like an ear and has a +15 bonus on [[SRD:Listen Skill|Listen]] checks. A successful [[SRD:Move Silently Skill|Move Silently]] check, magical ''[[SRD:Silence|silence]]'', and other effects that would negate hearing defeat it. A trap with a sound trigger requires the casting of ''[[SRD:Clairaudience/Clairvoyance|clairaudience]]'' during its construction.
=====Visual=====
This trigger for magic traps works like an actual eye, springing the trap whenever it “sees” something. A trap with a visual trigger requires the casting of ''[[SRD:Arcane Eye|arcane eye]], [[SRD:Clairaudience/Clairvoyance|clairvoyance]]'', or ''[[SRD:True Seeing|true seeing]]'' during its construction. Sight range and the [[SRD:Spot Skill|Spot]] bonus conferred on the trap depend on the spell chosen, as shown.
{| class="d20"
|-
!Spell !!Sight Range !![[SRD:Spot Skill|Spot]] Bonus
|-
|''[[SRD:Arcane Eye|arcane eye]]'' ||Line of sight (unlimited range) ||+20
|- class="even"
|''[[SRD:Clairaudience/Clairvoyance|clairvoyance]]'' ||One preselected location ||+15
|-
|''[[SRD:True Seeing|true seeing]]'' ||Line of sight (up to 120 ft.) ||+30
|}
If you want the trap to “see” in the dark, you must either choose the ''[[SRD:True Seeing|true seeing]]'' option or add ''[[SRD:Darkvision|darkvision]]'' to the trap as well. (''[[SRD:Darkvision|Darkvision]]'' limits the trap’s sight range in the dark to 60 feet.) If [[SRD:Invisible|invisible]], [[SRD:Disguise Skill|disguises]], or [[SRD:Illusion|illusions]] can fool the spell being used, they can fool the visual trigger as well.
=====Touch=====
A touch trigger, which springs the trap when touched, is one of the simplest kinds of trigger to [[SRD:Construct Type|construct]]. This trigger may be physically attached to the part of the mechanism that deals the damage or it may not. You can make a magic touch trigger by adding ''[[SRD:Alarm|alarm]] to the trap and reducing the area of the effect to [[SRD:Cover|cover]] only the trigger spot.
=====Timed=====
This trigger periodically springs the trap after a certain duration has passed.
=====Spell=====
All spell traps have this kind of trigger. The appropriate spell descriptions explain the trigger conditions for traps that contain spell triggers.
====Reset====
A reset element is the set of conditions under which a trap becomes ready to trigger again.
=====No Reset=====
Short of completely rebuilding the trap, there’s no way to trigger it more than once. Spell traps have no reset element.
=====Repair=====
To get the trap functioning again, you must repair it.
=====Manual=====
Resetting the trap requires someone to move the parts back into place. This is the kind of reset element most mechanical traps have.
=====Automatic=====
The trap resets itself, either immediately or after a timed interval.
====Repairing and Resetting Mechanical Traps====
Repairing a mechanical trap requires a [[SRD:Craft Skill|Craft]] (trapmaking) check against a [[SRD:DC|DC]] equal to the one for building it. The cost for raw materials is one-fifth of the trap’s original market price. To calculate how long it takes to fix a trap, use the same calculations you would for building it, but use the cost of the raw materials required for repair in place of the market price.
Resetting a trap usually takes only a minute or so. For a trap with a more difficult reset method, you should set the time and labor required.
====Bypass (Optional Element)====
If the builder of a trap wants to be able to move past the trap after it is created or placed, it’s a good idea to build in a bypass mechanism —something that temporarily disarms the trap. Bypass elements are typically used only with mechanical traps; spell traps usually have built-in allowances for the caster to bypass them.
=====Lock=====
A lock bypass requires a [[SRD:DC|DC]] 30 [[SRD:Open Lock Skill|Open Lock]] check to open.
=====Hidden Switch=====
A hidden switch requires a [[SRD:DC|DC]] 25 [[SRD:Search Skill|Search]] check to locate.
=====Hidden Lock=====
A hidden lock combines the features above, requiring a [[SRD:DC|DC]] 25 [[SRD:Search Skill|Search]] check to locate and a [[SRD:DC|DC]] 30 [[SRD:Open Lock Skill|Open Lock]] check to open.
====[[SRD:Search Skill|Search]] and [[SRD:Disable Device Skill|Disable Device]] DCs====
The builder sets the [[SRD:Search Skill|Search]] and [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DCs]] for a mechanical trap. For a magic trap, the values depend on the highest-level spell used.
=====Mechanical Trap=====
The base [[SRD:DC|DC]] for both [[SRD:Search Skill|Search]] and [[SRD:Disable Device Skill|Disable Device]] checks is 20. Raising or lowering either of these [[SRD:DC|DCs]] affects the base cost ([[#Table: Cost Modifiers for Mechanical Traps|Table: Cost Modifiers for Mechanical Traps]]) and possibly the [[SRD:CR|CR]] ([[#Table: CR Modifiers for Mechanical Traps|Table: CR Modifiers for Mechanical Traps]]).
=====Magic Trap=====
The [[SRD:DC|DC]] for both [[SRD:Search Skill|Search]] and [[SRD:Disable Device Skill|Disable Device]] checks is equal to 25 + the [[SRD:Spell Level|spell level]] of the highest-level spell used. Only characters with the trap sense [[SRD:Class|class]] feature can attempt a [[SRD:Search Skill|Search]] check or a [[SRD:Disable Device Skill|Disable Device]] check involving a magic trap. These [[SRD:DC|DCs]] do not affect the trap’s cost or [[SRD:CR|CR]].
====Attack Bonus/[[SRD:Saving Throw|Saving Throw]] [[SRD:DC|DC]]====
A trap usually either makes an [[SRD:Attack Roll|attack roll]] or forces a [[SRD:Saving Throw|saving throw]] to avoid it. Occasionally a trap uses both of these options, or neither (see Never Miss).
=====Pits=====
These are holes (covered or not) that characters can fall into and take damage. A pit needs no [[SRD:Attack Roll|attack roll]], but a successful [[SRD:Saving Throw|Reflex Save]] ([[SRD:DC|DC]] set by the builder) avoids it. Other save-dependent mechanical traps also fall into this category.
Pits in dungeons come in three basic varieties: uncovered, covered, and chasms. Pits and chasms can be defeated by judicious application of the [[SRD:Climb Skill|Climb]] skill, the [[SRD:Jump Skill|Jump]] skill, or various magical means.
Uncovered pits serve mainly to discourage intruders from going a certain way, although they cause much grief to characters who stumble into them in the dark, and they can greatly complicate a melee taking place nearby.
Covered pits are much more dangerous. They can be detected with a [[SRD:DC|DC]] 20 [[SRD:Search Skill|Search]] check, but only if the character is taking the time to carefully examine the area before walking across it. A character who fails to detect a covered pit is still entitled to a [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] to avoid falling into it. However, if she was running or moving recklessly at the time, she gets no [[SRD:Saving Throw|saving throw]] and falls automatically.
Trap coverings can be as simple as piled refuse (straw, leaves, sticks, garbage), a large rug, or an actual trapdoor concealed to appear as a normal part of the floor. Such a trapdoor usually swings open when enough weight (usually about 50 to 80 pounds) is placed upon it. Devious trap builders sometimes design trapdoors so that they spring back shut after they open. The trapdoor might lock once it’s back in place, leaving the stranded character well and truly trapped. Opening such a trapdoor is just as difficult as opening a regular door (assuming the trapped character can reach it), and a [[SRD:DC|DC]] 13 [[SRD:Strength Check|Strength check]] is needed to keep a spring-loaded door open.
Pit traps often have something nastier than just a hard floor at the bottom. A trap designer may put spikes, monsters, or a pool of acid, lava, or even water at the bottom. Spikes at the bottom of a pit deal damage as [[SRD:Dagger|daggers]] with a +10 attack bonus and a +1 bonus on damage for every 10 feet of the fall (to a maximum bonus on damage of +5). If the pit has multiple spikes, a falling victim is attacked by 1d4 of them. This damage is in addition to any damage from the fall itself.
Monsters sometimes live in pits. Any monster that can fit into the pit might have been placed there by the dungeon’s designer, or might simply have fallen in and not been able to climb back out.
A secondary trap, mechanical or magical, at the bottom of a pit can be particularly deadly. Activated by a falling victim, the secondary trap attacks the already injured character when she’s least ready for it.
=====Ranged Attack Traps=====
These traps fling [[SRD:Dart|darts]], [[SRD:Arrows|arrows]], [[SRD:Spear|spears]], or the like at whoever activated the trap. The builder sets the attack bonus. A [[SRD:Ranged Attack|ranged attack]] trap can be configured to simulate the effect of a [[SRD:Composite Shortbow|composite bow]] with a high strength rating which provides the trap with a bonus on damage equal to its strength rating.
=====Melee Attack Traps=====
These traps feature such obstacles as sharp blades that emerge from walls and stone blocks that fall from ceilings. Once again, the builder sets the attack bonus.
====Damage/Effect====
The effect of a trap is what happens to those who spring it. Usually this takes the form of either damage or a spell effect, but some traps have special effects.
=====Pits=====
Falling into a pit deals 1d6 points of damage per 10 feet of depth.
=====Ranged Attack Traps=====
These traps deal whatever damage their ammunition normally would. If a trap is constructed with a high strength rating, it has a corresponding bonus on damage.
=====Melee Attack Traps=====
These traps deal the same damage as the melee weapons they “wield.” In the case of a falling stone block, you can assign any amount of bludgeoning damage you like, but remember that whoever resets the trap has to lift that stone back into place.
A [[SRD:Melee Attack|melee attack]] trap can be constructed with a built-in bonus on [[SRD:Attack Damage|damage rolls]], just as if the trap itself had a high [[SRD:Strength|Strength]] score.
=====Spell Traps=====
Spell traps produce the spell’s effect. Like all spells, a spell trap that allows a [[SRD:Saving Throw|saving throw]] has a save [[SRD:DC|DC]] of 10 + [[SRD:Spell Level|spell level]] + caster’s relevant ability modifier.
=====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 [[SRD:Saving Throw|saving throw]], its save [[SRD:DC|DC]] is 10 + [[SRD:Spell Level|spell level]] × 1.5. Some spells make [[SRD:Attack Roll|attack rolls]] instead.
=====Special=====
Some traps have miscellaneous features that produce special effects, such as drowning for a water trap or [[SRD:Ability Damage|ability damage]] for [[SRD:Poison|poison]]. [[SRD:Saving Throw|Saving throws]] and damage depend on the [[SRD:Poison|poison]] or are set by the builder, as appropriate.
====Miscellaneous Trap Features====
Some traps include optional features that can make them considerably more deadly. The most common such features are discussed below.
=====Alchemical Item=====
Mechanical traps may incorporate [[SRD:Alchemical|alchemical]] devices or other special substances or items, such as [[SRD:Tanglefoot Bag|tanglefoot bags]], [[SRD:Alchemist's Fire|alchemist’s fire]], [[SRD:Thunderstone|thunderstones]], and the like. Some such items mimic spell effects. If the item mimics a spell effect, it increases the [[SRD:CR|CR]] as shown on [[#Table: CR Modifiers for Mechanical Traps|Table: CR Modifiers for Mechanical Traps]].
=====Gas=====
With a gas trap, the danger is in the inhaled [[SRD:Poison|poison]] it delivers. Traps employing gas usually have the never miss and onset delay features (see below).
=====Liquid=====
Any trap that involves a danger of drowning is in this category. Traps employing liquid usually have the never miss and onset delay features (see below).
=====Multiple Target=====
Traps with this feature can affect more than one character.
=====Never Miss=====
When the entire dungeon wall moves to crush you, your quick reflexes won’t help, since the wall can’t possibly miss. A trap with this feature has neither an attack bonus nor a [[SRD:Saving Throw|saving throw]] to avoid, but it does have an onset delay (see below). Most traps involving liquid or gas are of the never miss variety.
=====Onset Delay=====
An onset delay is the amount of time between when the trap is sprung and when it deals damage. A never miss trap always has an onset delay.
=====Poison=====
Traps that employ [[SRD:Poison|poison]] are deadlier than their nonpoisonous counterparts, so they have correspondingly higher CRs. To determine the [[SRD:CR|CR]] modifier for a given [[SRD:Poison|poison]], consult [[#Table: CR Modifiers for Mechanical Traps|Table: CR Modifiers for Mechanical Traps]]. Only injury, contact, and inhaled [[SRD:Poison|poison]]s are suitable for traps; ingested types are not. Some traps simply deal the [[SRD:Poison|poison]]’s damage. Others deal damage with ranged or [[SRD:Melee Attack|melee attacks]] as well.
=====Pit Spikes=====
Treat spikes at the bottom of a pit as [[SRD:Dagger|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 character who falls into the pit is attacked by 1d4 spikes. Pit spikes do not add to the average damage of the trap (see Average Damage, below).
=====Pit Bottom=====
If something other than spikes waits at the bottom of a pit, it’s best to treat that as a separate trap (see Multiple Traps, below) with a location trigger that activates on any significant impact, such as a falling character.
=====Touch Attack=====
This feature applies to any trap that needs only a successful [[SRD:Touch Attack|touch attack]] (melee or ranged) to hit.
===Sample Traps===
The costs listed for mechanical traps are market prices; those for magic traps are raw material costs. [[SRD:Caster Level|Caster level]] and [[SRD:Class|class]] for the spells used to produce the trap effects are provided in the entries for magic device traps and spell traps. For all other spells used (in triggers, for example), the [[SRD:Caster Level|caster level]] is assumed to be the minimum required.
====CR 1 Traps====
=====Basic Arrow Trap=====
[[SRD:CR|CR]] 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/×3, [[SRD:Arrows|arrow]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''2,000 gp.
=====Camouflaged Pit Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 10 ft. deep (1d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 24; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''1,800 gp.
=====Deeper Pit Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; hidden switch bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25); [[SRD:DC|DC]] 15 [[SRD:Saving Throw|Reflex Save]] avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 23. ''Market Price: ''1,300 gp.
=====Fusillade of Darts=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, [[SRD:Dart|dart]]); multiple targets (fires 1d4 [[SRD:Dart|dart]]s at each target in two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 14; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''500 gp.
=====Poison Dart Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; Atk +8 ranged (1d4 plus [[SRD:Poison|poison]], [[SRD:Dart|dart]]); [[SRD:Poison|poison]] (bloodroot, [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude]] save resists, 0/1d4 [[SRD:Constitution|Con]] plus 1d3 [[SRD:Wisdom|Wis]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''700 gp.
=====Poison Needle Trap=====
[[SRD:CR|CR]] 1; mechanical; touch trigger; manual reset; Atk +8 ranged (1 plus greenblood oil [[SRD:Poison|poison]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''1,300 gp.
=====Portcullis Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; Atk +10 melee (3d6); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Note: ''Damage applies only to those underneath the portcullis. Portcullis blocks passageway. ''Market Price: ''1,400 gp.
=====Razor-Wire across Hallway=====
[[SRD:CR|CR]] 1; mechanical; location trigger; no reset; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 15. ''Market Price: ''400 gp.
=====Rolling Rock Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; Atk +10 melee (2d6, rock); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 22. ''Market Price: ''1,400 gp.
=====Scything Blade Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; automatic reset; Atk +8 melee (1d8/×3); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''1,700 gp.
=====Spear Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; Atk +12 ranged (1d8/×3, [[SRD:Spear|spear]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Note: ''200-ft. max range, target determined randomly from those in its path. Market Price: 1,200 gp.
=====Swinging Block Trap=====
[[SRD:CR|CR]] 1; mechanical; touch trigger; manual reset; Atk +5 melee (4d6, stone block); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''500 gp.
=====Wall Blade Trap=====
[[SRD:CR|CR]] 1; mechanical; touch trigger; automatic reset; hidden switch bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25); Atk +10 melee (2d4/×4, scythe); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 22. ''Market Price: ''2,500 gp.
====CR 2 Traps====
=====Box of Brown Mold=====
[[SRD:CR|CR]] 2; mechanical; touch trigger (opening the box); automatic reset; 5-ft. cold aura (3d6, cold nonlethal); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''3,000 gp.
=====Bricks from Ceiling=====
[[SRD:CR|CR]] 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''2,400 gp.
=====''Burning Hands'' Trap=====
[[SRD:CR|CR]] 2; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Burning Hands|burning hands]]'', 1st-level [[SRD:Wizard|wizard]], 1d4 fire, [[SRD:DC|DC]] 11 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 26; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 26. ''Cost: ''500 gp, 40 XP.
=====Camouflaged Pit Trap=====
[[SRD:CR|CR]] 2; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 24; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 19. ''Market Price: ''3,400 gp.
=====''Inflict Light Wounds ''Trap=====
[[SRD:CR|CR]] 2; magic device; touch trigger; automatic reset; spell effect (''[[SRD:Inflict Light Wounds|inflict light wounds]], ''1st-level [[SRD:Cleric|cleric]], 1d8+1, [[SRD:DC|DC]] 11 [[SRD:Saving Throw|Will]] save half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 26; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 26. ''Cost: ''500 gp, 40 XP.
=====Javelin Trap=====
[[SRD:CR|CR]] 2; mechanical; location trigger; manual reset; Atk +16 ranged (1d6+4, javelin); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''4,800 gp.
=====Large Net Trap=====
[[SRD:CR|CR]] 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Note: ''Characters in 10-ft. square are [[SRD:Grappling|grappled]] by [[SRD:Net|net]] ([[SRD:Strength|Str]] 18) if they fail a [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]]. ''Market Price: ''3,000 gp.
=====Pit Trap=====
[[SRD:CR|CR]] 2; mechanical, location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 40 ft. deep (4d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''2,000 gp.
=====Poison Needle Trap=====
[[SRD:CR|CR]] 2; mechanical; touch trigger; repair reset; lock bypass ([[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30); Atk +17 melee (1 plus [[SRD:Poison|poison]], needle); [[SRD:Poison|poison]] (blue whinnis, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Fortitude save]] resists ([[SRD:Poison|poison]] only), 1 [[SRD:Constitution|Con]]/[[SRD:Unconscious|unconsciousness]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 17. ''Market Price: ''4,720 gp.
=====Spiked Pit Trap=====
[[SRD:CR|CR]] 2; mechanical; location trigger; automatic reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 18; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 15. ''Market Price: ''1,600 gp.
=====Tripping Chain=====
[[SRD:CR|CR]] 2; mechanical; location trigger; automatic reset; multiple traps (tripping and [[SRD:Melee Attack|melee attack]]); Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 15; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''3,800 gp. ''Note: ''This trap is really one [[SRD:CR|CR]] 1 trap that trips and a second [[SRD:CR|CR]] 1 trap that attacks with a [[SRD:Spiked Chain|spiked chain]]. If the tripping attack succeeds, a +4 bonus applies to the [[SRD:Spiked Chain|spiked chain]] attack because the opponent is [[SRD:Prone|prone]].
=====Well-Camouflaged Pit Trap=====
[[SRD:CR|CR]] 2; mechanical; location trigger; repair reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 10 ft. deep (1d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''4,400 gp.
====CR 3 Traps====
=====''Burning Hands'' Trap=====
[[SRD:CR|CR]] 3; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Burning Hands|burning hands]], ''5th-level [[SRD:Wizard|wizard]], 5d4 fire, [[SRD:DC|DC]] 11 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 26; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 26. ''Cost: ''2,500 gp, 200 XP.
=====Camouflaged Pit Trap=====
[[SRD:CR|CR]] 3; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 30 ft. deep (3d6, fall); multiple targets (first target in each of two adjacent squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 24; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''4,800 gp.
=====Ceiling Pendulum=====
[[SRD:CR|CR]] 3; mechanical; timed trigger; automatic reset; Atk +15 melee (1d12+8/×3, greataxe); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 15; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Market Price: ''14,100 gp.
=====''Fire Trap''=====
[[SRD:CR|CR]] 3; spell; spell trigger; no reset; spell effect (''[[SRD:Fire Trap|fire trap]], ''3rd-level [[SRD:Druid|druid]], 1d4+3 fire, [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Cost: ''85 gp to hire NPC spellcaster.
=====Extended ''Bane ''Trap=====
[[SRD:CR|CR]] 3; magic device; proximity trigger ''([[SRD:Detect Good|detect good]]); ''automatic reset; spell effect ([[SRD:Extend Spell|extended]] ''[[SRD:Bane|bane]], ''3rd-level [[SRD:Cleric|cleric]], [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Will save]] negates); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Cost: ''3,500 gp, 280 XP.
=====''Ghoul Touch ''Trap=====
[[SRD:CR|CR]] 3; magic device; touch trigger; automatic reset; spell effect (''[[SRD:Ghoul Touch|ghoul touch]], ''3rd-level [[SRD:Wizard|wizard]], [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Fortitude save]] negates); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Cost: ''3,000 gp, 240 XP.
=====Hail of Needles=====
[[SRD:CR|CR]] 3; mechanical; location trigger; manual reset; Atk +20 ranged (2d4); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 22. ''Market Price: ''5,400 gp.
=====''Acid Arrow ''Trap=====
[[SRD:CR|CR]] 3; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; Atk +2 ranged touch; spell effect (''[[SRD:Acid Arrow|acid arrow]], ''3rd-level [[SRD:Wizard|wizard]], 2d4 acid/[[SRD:Round|round]] for 2 rounds); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Cost: ''3,000 gp, 240 XP.
=====Pit Trap=====
[[SRD:CR|CR]] 3; mechanical, location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 60 ft. deep (6d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''3,000 gp.
=====Poisoned Arrow Trap=====
[[SRD:CR|CR]] 3; mechanical; touch trigger; manual reset; lock bypass ([[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30); Atk +12 ranged (1d8 plus [[SRD:Poison|poison]], [[SRD:Arrows|arrow]]); [[SRD:Poison|poison]] ([[SRD:Large Monstrous Scorpion|Large monstrous scorpion]] venom, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Fortitude save]] resists, 1d4 [[SRD:Constitution|Con]]/1d4 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 19; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 15. ''Market Price: ''2,900 gp.
=====Spiked Pit Trap=====
[[SRD:CR|CR]] 3; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''3,600 gp.
=====Stone Blocks from Ceiling=====
[[SRD:CR|CR]] 3; mechanical; location trigger; repair reset; Atk +10 melee (4d6, stone blocks); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''5,400 gp.
====CR 4 Traps====
=====''Bestow Curse ''Trap=====
[[SRD:CR|CR]] 4; magic device; touch trigger ''([[SRD:Detect Chaos|detect chaos]]); ''automatic reset; spell effect (''[[SRD:Bestow Curse|bestow curse]], ''5th-level [[SRD:Cleric|cleric]], [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Will save]] negates); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''8,000 gp, 640 XP.
=====Camouflaged Pit Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 17. ''Market Price: ''6,800 gp.
=====Collapsing Column=====
[[SRD:CR|CR]] 4; mechanical; touch trigger (attached); no reset; Atk +15 melee (6d6, stone blocks); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 24. ''Market Price: ''8,800 gp.
=====''Glyph of Warding ''(Blast)=====
[[SRD:CR|CR]] 4; spell; spell trigger; no reset; spell effect (''[[SRD:Glyph of Warding|glyph of warding]] ''[blast], 5th-level [[SRD:Cleric|cleric]], 2d8 acid, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] half damage); multiple targets (all targets within 5 ft.); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''350 gp to hire NPC spellcaster.
=====''Lightning Bolt ''Trap=====
[[SRD:CR|CR]] 4; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Lightning Bolt|lightning bolt]], ''5th-level [[SRD:Wizard|wizard]], 5d6 electricity, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''7,500 gp, 600 XP.
=====Pit Trap=====
[[SRD:CR|CR]] 4; mechanical, location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 80 ft. deep (8d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''4,000 gp.
=====Poisoned Dart Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; manual reset; Atk +15 ranged (1d4+4 plus [[SRD:Poison|poison]], [[SRD:Dart|dart]]); multiple targets (1 [[SRD:Dart|dart]] per target in a 10-ft.-by-10-ft. area); [[SRD:Poison|poison]] ([[SRD:Small Monstrous Centipede|Small monstrous centipede]] [[SRD:Poison|poison]], [[SRD:DC|DC]] 10 [[SRD:Saving Throw|Fortitude save]] resists, 1d2 [[SRD:Dexterity|Dex]]/1d2 [[SRD:Dexterity|Dex]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 22. ''Market Price: ''12,090 gp.
=====''Sepia Snake Sigil ''Trap=====
[[SRD:CR|CR]] 4; spell; spell trigger; no reset; spell effect (''[[SRD:Sepia Snake Sigil|sepia snake sigil]], ''5th-level [[SRD:Wizard|wizard]], [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] negates); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''650 gp to hire NPC spellcaster.
=====Spiked Pit Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; automatic reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''4,000 gp.
=====Wall Scythe Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; automatic reset; Atk +20 melee (2d4+8/×4, scythe); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''17,200 gp.
=====Water-Filled Room Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; automatic reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (5 rounds); liquid; [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 17; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 23. ''Market Price: ''11,200 gp.
=====Wide-Mouth Spiked Pit Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 18; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''7,200 gp.
====CR 5 Traps====
=====Camouflaged Pit Trap=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 17. ''Market Price: ''8,500 gp.
=====Doorknob Smeared with Contact Poison=====
[[SRD:CR|CR]] 5; mechanical; touch trigger (attached); manual reset; [[SRD:Poison|poison]] (nitharit, [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Fortitude save]] resists, 0/3d6 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 19. ''Market Price: ''9,650 gp.
=====Falling Block Trap=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''15,000 gp.
=====''Fire Trap''=====
[[SRD:CR|CR]] 5; spell; spell trigger; no reset; spell effect (''[[SRD:Fire Trap|fire trap]], ''7th-level [[SRD:Wizard|wizard]], 1d4+7 fire, [[SRD:DC|DC]] 16 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 29; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 29. ''Cost: ''305 gp to hire NPC spellcaster.
=====''Fireball ''Trap=====
[[SRD:CR|CR]] 5; magic device; touch trigger; automatic reset; spell effect (''[[SRD:Fireball|fireball]], ''8th-level [[SRD:Wizard|wizard]], 8d6 fire, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''12,000 gp, 960 XP.
=====Flooding Room Trap=====
[[SRD:CR|CR]] 5; mechanical; proximity trigger; automatic reset; no [[SRD:Attack Roll|attack roll]] necessary (see note below); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Note: ''Room floods in 4 rounds. ''Market Price: ''17,500 gp.
=====Fusillade of Darts=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1, [[SRD:Dart|dart]]); multiple targets (1d8 [[SRD:Dart|dart]]s per target in a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 19; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''18,000 gp.
=====Moving Executioner Statue=====
[[SRD:CR|CR]] 5; mechanical; location trigger; automatic reset; hidden switch bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25); Atk +16 melee (1d12+8/×3, [[SRD:Greataxe|greataxe]]); multiple targets (both arms attack); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''22,500 gp.
=====''Phantasmal Killer'' Trap=====
[[SRD:CR|CR]] 5; magic device; proximity trigger (''[[SRD:Alarm|alarm]]'' covering the entire room); automatic reset; spell effect (''[[SRD:Phantasmal Killer|phantasmal killer]], ''7th-level [[SRD:Wizard|wizard]], [[SRD:DC|DC]] 16 [[SRD:Saving Throw|Will save]] for disbelief and [[SRD:DC|DC]] 16 [[SRD:Saving Throw|Fortitude save]] for partial effect); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 29; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 29. ''Cost: ''14,000 gp, 1,120 XP.
=====Pit Trap=====
[[SRD:CR|CR]] 5; mechanical, location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 100 ft. deep (10d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''5,000 gp.
=====Poison Wall Spikes=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; Atk +16 melee (1d8+4 plus [[SRD:Poison|poison]], spike); multiple targets (closest target in each of two adjacent 5-ft. squares); [[SRD:Poison|poison]] ([[SRD:Medium Monstrous Spider|Medium monstrous spider venom]], [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude save]] resists, 1d4 [[SRD:Strength|Str]]/1d4 [[SRD:Strength|Str]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 17; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 21. ''Market Price: ''12,650 gp.
=====Spiked Pit Trap=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 25 [[SRD:Saving Throw|Reflex Save]] avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''13,500 gp.
=====Spiked Pit Trap (80 Ft. Deep)=====
[[SRD:CR|CR]] 5; mechanical; location trigger, manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''5,000 gp.
=====Ungol Dust Vapor Trap=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); [[SRD:Poison|poison]] (ungol dust, [[SRD:DC|DC]] 15 [[SRD:Saving Throw|Fortitude save]] resists, 1 [[SRD:Charisma|Cha]]/1d6 [[SRD:Charisma|Cha]] plus 1 [[SRD:Charisma|Cha]] drain); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''9,000 gp.
====CR 6 Traps====
=====Built-to-Collapse Wall=====
[[SRD:CR|CR]] 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 14; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''15,000 gp.
=====Compacting Room=====
[[SRD:CR|CR]] 6; mechanical; timed trigger; automatic reset; hidden switch bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25); walls move together (12d6, crush); multiple targets (all targets in a 10-ft.-by- 10-ft. room); never miss; onset delay (4 rounds); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 22. ''Market Price: ''25,200 gp.
=====''Flame Strike ''Trap=====
[[SRD:CR|CR]] 6; magic device; proximity trigger ''([[SRD:Detect Magic|detect magic]]); ''automatic reset; spell effect (''[[SRD:Flame Strike|flame strike]], ''9th-level [[SRD:Cleric|cleric]], 9d6 fire, [[SRD:DC|DC]] 17 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 30; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 30. ''Cost: ''22,750 gp, 1,820 XP.
=====Fusillade of Spears=====
[[SRD:CR|CR]] 6; mechanical; proximity trigger; repair reset; Atk +21 ranged (1d8, [[SRD:Spear|spear]]); multiple targets (1d6 [[SRD:Spear|spear]]s per target in a 10 ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 26; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''31,200 gp.
=====''Glyph of Warding ''(Blast)=====
[[SRD:CR|CR]] 6; spell; spell trigger; no reset; spell effect (''[[SRD:Glyph of Warding|glyph of warding]] ''[blast], 16th-level [[SRD:Cleric|cleric]], 8d8 sonic, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] half damage); multiple targets (all targets within 5 ft.); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''680 gp to hire NPC spellcaster.
=====''Lightning Bolt ''Trap=====
[[SRD:CR|CR]] 6; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Lightning Bolt|lightning bolt]], ''10th-level [[SRD:Wizard|wizard]], 10d6 electricity, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''15,000 gp, 1,200 XP.
=====Spiked Blocks from Ceiling=====
[[SRD:CR|CR]] 6; mechanical; location trigger; repair reset; Atk +20 melee (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 24; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''21,600 gp.
=====Spiked Pit Trap (100 Ft. Deep)=====
[[SRD:CR|CR]] 6; mechanical; location trigger, manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''6,000 gp.
=====Whirling Poison Blades=====
[[SRD:CR|CR]] 6; mechanical; timed trigger; automatic reset; hidden lock bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25, [[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30); Atk +10 melee (1d4+4/19–20 plus [[SRD:Poison|poison]], dagger); [[SRD:Poison|poison]] (purple worm [[SRD:Poison|poison]], [[SRD:DC|DC]] 24 [[SRD:Saving Throw|Fortitude save]] resists, 1d6 [[SRD:Strength|Str]]/2d6 [[SRD:Strength|Str]]); multiple targets (one target in each of three preselected 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''30,200 gp.
=====Wide-Mouth Pit Trap=====
[[SRD:CR|CR]] 6; mechanical; location trigger, manual reset; [[SRD:DC|DC]] 25 [[SRD:Saving Throw|Reflex Save]] avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 26; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''28,200 gp.
=====Wyvern Arrow Trap=====
[[SRD:CR|CR]] 6; mechanical; proximity trigger; manual reset; Atk +14 ranged (1d8 plus [[SRD:Poison|poison]], [[SRD:Arrows|arrow]]); [[SRD:Poison|poison]] ([[SRD:Wyvern|wyvern]] [[SRD:Poison|poison]], [[SRD:DC|DC]] 17 [[SRD:Saving Throw|Fortitude save]] resists, 2d6 [[SRD:Constitution|Con]]/2d6 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''17,400 gp.
====CR 7 Traps====
=====''Acid Fog ''Trap=====
[[SRD:CR|CR]] 7; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Acid Fog|acid fog]], ''11th-level [[SRD:Wizard|wizard]], 2d6/[[SRD:Round|round]] acid for 11 rounds); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 31; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 31. ''Cost: ''33,000 gp, 2,640 XP.
=====''Blade Barrier ''Trap=====
[[SRD:CR|CR]] 7; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Blade Barrier|blade barrier]], ''11th-level [[SRD:Cleric|cleric]], 11d6 slashing, [[SRD:DC|DC]] 19 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 31; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 31. ''Cost: ''33,000 gp, 2,640 XP.
=====Burnt Othur Vapor Trap=====
[[SRD:CR|CR]] 7; mechanical; location trigger; repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); [[SRD:Poison|poison]] (burnt othur fumes, [[SRD:DC|DC]] 18 [[SRD:Saving Throw|Fortitude save]] resists, 1 [[SRD:Constitution|Con]] drain/3d6 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 21. ''Market Price: ''17,500 gp.
=====''Chain Lightning ''Trap=====
[[SRD:CR|CR]] 7; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Chain Lightning|chain lightning]], ''11th-level [[SRD:Wizard|wizard]], 11d6 electricity to target nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary targets, [[SRD:DC|DC]] 19 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 31; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 31. ''Cost: ''33,000 gp, 2,640 XP.
=====''Black Tentacles ''Trap=====
[[SRD:CR|CR]] 7; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; no reset; spell effect (''[[SRD:Black Tentacles|black tentacles]], ''7th-level [[SRD:Wizard|wizard]], 1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 29; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 29. ''Cost: ''1,400 gp, 112 XP.
=====Fusillade of Greenblood Oil Darts=====
[[SRD:CR|CR]] 7; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus [[SRD:Poison|poison]], [[SRD:Dart|dart]]); [[SRD:Poison|poison]] (greenblood oil, [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Fortitude save]] resists, 1 [[SRD:Constitution|Con]]/ 1d2 [[SRD:Constitution|Con]]); multiple targets (1d8 [[SRD:Dart|dart]]s per target in a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''33,000 gp.
=====Lock Covered in [[SRD:Dragon Type|Dragon]] Bile=====
[[SRD:CR|CR]] 7; mechanical; touch trigger (attached); no reset; [[SRD:Poison|poison]] ([[SRD:Dragon Type|dragon]] bile, [[SRD:DC|DC]] 26 [[SRD:Saving Throw|Fortitude save]] resists, 3d6 [[SRD:Strength|Str]]/0); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''11,300 gp.
=====''Summon Monster VI ''Trap=====
[[SRD:CR|CR]] 7; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; no reset; spell effect (''[[SRD:Summon Monster VI|summon monster VI]], ''11th-level [[SRD:Wizard|wizard]]), [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 31; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 31. ''Cost: ''3,300 gp, 264 XP.
=====Water-Filled Room=====
[[SRD:CR|CR]] 7; mechanical; location trigger; manual reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); water; [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''21,000 gp.
=====Well-Camouflaged Pit Trap=====
[[SRD:CR|CR]] 7; mechanical; location trigger; repair reset; [[SRD:DC|DC]] 25 [[SRD:Saving Throw|Reflex Save]] avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''24,500 gp.
====CR 8 Traps====
=====Deathblade Wall Scythe=====
[[SRD:CR|CR]] 8; mechanical; touch trigger; manual reset; Atk +16 melee (2d4+8 plus [[SRD:Poison|poison]], scythe); [[SRD:Poison|poison]] (deathblade, [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Fortitude save]] resists, 1d6 [[SRD:Constitution|Con]]/2d6 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 24; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 19. ''Market Price: ''31,400 gp.
=====''Destruction ''Trap=====
[[SRD:CR|CR]] 8; magic device; touch trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Destruction|destruction]], ''13th-level [[SRD:Cleric|cleric]], [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Fortitude]] save for 10d6 damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''45,500 gp, 3,640 XP.
=====''Earthquake ''Trap=====
[[SRD:CR|CR]] 8; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Earthquake|earthquake]], ''13th-level [[SRD:Cleric|cleric]], 65-ft. radius, [[SRD:DC|DC]] 15 or 20 [[SRD:Saving Throw|Reflex Save]], depending on terrain); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''45,500 gp, 3,640 XP.
=====Insanity Mist Vapor Trap=====
[[SRD:CR|CR]] 8; mechanical; location trigger; repair reset; gas; never miss; onset delay (1 [[SRD:Round|round]]); [[SRD:Poison|poison]] (insanity mist, [[SRD:DC|DC]] 15 [[SRD:Saving Throw|Fortitude]] save resists, 1d4 [[SRD:Wisdom|Wis]]/2d6 [[SRD:Wisdom|Wis]]); multiple targets (all targets in a 10-ft.-by-10-ft. room); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''23,900 gp.
=====''Acid Arrow ''Trap=====
[[SRD:CR|CR]] 8; magic device; visual trigger ''([[SRD:True Seeing|true seeing]]); ''automatic reset; multiple traps (two simultaneous ''[[SRD:Acid Arrow|acid arrow]] ''traps); Atk +9 ranged touch and +9 ranged touch; spell effect (''[[SRD:Acid Arrow|acid arrow]], ''18th-level [[SRD:Wizard|wizard]], 2d4 acid damage for 7 rounds); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Cost: ''83,500 gp, 4,680 XP. ''Note: ''This trap is really two [[SRD:CR|CR]] 6 ''[[SRD:Acid Arrow|acid arrow]] ''traps that fire simultaneously, using the same trigger and reset.
=====''Power Word Stun ''Trap=====
[[SRD:CR|CR]] 8; magic device; touch trigger; no reset; spell effect (''power word stun, ''13th-level [[SRD:Wizard|wizard]]), [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''4,550 gp, 364 XP.
=====''Prismatic Spray ''Trap=====
[[SRD:CR|CR]] 8; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Prismatic Spray|prismatic spray]], ''13th-level [[SRD:Wizard|wizard]], [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex]], [[SRD:Saving Throw|Fortitude]], or [[SRD:Saving Throw|Will]] save]], depending on effect); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''45,500 gp, 3,640 XP.
=====''Reverse Gravity ''Trap=====
[[SRD:CR|CR]] 8; magic device; proximity trigger (''[[SRD:Alarm|alarm]], 10-ft. area); automatic reset; spell effect (''[[SRD:Reverse Gravity|reverse gravity]]'', 13th-level [[SRD:Wizard|wizard]], 6d6 fall [upon hitting the ceiling of the 60-ft.- high room], then 6d6 fall [upon falling 60 ft. to the floor when the spell ends], [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''45,500 gp, 3,640 XP.
=====Well-Camouflaged Pit Trap=====
[[SRD:CR|CR]] 8; mechanical; location trigger; repair reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 100 ft. deep (10d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''16,000 gp.
=====''Word of Chaos ''Trap=====
[[SRD:CR|CR]] 8; magic device; proximity trigger ''([[SRD:Detect Law|detect law]]); ''automatic reset; spell effect (''[[SRD:Word of Chaos|word of chaos]], ''13th-level [[SRD:Cleric|cleric]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''46,000 gp, 3,680 XP.
====CR 9 Traps====
=====Drawer Handle Smeared with Contact Poison=====
[[SRD:CR|CR]] 9; mechanical; touch trigger (attached); manual reset; [[SRD:Poison|poison]] (black lotus extract, [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Fortitude save]] resists, 3d6 [[SRD:Constitution|Con]]/3d6 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 18; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 26. ''Market Price: ''21,600 gp.
=====Dropping Ceiling=====
[[SRD:CR|CR]] 9; mechanical; location trigger; repair reset; ceiling moves down (12d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 [[SRD:Round|round]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''12,600 gp.
=====''Incendiary Cloud ''Trap=====
[[SRD:CR|CR]] 9; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Incendiary Cloud|incendiary cloud]], ''15th-level [[SRD:Wizard|wizard]], 4d6/[[SRD:Round|round]] for 15 rounds, [[SRD:DC|DC]] 22 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 33; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 33. ''Cost: ''60,000 gp, 4,800 XP.
=====Wide-Mouth Pit Trap=====
[[SRD:CR|CR]] 9; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 25 [[SRD:Saving Throw|Reflex Save]] avoids; 100 ft. deep (10d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''40,500 gp.
=====Wide-Mouth Spiked Pit with Poisoned Spikes=====
[[SRD:CR|CR]] 9; mechanical; location trigger; manual reset; hidden lock bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25, [[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30); [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus [[SRD:Poison|poison]] each); [[SRD:Poison|poison]] ([[SRD:Giant Wasp|giant wasp]] [[SRD:Poison|poison]], [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Fortitude save]] resists, 1d6 [[SRD:Dexterity|Dex]]/1d6 [[SRD:Dexterity|Dex]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''11,910 gp.
====CR 10 Traps====
=====Crushing Room=====
[[SRD:CR|CR]] 10; mechanical; location trigger; automatic reset; walls move together (16d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''29,000 gp.
=====Crushing Wall Trap=====
[[SRD:CR|CR]] 10; mechanical; location trigger; automatic reset; no [[SRD:Attack Roll|attack roll]] required (18d6, crush); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. Market Price: 25,000 gp.
=====''[[SRD:Energy Drained|Energy Drain]] ''Trap=====
[[SRD:CR|CR]] 10; magic device; visual trigger (''[[SRD:True Seeing|true seeing]]''); automatic reset; Atk +8 ranged touch; spell effect (''[[SRD:Energy Drain|energy drain]], ''17th-level [[SRD:Wizard|wizard]], 2d4 negative levels for 24 hours, [[SRD:DC|DC]] 23 [[SRD:Saving Throw|Fortitude save]] negates); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 34; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 34. ''Cost: ''124,000 gp, 7,920 XP.
=====''Forcecage ''and ''Summon Monster VII ''trap=====
[[SRD:CR|CR]] 10; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; multiple traps (one ''[[SRD:Forcecage|forcecage]] ''trap and one ''[[SRD:Summon Monster VII|summon monster VII]] ''trap that summons a [[SRD:Hamatula|hamatula]]); spell effect (''[[SRD:Forcecage|forcecage]], ''13th-level [[SRD:Wizard|wizard]]), spell effect (''[[SRD:Summon Monster VII|summon monster VII]], ''13th-level [[SRD:Wizard|wizard]], [[SRD:Hamatula|hamatula]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''241,000 gp, 7,280 XP. ''Note: ''This trap is really one [[SRD:CR|CR]] 8 trap that creates a ''[[SRD:Forcecage|forcecage]] ''and a second [[SRD:CR|CR]] 8 trap that summons a [[SRD:Hamatula|hamatula]] in the same area. If both succeed, the [[SRD:Hamatula|hamatula]] appears inside the ''[[SRD:Forcecage|forcecage]]. ''These effects are independent of each other.
=====Poisoned Spiked Pit Trap=====
[[SRD:CR|CR]] 10; mechanical; location trigger; manual reset; hidden lock bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25, [[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30); [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus [[SRD:Poison|poison]] each); [[SRD:Poison|poison]] (purple worm [[SRD:Poison|poison]], [[SRD:DC|DC]] 24 [[SRD:Saving Throw|Fortitude save]] resists, 1d6 [[SRD:Strength|Str]]/2d6 [[SRD:Strength|Str]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 16; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''19,700 gp.
=====''Wail of the Banshee ''Trap=====
[[SRD:CR|CR]] 10; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Wail of the Banshee|wail of the banshee]], ''17th-level [[SRD:Wizard|wizard]], [[SRD:DC|DC]] 23 [[SRD:Saving Throw|Fortitude save]] negates); multiple targets (up to 17 creatures); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 34; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 34. ''Cost: ''76,500 gp, 6,120 XP.
===Designing a Trap===
=====Mechanical Traps=====
Simply select the elements you want the trap to have and add up the adjustments to the trap’s Challenge Rating that those elements require (see [[#Table: CR Modifiers for Mechanical Traps|Table: CR Modifiers for Mechanical Traps]]) to arrive at the trap’s final [[SRD:CR|CR]]. From the [[SRD:CR|CR]] you can derive the [[SRD:DC|DC]] of the [[SRD:Craft Skill|Craft]] (trapmaking) checks a character must make to [[SRD:Construct Type|construct]] the trap.
=====Magic Traps=====
As with mechanical traps, you don’t have to do anything other than decide what elements you want and then determine the [[SRD:CR|CR]] of the resulting trap (see [[#Table: CR Modifiers for Magic Traps|Table: CR Modifiers for Magic Traps]]). If a player character wants to design and [[SRD:Construct Type|construct]] a magic trap, he must have the [[SRD:Craft Skill|Craft]] Wondrous Item [[SRD:Feats|feat]]. In addition, he must be able to cast the spell or spells that the trap requires—or, failing that, he must be able to hire an NPC to cast the spells for him.
====Challenge Rating of a Trap====
To calculate the Challenge Rating of a trap, add all the [[SRD:CR|CR]] modifiers (see the tables below) to the base [[SRD:CR|CR]] for the trap type.
=====Mechanical Trap=====
The base [[SRD:CR|CR]] for a mechanical trap is 0. If your final [[SRD:CR|CR]] is 0 or lower, add features until you get a [[SRD:CR|CR]] of 1 or higher.
=====Magic Trap=====
For a spell trap or magic device trap, the base [[SRD:CR|CR]] is 1. The highest-level spell used modifies the [[SRD:CR|CR]] (see [[#Table: CR Modifiers for Magic Traps|Table: CR Modifiers for Magic Traps]]).
=====Average Damage=====
If a trap (either mechanical or magic) does hit point damage, calculate the average damage for a successful hit and [[SRD:Round|round]] that value to the nearest multiple of 7. Use this value to adjust the Challenge Rating of the trap, as indicated on the tables below. Damage from [[SRD:Poison|poison]]s and pit spikes does not count toward this value, but damage from a high strength rating and extra damage from multiple attacks does.
For a magic trap, only one modifier applies to the [[SRD:CR|CR]]—either the level of the highest-level spell used in the trap, or the average damage figure, whichever is larger.
=====Multiple Traps=====
If a trap is really two or more connected traps that affect approximately the same area, determine the [[SRD:CR|CR]] of each one separately.
======Multiple Dependent Traps======
If one trap depends on the success of the other (that is, you can avoid the second trap altogether by not falling victim to the first), they must be treated as separate traps.
======Multiple Independent Traps======
If two or more traps act independently (that is, none depends on the success of another to activate), use their CRs to determine their combined Encounter Level as though they were monsters. The resulting Encounter Level is the [[SRD:CR|CR]] for the combined traps.
{| class="d20 minimize"
|+
=====Table: [[SRD:CR|CR]] Modifiers for Mechanical Traps=====
|-
!COLSPAN="2" align="left" | Feature !!COLSPAN="2"| [[SRD:CR|CR]] Modifier
|-
!COLSPAN="4" align="left" |''[[SRD:Search Skill|Search]] [[SRD:DC|DC]]''
|-
|COLSPAN="2"|15 or lower ||COLSPAN="2"|–1
|- class="even"
|COLSPAN="2"|25–29 ||COLSPAN="2"|+1
|-
|COLSPAN="2"|30 or higher ||COLSPAN="2"|+2
|-
!COLSPAN="4" align="left" |''[[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]]''
|-
|COLSPAN="2"|15 or lower ||COLSPAN="2"|–1
|- class="even"
|COLSPAN="2"|25–29 ||COLSPAN="2"|+1
|-
|COLSPAN="2"|30 or higher ||COLSPAN="2"|+2
|-
!COLSPAN="4" align="left" |''[[SRD:Saving Throw|Reflex]] Save [[SRD:DC|DC]] (Pit or Other Save-Dependent Trap)''
|-
|COLSPAN="2"|15 or lower ||COLSPAN="2"|–1
|- class="even"
|COLSPAN="2"|16–24 ||COLSPAN="2"|—
|-
|COLSPAN="2"|25–29 ||COLSPAN="2"|+1
|- class="even"
|COLSPAN="2"|30 or higher ||COLSPAN="2"|+2
|-
!COLSPAN="4" align="left" |''Attack Bonus (Melee or Ranged Attack Trap)''
|-
|COLSPAN="2" |+0 or lower ||COLSPAN="2"|–2
|- class="even"
|COLSPAN="2" |+1 to +5 ||COLSPAN="2"|–1
|-
|COLSPAN="2" |+6 to +14 ||COLSPAN="2"|—
|- class="even"
|COLSPAN="2" |+15 to +19 ||COLSPAN="2"|+1
|-
|COLSPAN="2" |+20 to +24 ||COLSPAN="2"|+2
|- class="even"
!COLSPAN="4" align="left" |''Damage/Effect''
|-
|COLSPAN="2" align="left" |Average damage ||COLSPAN="2"|+1/7 points<sup>1</sup>
|-
!COLSPAN="4" align="left" |''Miscellaneous Features''
|-
|COLSPAN="2" align="left" |Alchemical device ||COLSPAN="2"|Level of spell mimicked
|- class="even"
|COLSPAN="2" align="left" |Liquid ||COLSPAN="2"|+5
|-
|COLSPAN="2" align="left" |Multiple target ||COLSPAN="2"|+1 (or 0 if never miss)
|- class="even"
|COLSPAN="2" align="left" |Onset delay 1 [[SRD:Round|round]] ||COLSPAN="2"|+3
|-
|COLSPAN="2" align="left" |Onset delay 2 rounds ||COLSPAN="2"|+2
|- class="even"
|COLSPAN="2" align="left" |Onset delay 3 rounds ||COLSPAN="2"|+1
|-
|COLSPAN="2" align="left" |Onset delay 4+ rounds ||COLSPAN="2"|–1
|- class="even"
| align="left" | '''Poison''' ||'''[[SRD:CR|CR]] of [[SRD:Poison|poison]]<BR>(see below)''' || align="left" | '''Poison''' ||'''[[SRD:CR|CR]] of [[SRD:Poison|poison]]<BR>(see below)'''
|-
| align="left" | Black adder venom ||+1 || align="left" | Large scor[[SRD:Creatures|pion]] venom ||+3
|- class="even"
| align="left" | Black lotus extract ||+8 || align="left" | Malyss root paste ||+3
|-
| align="left" | Bloodroot ||+1 || align="left" | Medium spider venom ||+2
|- class="even"
| align="left" | Blue whinnis ||+1 || align="left" | Nitharit ||+4
|-
| align="left" | Burnt othur fumes ||+6 || align="left" | Purple worm [[SRD:Poison|poison]] ||+4
|- class="even"
| align="left" | Deathblade ||+5 || align="left" | Sassone leaf residue ||+3
|-
| align="left" | [[SRD:Dragon Type|Dragon]] bile ||+6 || align="left" | Shadow essence ||+3
|- class="even"
| align="left" | [[SRD:Giant Wasp|Giant wasp]] [[SRD:Poison|poison]] ||+3 || align="left" | Small centipede [[SRD:Poison|poison]] ||+1
|-
| align="left" | Greenblood oil ||+1 || align="left" | Terinav root ||+5
|- class="even"
| align="left" | Insanity mist ||+4 || align="left" | Ungol dust ||+3
|-
| align="left" | Wyvern [[SRD:Poison|poison]] ||+5 || ||
|- class="even"
|COLSPAN="2" align="left" |Pit spikes ||COLSPAN="2"|+1
|-
|COLSPAN="2" align="left" |Touch attack ||COLSPAN="2"|+1
|-
| colspan="4" class="foot"|
# Rounded to the nearest multiple of 7 ([[SRD:Round|round]] up for an average that lies exactly between two numbers).
|}
{| class="d20"
|+
=====Table: [[SRD:CR|CR]] Modifiers for Magic Traps=====
|-
! Feature !! [[SRD:CR|CR]] Modifier
|-
|Highest-level spell ||+ [[SRD:Spell Level|Spell level]] OR +1 per 7 points of average damage per [[SRD:Round|round]]<sup>1</sup>
|-
| colspan="2" class="foot"|
# See the note following [[#Table: CR Modifiers for Mechanical Traps|Table: CR Modifiers for Mechanical Traps]].
|}
====Mechanical Trap Cost====
The base cost of a mechanical trap is 1,000 gp. Apply all the modifiers from [[#Table: Cost Modifiers for Mechanical Traps|Table: Cost Modifiers for Mechanical Traps]] for the various features you’ve added to the trap to get the modified base cost.
The final cost is equal to (modified base cost × Challenge Rating) + extra costs. The minimum cost for a mechanical trap is ([[SRD:CR|CR]] × 100) gp.
After you’ve multiplied the modified base cost by the Challenge Rating, add the price of any alchemical items or [[SRD:Poison|poison]] you incorporated into the trap. If the trap uses one of these elements and has an automatic reset, multiply the [[SRD:Poison|poison]] or alchemical item cost by 20 to provide an adequate supply of doses.
=====Multiple Traps=====
If a trap is really two or more connected traps, determine the final cost of each separately, then add those values together. This holds for both multiple dependent and multiple independent traps (see the previous section).
{| class="d20" style="text-align: left"
|+
=====Table: Cost Modifiers for Mechanical Traps=====
|-
!Feature !!Cost Modifier
|-
!''Trigger Type'' !!
|-
|Location ||—
|- class="even"
|Proximity ||+1,000 gp
|-
|Touch ||—
|- class="even"
|Touch (attached) ||–100 gp
|-
|Timed ||+1,000 gp
|-
!''Reset Type'' !!|
|-
|No reset ||–500 gp
|- class="even"
|Repair ||–200 gp
|-
|Manual ||—
|- class="even"
|Automatic ||+500 gp (or 0 if trap has timed trigger)
|-
!''Bypass Type'' !!
|-
|Lock ||+100 gp ([[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30)
|- class="even"
|Hidden switch ||+200 gp ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25)
|-
|Hidden lock ||+300 gp ([[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30, [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25)
|-
!''[[SRD:Search Skill|Search]] [[SRD:DC|DC]]'' !!
|-
|19 or lower ||–100 gp × (20 – [[SRD:DC|DC]])
|- class="even"
|20 ||—
|-
|21 or higher ||+200 gp × ([[SRD:DC|DC]] – 20)
|-
!''[[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]]'' !!
|-
|19 or lower ||–100 gp × (20 – [[SRD:DC|DC]])
|- class="even"
|20 ||—
|-
|21 or higher ||+200 gp × ([[SRD:DC|DC]] – 20)
|-
!COLSPAN="2"|''[[SRD:Saving Throw|Reflex]] Save [[SRD:DC|DC]] (Pit or Other Save-Dependent Trap)''
|-
|19 or lower ||–100 gp × (20 – [[SRD:DC|DC]])
|- class="even"
|20 ||—
|-
|21 or higher ||+300 gp × ([[SRD:DC|DC]] – 20)
|-
!COLSPAN="2"|''Attack Bonus (Melee or Ranged Attack Trap)''
|-
|+9 or lower ||–100 gp × (10 – bonus)
|- class="even"
|+10 ||—
|-
|+11 or higher ||+200 gp × (bonus – 10)
|-
!''Damage Bonus'' !!
|-
|High strength rating ([[SRD:Ranged Attack|ranged attack]] trap) ||+100 gp × bonus (max +4)
|- class="even"
|High [[SRD:Strength|Strength]] bonus ([[SRD:Melee Attack|melee attack]] trap) ||+100 gp × bonus (max +8)
|-
!''Miscellaneous Features'' !!
|-
|Never miss ||+1,000 gp
|- class="even"
|Poison ||Cost of [[SRD:Poison|poison]]<sup>1</sup>
|-
|Alchemical item ||Cost of item<sup>1</sup>
|-
| colspan="2" class="foot"|
# Multiply cost by 20 if trap features automatic reset.
|}
====Magic Device Trap Cost====
Building a magic device trap involves the expenditure of experience points as well as gold pieces, and requires the services of a spellcaster. [[#Table: Cost Modifiers for Magic Device Traps|Table: Cost Modifiers for Magic Device Traps]] summarizes the cost information for magic device traps. If the trap uses more than one spell (for instance, a sound or visual trigger spell in addition to the main spell effect), the builder must pay for them all (except ''[[SRD:Alarm|alarm]]'', which is free unless it must be cast by an NPC; see below).
The costs derived from [[#Table: Cost Modifiers for Magic Device Traps|Table: Cost Modifiers for Magic Device Traps]] assume that the builder is casting the necessary spells himself (or perhaps some other PC is providing the spells for free). If an NPC spellcaster must be hired to cast them those costs must be factored in as well.
A magic device trap takes one day to [[SRD:Construct Type|construct]] per 500 gp of its cost.
{| class="d20" style="text-align: left"
|+
=====Table: Cost Modifiers for Magic Device Traps=====
|-
!Feature !!Cost Modifier
|-
|''[[SRD:Alarm|Alarm]] ''spell used in trigger ||—
|-
!''One-Shot Trap'' !!
|-
|Each spell used in trap ||+50 gp × [[SRD:Caster Level|caster level]] × [[SRD:Spell Level|spell level]], +4 XP × [[SRD:Caster Level|caster level]] × [[SRD:Spell Level|spell level]]
|- class="even"
|Material components ||+ Cost of all material components
|-
|XP components ||+ Total of XP components × 5 gp
|-
!''Automatic Reset Trap'' !!
|-
|Each spell used in trap ||+500 gp × [[SRD:Caster Level|caster level]] × [[SRD:Spell Level|spell level]], +40 XP × [[SRD:Caster Level|caster level]] × [[SRD:Spell Level|spell level]]
|- class="even"
|Material components ||+ Cost of all material components × 100 gp
|-
|XP components ||+ Total of XP components × 500 gp
|}
====Spell Trap Cost====
A spell trap has a cost only if the builder must hire an NPC spellcaster to cast it.
====[[SRD:Craft Skill|Craft]] [[SRD:DC|DCs]] for Mechanical Traps====
Once you know the Challenge Rating of a trap determine the [[SRD:Craft Skill|Craft]] (trapmaking) [[SRD:DC|DC]] by referring to the table and the modifiers given below.
{| class="d20"
|-
!Trap [[SRD:CR|CR]] !!Base [[SRD:Craft Skill|Craft]] (Trapmaking) [[SRD:DC|DC]]
|-
|1–3 ||20
|- class="even"
|4–6 ||25
|-
|7–10 ||30
|}
{| class="d20"
|-
!Additional Components !!Modifier to [[SRD:Craft Skill|Craft]] (Trapmaking) [[SRD:DC|DC]]
|-
|Proximity trigger ||+5
|- class="even"
|Automatic reset ||+5
|}
=====Making the Checks=====
To determine how much progress a character makes on building a trap each week, that character makes a [[SRD:Craft Skill|Craft]] (trapmaking) check. See the [[SRD:Craft Skill|Craft]] skill description for details on [[SRD:Craft Skill|Craft]] checks and the circumstances that can affect them.
{{SRD Footer}}
=Traps=
=====Types of Traps=====
A trap can be either mechanical or magic in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. A mechanical trap can be constructed by a PC through successful use of the [[SRD:Craft Skill|Craft]] (trapmaking) skill (see [[#Designing a Trap|Designing a Trap]], below, and the skill description).
Magic traps are further divided into spell traps and magic device traps. Magic device traps initiate spell effects when activated, just as wands, rods, rings, and other magic items do. Creating a magic device trap requires the [[SRD:Craft Wondrous Item|Craft Wondrous Item]] [[SRD:Feats|feat]] (see [[#Designing a Trap|Designing a Trap]] and the [[SRD:Feats|feat]] description).
Spell traps are simply [[SRD:Spells|spells]] that themselves function as traps. Creating a spell trap requires the services of a character who can cast the needed spell or spells, who is usually either the character creating the trap or an NPC spellcaster hired for the purpose.
===Mechanical Traps===
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 heroes receive a [[SRD:Saving Throw|saving throw]] to mitigate its effects. Traps that attack with arrows, sweeping blades, and other types of weaponry make normal [[SRD:Attack Roll|attack rolls]], with a specific attack bonus dictated by the trap’s design.
Creatures who succeed on a [[SRD:DC|DC]] 20 [[SRD:Search Skill|Search]] check detect a simple mechanical trap before it is triggered. (A simple trap is a snare, a trap triggered by a tripwire, or a large trap such as a pit.)
A character with the trap sense [[SRD:Class|class]] feature who succeeds on a [[SRD:DC|DC]] 21 (or higher) [[SRD:Search Skill|Search]] check detects a well-hidden or complex mechanical trap before it is triggered. Complex traps are denoted by their triggering mechanisms and involve pressure plates, mechanisms linked to doors, changes in weight, disturbances in the air, vibrations, and other sorts of unusual triggers.
===Magic Traps===
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 [[SRD:Search Skill|Search]] check ([[SRD:DC|DC]] 25 + [[SRD:Spell Level|spell level]]) made by a [[SRD:Rogue|rogue]] (and only a [[SRD:Rogue|rogue]]) detects a magic trap before it goes off. Other characters have no chance to find a magic trap with a [[SRD:Search Skill|Search]] check.
* Magic traps permit a [[SRD:Saving Throw|saving throw]] in order to avoid the effect ([[SRD:DC|DC]] 10 + [[SRD:Spell Level|spell level]] × 1.5).
* Magic traps may be disarmed by a [[SRD:Rogue|rogue]] (and only a [[SRD:Rogue|rogue]]) with a successful [[SRD:Disable Device Skill|Disable Device]] check ([[SRD:DC|DC]] 25 + [[SRD:Spell Level|spell level]]).
===Elements of a Trap===
All traps—mechanical or magic—have the following elements: trigger, reset, [[SRD:Search Skill|Search]] [[SRD:DC|DC]], [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]], attack bonus (or [[SRD:Saving Throw|saving throw]] or onset delay), damage/effect, and Challenge Rating. Some traps may also include optional elements, such as [[SRD:Poison|poison]] or a bypass. These characteristics are described below.
====Trigger====
A trap’s trigger determines how it is sprung.
=====Location=====
A location trigger springs a trap when someone stands in a particular square.
=====Proximity=====
This trigger activates the trap when a creature approaches within a certain distance of it. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular square. Creatures that are flying can spring a trap with a proximity trigger but not one with a location trigger. Mechanical proximity triggers are extremely sensitive to the slightest change in the air. This makes them useful only in places such as crypts, where the air is unusually still.
The proximity trigger used most often for magic device traps is the ''[[SRD:Alarm|alarm]]'' spell. Unlike when the spell is cast, an ''[[SRD:Alarm|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 ''[[SRD:Detect Good|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.
=====Sound=====
This trigger springs a magic trap when it detects any sound. A sound trigger functions like an ear and has a +15 bonus on [[SRD:Listen Skill|Listen]] checks. A successful [[SRD:Move Silently Skill|Move Silently]] check, magical ''[[SRD:Silence|silence]]'', and other effects that would negate hearing defeat it. A trap with a sound trigger requires the casting of ''[[SRD:Clairaudience/Clairvoyance|clairaudience]]'' during its construction.
=====Visual=====
This trigger for magic traps works like an actual eye, springing the trap whenever it “sees” something. A trap with a visual trigger requires the casting of ''[[SRD:Arcane Eye|arcane eye]], [[SRD:Clairaudience/Clairvoyance|clairvoyance]]'', or ''[[SRD:True Seeing|true seeing]]'' during its construction. Sight range and the [[SRD:Spot Skill|Spot]] bonus conferred on the trap depend on the spell chosen, as shown.
{| class="d20"
|-
!Spell !!Sight Range !![[SRD:Spot Skill|Spot]] Bonus
|-
|''[[SRD:Arcane Eye|arcane eye]]'' ||Line of sight (unlimited range) ||+20
|- class="even"
|''[[SRD:Clairaudience/Clairvoyance|clairvoyance]]'' ||One preselected location ||+15
|-
|''[[SRD:True Seeing|true seeing]]'' ||Line of sight (up to 120 ft.) ||+30
|}
If you want the trap to “see” in the dark, you must either choose the ''[[SRD:True Seeing|true seeing]]'' option or add ''[[SRD:Darkvision|darkvision]]'' to the trap as well. (''[[SRD:Darkvision|Darkvision]]'' limits the trap’s sight range in the dark to 60 feet.) If [[SRD:Invisible|invisible]], [[SRD:Disguise Skill|disguises]], or [[SRD:Illusion|illusions]] can fool the spell being used, they can fool the visual trigger as well.
=====Touch=====
A touch trigger, which springs the trap when touched, is one of the simplest kinds of trigger to [[SRD:Construct Type|construct]]. This trigger may be physically attached to the part of the mechanism that deals the damage or it may not. You can make a magic touch trigger by adding ''[[SRD:Alarm|alarm]] to the trap and reducing the area of the effect to [[SRD:Cover|cover]] only the trigger spot.
=====Timed=====
This trigger periodically springs the trap after a certain duration has passed.
=====Spell=====
All spell traps have this kind of trigger. The appropriate spell descriptions explain the trigger conditions for traps that contain spell triggers.
====Reset====
A reset element is the set of conditions under which a trap becomes ready to trigger again.
=====No Reset=====
Short of completely rebuilding the trap, there’s no way to trigger it more than once. Spell traps have no reset element.
=====Repair=====
To get the trap functioning again, you must repair it.
=====Manual=====
Resetting the trap requires someone to move the parts back into place. This is the kind of reset element most mechanical traps have.
=====Automatic=====
The trap resets itself, either immediately or after a timed interval.
====Repairing and Resetting Mechanical Traps====
Repairing a mechanical trap requires a [[SRD:Craft Skill|Craft]] (trapmaking) check against a [[SRD:DC|DC]] equal to the one for building it. The cost for raw materials is one-fifth of the trap’s original market price. To calculate how long it takes to fix a trap, use the same calculations you would for building it, but use the cost of the raw materials required for repair in place of the market price.
Resetting a trap usually takes only a minute or so. For a trap with a more difficult reset method, you should set the time and labor required.
====Bypass (Optional Element)====
If the builder of a trap wants to be able to move past the trap after it is created or placed, it’s a good idea to build in a bypass mechanism —something that temporarily disarms the trap. Bypass elements are typically used only with mechanical traps; spell traps usually have built-in allowances for the caster to bypass them.
=====Lock=====
A lock bypass requires a [[SRD:DC|DC]] 30 [[SRD:Open Lock Skill|Open Lock]] check to open.
=====Hidden Switch=====
A hidden switch requires a [[SRD:DC|DC]] 25 [[SRD:Search Skill|Search]] check to locate.
=====Hidden Lock=====
A hidden lock combines the features above, requiring a [[SRD:DC|DC]] 25 [[SRD:Search Skill|Search]] check to locate and a [[SRD:DC|DC]] 30 [[SRD:Open Lock Skill|Open Lock]] check to open.
====[[SRD:Search Skill|Search]] and [[SRD:Disable Device Skill|Disable Device]] DCs====
The builder sets the [[SRD:Search Skill|Search]] and [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DCs]] for a mechanical trap. For a magic trap, the values depend on the highest-level spell used.
=====Mechanical Trap=====
The base [[SRD:DC|DC]] for both [[SRD:Search Skill|Search]] and [[SRD:Disable Device Skill|Disable Device]] checks is 20. Raising or lowering either of these [[SRD:DC|DCs]] affects the base cost ([[#Table: Cost Modifiers for Mechanical Traps|Table: Cost Modifiers for Mechanical Traps]]) and possibly the [[SRD:CR|CR]] ([[#Table: CR Modifiers for Mechanical Traps|Table: CR Modifiers for Mechanical Traps]]).
=====Magic Trap=====
The [[SRD:DC|DC]] for both [[SRD:Search Skill|Search]] and [[SRD:Disable Device Skill|Disable Device]] checks is equal to 25 + the [[SRD:Spell Level|spell level]] of the highest-level spell used. Only characters with the trap sense [[SRD:Class|class]] feature can attempt a [[SRD:Search Skill|Search]] check or a [[SRD:Disable Device Skill|Disable Device]] check involving a magic trap. These [[SRD:DC|DCs]] do not affect the trap’s cost or [[SRD:CR|CR]].
====Attack Bonus/[[SRD:Saving Throw|Saving Throw]] [[SRD:DC|DC]]====
A trap usually either makes an [[SRD:Attack Roll|attack roll]] or forces a [[SRD:Saving Throw|saving throw]] to avoid it. Occasionally a trap uses both of these options, or neither (see Never Miss).
=====Pits=====
These are holes (covered or not) that characters can fall into and take damage. A pit needs no [[SRD:Attack Roll|attack roll]], but a successful [[SRD:Saving Throw|Reflex Save]] ([[SRD:DC|DC]] set by the builder) avoids it. Other save-dependent mechanical traps also fall into this category.
Pits in dungeons come in three basic varieties: uncovered, covered, and chasms. Pits and chasms can be defeated by judicious application of the [[SRD:Climb Skill|Climb]] skill, the [[SRD:Jump Skill|Jump]] skill, or various magical means.
Uncovered pits serve mainly to discourage intruders from going a certain way, although they cause much grief to characters who stumble into them in the dark, and they can greatly complicate a melee taking place nearby.
Covered pits are much more dangerous. They can be detected with a [[SRD:DC|DC]] 20 [[SRD:Search Skill|Search]] check, but only if the character is taking the time to carefully examine the area before walking across it. A character who fails to detect a covered pit is still entitled to a [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] to avoid falling into it. However, if she was running or moving recklessly at the time, she gets no [[SRD:Saving Throw|saving throw]] and falls automatically.
Trap coverings can be as simple as piled refuse (straw, leaves, sticks, garbage), a large rug, or an actual trapdoor concealed to appear as a normal part of the floor. Such a trapdoor usually swings open when enough weight (usually about 50 to 80 pounds) is placed upon it. Devious trap builders sometimes design trapdoors so that they spring back shut after they open. The trapdoor might lock once it’s back in place, leaving the stranded character well and truly trapped. Opening such a trapdoor is just as difficult as opening a regular door (assuming the trapped character can reach it), and a [[SRD:DC|DC]] 13 [[SRD:Strength Check|Strength check]] is needed to keep a spring-loaded door open.
Pit traps often have something nastier than just a hard floor at the bottom. A trap designer may put spikes, monsters, or a pool of acid, lava, or even water at the bottom. Spikes at the bottom of a pit deal damage as [[SRD:Dagger|daggers]] with a +10 attack bonus and a +1 bonus on damage for every 10 feet of the fall (to a maximum bonus on damage of +5). If the pit has multiple spikes, a falling victim is attacked by 1d4 of them. This damage is in addition to any damage from the fall itself.
Monsters sometimes live in pits. Any monster that can fit into the pit might have been placed there by the dungeon’s designer, or might simply have fallen in and not been able to climb back out.
A secondary trap, mechanical or magical, at the bottom of a pit can be particularly deadly. Activated by a falling victim, the secondary trap attacks the already injured character when she’s least ready for it.
=====Ranged Attack Traps=====
These traps fling [[SRD:Dart|darts]], [[SRD:Arrows|arrows]], [[SRD:Spear|spears]], or the like at whoever activated the trap. The builder sets the attack bonus. A [[SRD:Ranged Attack|ranged attack]] trap can be configured to simulate the effect of a [[SRD:Composite Shortbow|composite bow]] with a high strength rating which provides the trap with a bonus on damage equal to its strength rating.
=====Melee Attack Traps=====
These traps feature such obstacles as sharp blades that emerge from walls and stone blocks that fall from ceilings. Once again, the builder sets the attack bonus.
====Damage/Effect====
The effect of a trap is what happens to those who spring it. Usually this takes the form of either damage or a spell effect, but some traps have special effects.
=====Pits=====
Falling into a pit deals 1d6 points of damage per 10 feet of depth.
=====Ranged Attack Traps=====
These traps deal whatever damage their ammunition normally would. If a trap is constructed with a high strength rating, it has a corresponding bonus on damage.
=====Melee Attack Traps=====
These traps deal the same damage as the melee weapons they “wield.” In the case of a falling stone block, you can assign any amount of bludgeoning damage you like, but remember that whoever resets the trap has to lift that stone back into place.
A [[SRD:Melee Attack|melee attack]] trap can be constructed with a built-in bonus on [[SRD:Attack Damage|damage rolls]], just as if the trap itself had a high [[SRD:Strength|Strength]] score.
=====Spell Traps=====
Spell traps produce the spell’s effect. Like all spells, a spell trap that allows a [[SRD:Saving Throw|saving throw]] has a save [[SRD:DC|DC]] of 10 + [[SRD:Spell Level|spell level]] + caster’s relevant ability modifier.
=====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 [[SRD:Saving Throw|saving throw]], its save [[SRD:DC|DC]] is 10 + [[SRD:Spell Level|spell level]] × 1.5. Some spells make [[SRD:Attack Roll|attack rolls]] instead.
=====Special=====
Some traps have miscellaneous features that produce special effects, such as drowning for a water trap or [[SRD:Ability Damage|ability damage]] for [[SRD:Poison|poison]]. [[SRD:Saving Throw|Saving throws]] and damage depend on the [[SRD:Poison|poison]] or are set by the builder, as appropriate.
====Miscellaneous Trap Features====
Some traps include optional features that can make them considerably more deadly. The most common such features are discussed below.
=====Alchemical Item=====
Mechanical traps may incorporate [[SRD:Alchemical|alchemical]] devices or other special substances or items, such as [[SRD:Tanglefoot Bag|tanglefoot bags]], [[SRD:Alchemist's Fire|alchemist’s fire]], [[SRD:Thunderstone|thunderstones]], and the like. Some such items mimic spell effects. If the item mimics a spell effect, it increases the [[SRD:CR|CR]] as shown on [[#Table: CR Modifiers for Mechanical Traps|Table: CR Modifiers for Mechanical Traps]].
=====Gas=====
With a gas trap, the danger is in the inhaled [[SRD:Poison|poison]] it delivers. Traps employing gas usually have the never miss and onset delay features (see below).
=====Liquid=====
Any trap that involves a danger of drowning is in this category. Traps employing liquid usually have the never miss and onset delay features (see below).
=====Multiple Target=====
Traps with this feature can affect more than one character.
=====Never Miss=====
When the entire dungeon wall moves to crush you, your quick reflexes won’t help, since the wall can’t possibly miss. A trap with this feature has neither an attack bonus nor a [[SRD:Saving Throw|saving throw]] to avoid, but it does have an onset delay (see below). Most traps involving liquid or gas are of the never miss variety.
=====Onset Delay=====
An onset delay is the amount of time between when the trap is sprung and when it deals damage. A never miss trap always has an onset delay.
=====Poison=====
Traps that employ [[SRD:Poison|poison]] are deadlier than their nonpoisonous counterparts, so they have correspondingly higher CRs. To determine the [[SRD:CR|CR]] modifier for a given [[SRD:Poison|poison]], consult [[#Table: CR Modifiers for Mechanical Traps|Table: CR Modifiers for Mechanical Traps]]. Only injury, contact, and inhaled [[SRD:Poison|poison]]s are suitable for traps; ingested types are not. Some traps simply deal the [[SRD:Poison|poison]]’s damage. Others deal damage with ranged or [[SRD:Melee Attack|melee attacks]] as well.
=====Pit Spikes=====
Treat spikes at the bottom of a pit as [[SRD:Dagger|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 character who falls into the pit is attacked by 1d4 spikes. Pit spikes do not add to the average damage of the trap (see Average Damage, below).
=====Pit Bottom=====
If something other than spikes waits at the bottom of a pit, it’s best to treat that as a separate trap (see Multiple Traps, below) with a location trigger that activates on any significant impact, such as a falling character.
=====Touch Attack=====
This feature applies to any trap that needs only a successful [[SRD:Touch Attack|touch attack]] (melee or ranged) to hit.
===Sample Traps===
The costs listed for mechanical traps are market prices; those for magic traps are raw material costs. [[SRD:Caster Level|Caster level]] and [[SRD:Class|class]] for the spells used to produce the trap effects are provided in the entries for magic device traps and spell traps. For all other spells used (in triggers, for example), the [[SRD:Caster Level|caster level]] is assumed to be the minimum required.
====CR 1 Traps====
=====Basic Arrow Trap=====
[[SRD:CR|CR]] 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/×3, [[SRD:Arrows|arrow]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''2,000 gp.
=====Camouflaged Pit Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 10 ft. deep (1d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 24; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''1,800 gp.
=====Deeper Pit Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; hidden switch bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25); [[SRD:DC|DC]] 15 [[SRD:Saving Throw|Reflex Save]] avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 23. ''Market Price: ''1,300 gp.
=====Fusillade of Darts=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, [[SRD:Dart|dart]]); multiple targets (fires 1d4 [[SRD:Dart|dart]]s at each target in two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 14; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''500 gp.
=====Poison Dart Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; Atk +8 ranged (1d4 plus [[SRD:Poison|poison]], [[SRD:Dart|dart]]); [[SRD:Poison|poison]] (bloodroot, [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude]] save resists, 0/1d4 [[SRD:Constitution|Con]] plus 1d3 [[SRD:Wisdom|Wis]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''700 gp.
=====Poison Needle Trap=====
[[SRD:CR|CR]] 1; mechanical; touch trigger; manual reset; Atk +8 ranged (1 plus greenblood oil [[SRD:Poison|poison]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''1,300 gp.
=====Portcullis Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; Atk +10 melee (3d6); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Note: ''Damage applies only to those underneath the portcullis. Portcullis blocks passageway. ''Market Price: ''1,400 gp.
=====Razor-Wire across Hallway=====
[[SRD:CR|CR]] 1; mechanical; location trigger; no reset; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 15. ''Market Price: ''400 gp.
=====Rolling Rock Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; Atk +10 melee (2d6, rock); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 22. ''Market Price: ''1,400 gp.
=====Scything Blade Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; automatic reset; Atk +8 melee (1d8/×3); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''1,700 gp.
=====Spear Trap=====
[[SRD:CR|CR]] 1; mechanical; location trigger; manual reset; Atk +12 ranged (1d8/×3, [[SRD:Spear|spear]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Note: ''200-ft. max range, target determined randomly from those in its path. Market Price: 1,200 gp.
=====Swinging Block Trap=====
[[SRD:CR|CR]] 1; mechanical; touch trigger; manual reset; Atk +5 melee (4d6, stone block); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''500 gp.
=====Wall Blade Trap=====
[[SRD:CR|CR]] 1; mechanical; touch trigger; automatic reset; hidden switch bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25); Atk +10 melee (2d4/×4, scythe); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 22. ''Market Price: ''2,500 gp.
====CR 2 Traps====
=====Box of Brown Mold=====
[[SRD:CR|CR]] 2; mechanical; touch trigger (opening the box); automatic reset; 5-ft. cold aura (3d6, cold nonlethal); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''3,000 gp.
=====Bricks from Ceiling=====
[[SRD:CR|CR]] 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''2,400 gp.
=====''Burning Hands'' Trap=====
[[SRD:CR|CR]] 2; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Burning Hands|burning hands]]'', 1st-level [[SRD:Wizard|wizard]], 1d4 fire, [[SRD:DC|DC]] 11 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 26; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 26. ''Cost: ''500 gp, 40 XP.
=====Camouflaged Pit Trap=====
[[SRD:CR|CR]] 2; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 24; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 19. ''Market Price: ''3,400 gp.
=====''Inflict Light Wounds ''Trap=====
[[SRD:CR|CR]] 2; magic device; touch trigger; automatic reset; spell effect (''[[SRD:Inflict Light Wounds|inflict light wounds]], ''1st-level [[SRD:Cleric|cleric]], 1d8+1, [[SRD:DC|DC]] 11 [[SRD:Saving Throw|Will]] save half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 26; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 26. ''Cost: ''500 gp, 40 XP.
=====Javelin Trap=====
[[SRD:CR|CR]] 2; mechanical; location trigger; manual reset; Atk +16 ranged (1d6+4, javelin); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''4,800 gp.
=====Large Net Trap=====
[[SRD:CR|CR]] 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Note: ''Characters in 10-ft. square are [[SRD:Grappling|grappled]] by [[SRD:Net|net]] ([[SRD:Strength|Str]] 18) if they fail a [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]]. ''Market Price: ''3,000 gp.
=====Pit Trap=====
[[SRD:CR|CR]] 2; mechanical, location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 40 ft. deep (4d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''2,000 gp.
=====Poison Needle Trap=====
[[SRD:CR|CR]] 2; mechanical; touch trigger; repair reset; lock bypass ([[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30); Atk +17 melee (1 plus [[SRD:Poison|poison]], needle); [[SRD:Poison|poison]] (blue whinnis, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Fortitude save]] resists ([[SRD:Poison|poison]] only), 1 [[SRD:Constitution|Con]]/[[SRD:Unconscious|unconsciousness]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 17. ''Market Price: ''4,720 gp.
=====Spiked Pit Trap=====
[[SRD:CR|CR]] 2; mechanical; location trigger; automatic reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 18; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 15. ''Market Price: ''1,600 gp.
=====Tripping Chain=====
[[SRD:CR|CR]] 2; mechanical; location trigger; automatic reset; multiple traps (tripping and [[SRD:Melee Attack|melee attack]]); Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 15; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''3,800 gp. ''Note: ''This trap is really one [[SRD:CR|CR]] 1 trap that trips and a second [[SRD:CR|CR]] 1 trap that attacks with a [[SRD:Spiked Chain|spiked chain]]. If the tripping attack succeeds, a +4 bonus applies to the [[SRD:Spiked Chain|spiked chain]] attack because the opponent is [[SRD:Prone|prone]].
=====Well-Camouflaged Pit Trap=====
[[SRD:CR|CR]] 2; mechanical; location trigger; repair reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 10 ft. deep (1d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''4,400 gp.
====CR 3 Traps====
=====''Burning Hands'' Trap=====
[[SRD:CR|CR]] 3; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Burning Hands|burning hands]], ''5th-level [[SRD:Wizard|wizard]], 5d4 fire, [[SRD:DC|DC]] 11 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 26; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 26. ''Cost: ''2,500 gp, 200 XP.
=====Camouflaged Pit Trap=====
[[SRD:CR|CR]] 3; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 30 ft. deep (3d6, fall); multiple targets (first target in each of two adjacent squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 24; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''4,800 gp.
=====Ceiling Pendulum=====
[[SRD:CR|CR]] 3; mechanical; timed trigger; automatic reset; Atk +15 melee (1d12+8/×3, greataxe); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 15; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Market Price: ''14,100 gp.
=====''Fire Trap''=====
[[SRD:CR|CR]] 3; spell; spell trigger; no reset; spell effect (''[[SRD:Fire Trap|fire trap]], ''3rd-level [[SRD:Druid|druid]], 1d4+3 fire, [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Cost: ''85 gp to hire NPC spellcaster.
=====Extended ''Bane ''Trap=====
[[SRD:CR|CR]] 3; magic device; proximity trigger ''([[SRD:Detect Good|detect good]]); ''automatic reset; spell effect ([[SRD:Extend Spell|extended]] ''[[SRD:Bane|bane]], ''3rd-level [[SRD:Cleric|cleric]], [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Will save]] negates); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Cost: ''3,500 gp, 280 XP.
=====''Ghoul Touch ''Trap=====
[[SRD:CR|CR]] 3; magic device; touch trigger; automatic reset; spell effect (''[[SRD:Ghoul Touch|ghoul touch]], ''3rd-level [[SRD:Wizard|wizard]], [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Fortitude save]] negates); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Cost: ''3,000 gp, 240 XP.
=====Hail of Needles=====
[[SRD:CR|CR]] 3; mechanical; location trigger; manual reset; Atk +20 ranged (2d4); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 22. ''Market Price: ''5,400 gp.
=====''Acid Arrow ''Trap=====
[[SRD:CR|CR]] 3; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; Atk +2 ranged touch; spell effect (''[[SRD:Acid Arrow|acid arrow]], ''3rd-level [[SRD:Wizard|wizard]], 2d4 acid/[[SRD:Round|round]] for 2 rounds); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Cost: ''3,000 gp, 240 XP.
=====Pit Trap=====
[[SRD:CR|CR]] 3; mechanical, location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 60 ft. deep (6d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''3,000 gp.
=====Poisoned Arrow Trap=====
[[SRD:CR|CR]] 3; mechanical; touch trigger; manual reset; lock bypass ([[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30); Atk +12 ranged (1d8 plus [[SRD:Poison|poison]], [[SRD:Arrows|arrow]]); [[SRD:Poison|poison]] ([[SRD:Large Monstrous Scorpion|Large monstrous scorpion]] venom, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Fortitude save]] resists, 1d4 [[SRD:Constitution|Con]]/1d4 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 19; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 15. ''Market Price: ''2,900 gp.
=====Spiked Pit Trap=====
[[SRD:CR|CR]] 3; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''3,600 gp.
=====Stone Blocks from Ceiling=====
[[SRD:CR|CR]] 3; mechanical; location trigger; repair reset; Atk +10 melee (4d6, stone blocks); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''5,400 gp.
====CR 4 Traps====
=====''Bestow Curse ''Trap=====
[[SRD:CR|CR]] 4; magic device; touch trigger ''([[SRD:Detect Chaos|detect chaos]]); ''automatic reset; spell effect (''[[SRD:Bestow Curse|bestow curse]], ''5th-level [[SRD:Cleric|cleric]], [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Will save]] negates); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''8,000 gp, 640 XP.
=====Camouflaged Pit Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 17. ''Market Price: ''6,800 gp.
=====Collapsing Column=====
[[SRD:CR|CR]] 4; mechanical; touch trigger (attached); no reset; Atk +15 melee (6d6, stone blocks); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 24. ''Market Price: ''8,800 gp.
=====''Glyph of Warding ''(Blast)=====
[[SRD:CR|CR]] 4; spell; spell trigger; no reset; spell effect (''[[SRD:Glyph of Warding|glyph of warding]] ''[blast], 5th-level [[SRD:Cleric|cleric]], 2d8 acid, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] half damage); multiple targets (all targets within 5 ft.); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''350 gp to hire NPC spellcaster.
=====''Lightning Bolt ''Trap=====
[[SRD:CR|CR]] 4; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Lightning Bolt|lightning bolt]], ''5th-level [[SRD:Wizard|wizard]], 5d6 electricity, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''7,500 gp, 600 XP.
=====Pit Trap=====
[[SRD:CR|CR]] 4; mechanical, location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 80 ft. deep (8d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''4,000 gp.
=====Poisoned Dart Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; manual reset; Atk +15 ranged (1d4+4 plus [[SRD:Poison|poison]], [[SRD:Dart|dart]]); multiple targets (1 [[SRD:Dart|dart]] per target in a 10-ft.-by-10-ft. area); [[SRD:Poison|poison]] ([[SRD:Small Monstrous Centipede|Small monstrous centipede]] [[SRD:Poison|poison]], [[SRD:DC|DC]] 10 [[SRD:Saving Throw|Fortitude save]] resists, 1d2 [[SRD:Dexterity|Dex]]/1d2 [[SRD:Dexterity|Dex]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 22. ''Market Price: ''12,090 gp.
=====''Sepia Snake Sigil ''Trap=====
[[SRD:CR|CR]] 4; spell; spell trigger; no reset; spell effect (''[[SRD:Sepia Snake Sigil|sepia snake sigil]], ''5th-level [[SRD:Wizard|wizard]], [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] negates); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''650 gp to hire NPC spellcaster.
=====Spiked Pit Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; automatic reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''4,000 gp.
=====Wall Scythe Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; automatic reset; Atk +20 melee (2d4+8/×4, scythe); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''17,200 gp.
=====Water-Filled Room Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; automatic reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (5 rounds); liquid; [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 17; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 23. ''Market Price: ''11,200 gp.
=====Wide-Mouth Spiked Pit Trap=====
[[SRD:CR|CR]] 4; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 18; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''7,200 gp.
====CR 5 Traps====
=====Camouflaged Pit Trap=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 17. ''Market Price: ''8,500 gp.
=====Doorknob Smeared with Contact Poison=====
[[SRD:CR|CR]] 5; mechanical; touch trigger (attached); manual reset; [[SRD:Poison|poison]] (nitharit, [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Fortitude save]] resists, 0/3d6 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 19. ''Market Price: ''9,650 gp.
=====Falling Block Trap=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''15,000 gp.
=====''Fire Trap''=====
[[SRD:CR|CR]] 5; spell; spell trigger; no reset; spell effect (''[[SRD:Fire Trap|fire trap]], ''7th-level [[SRD:Wizard|wizard]], 1d4+7 fire, [[SRD:DC|DC]] 16 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 29; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 29. ''Cost: ''305 gp to hire NPC spellcaster.
=====''Fireball ''Trap=====
[[SRD:CR|CR]] 5; magic device; touch trigger; automatic reset; spell effect (''[[SRD:Fireball|fireball]], ''8th-level [[SRD:Wizard|wizard]], 8d6 fire, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''12,000 gp, 960 XP.
=====Flooding Room Trap=====
[[SRD:CR|CR]] 5; mechanical; proximity trigger; automatic reset; no [[SRD:Attack Roll|attack roll]] necessary (see note below); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Note: ''Room floods in 4 rounds. ''Market Price: ''17,500 gp.
=====Fusillade of Darts=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1, [[SRD:Dart|dart]]); multiple targets (1d8 [[SRD:Dart|dart]]s per target in a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 19; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''18,000 gp.
=====Moving Executioner Statue=====
[[SRD:CR|CR]] 5; mechanical; location trigger; automatic reset; hidden switch bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25); Atk +16 melee (1d12+8/×3, [[SRD:Greataxe|greataxe]]); multiple targets (both arms attack); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''22,500 gp.
=====''Phantasmal Killer'' Trap=====
[[SRD:CR|CR]] 5; magic device; proximity trigger (''[[SRD:Alarm|alarm]]'' covering the entire room); automatic reset; spell effect (''[[SRD:Phantasmal Killer|phantasmal killer]], ''7th-level [[SRD:Wizard|wizard]], [[SRD:DC|DC]] 16 [[SRD:Saving Throw|Will save]] for disbelief and [[SRD:DC|DC]] 16 [[SRD:Saving Throw|Fortitude save]] for partial effect); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 29; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 29. ''Cost: ''14,000 gp, 1,120 XP.
=====Pit Trap=====
[[SRD:CR|CR]] 5; mechanical, location trigger; manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 100 ft. deep (10d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''5,000 gp.
=====Poison Wall Spikes=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; Atk +16 melee (1d8+4 plus [[SRD:Poison|poison]], spike); multiple targets (closest target in each of two adjacent 5-ft. squares); [[SRD:Poison|poison]] ([[SRD:Medium Monstrous Spider|Medium monstrous spider venom]], [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude save]] resists, 1d4 [[SRD:Strength|Str]]/1d4 [[SRD:Strength|Str]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 17; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 21. ''Market Price: ''12,650 gp.
=====Spiked Pit Trap=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 25 [[SRD:Saving Throw|Reflex Save]] avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''13,500 gp.
=====Spiked Pit Trap (80 Ft. Deep)=====
[[SRD:CR|CR]] 5; mechanical; location trigger, manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''5,000 gp.
=====Ungol Dust Vapor Trap=====
[[SRD:CR|CR]] 5; mechanical; location trigger; manual reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); [[SRD:Poison|poison]] (ungol dust, [[SRD:DC|DC]] 15 [[SRD:Saving Throw|Fortitude save]] resists, 1 [[SRD:Charisma|Cha]]/1d6 [[SRD:Charisma|Cha]] plus 1 [[SRD:Charisma|Cha]] drain); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''9,000 gp.
====CR 6 Traps====
=====Built-to-Collapse Wall=====
[[SRD:CR|CR]] 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 14; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''15,000 gp.
=====Compacting Room=====
[[SRD:CR|CR]] 6; mechanical; timed trigger; automatic reset; hidden switch bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25); walls move together (12d6, crush); multiple targets (all targets in a 10-ft.-by- 10-ft. room); never miss; onset delay (4 rounds); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 22. ''Market Price: ''25,200 gp.
=====''Flame Strike ''Trap=====
[[SRD:CR|CR]] 6; magic device; proximity trigger ''([[SRD:Detect Magic|detect magic]]); ''automatic reset; spell effect (''[[SRD:Flame Strike|flame strike]], ''9th-level [[SRD:Cleric|cleric]], 9d6 fire, [[SRD:DC|DC]] 17 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 30; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 30. ''Cost: ''22,750 gp, 1,820 XP.
=====Fusillade of Spears=====
[[SRD:CR|CR]] 6; mechanical; proximity trigger; repair reset; Atk +21 ranged (1d8, [[SRD:Spear|spear]]); multiple targets (1d6 [[SRD:Spear|spear]]s per target in a 10 ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 26; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''31,200 gp.
=====''Glyph of Warding ''(Blast)=====
[[SRD:CR|CR]] 6; spell; spell trigger; no reset; spell effect (''[[SRD:Glyph of Warding|glyph of warding]] ''[blast], 16th-level [[SRD:Cleric|cleric]], 8d8 sonic, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] half damage); multiple targets (all targets within 5 ft.); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''680 gp to hire NPC spellcaster.
=====''Lightning Bolt ''Trap=====
[[SRD:CR|CR]] 6; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Lightning Bolt|lightning bolt]], ''10th-level [[SRD:Wizard|wizard]], 10d6 electricity, [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 28; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 28. ''Cost: ''15,000 gp, 1,200 XP.
=====Spiked Blocks from Ceiling=====
[[SRD:CR|CR]] 6; mechanical; location trigger; repair reset; Atk +20 melee (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 24; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''21,600 gp.
=====Spiked Pit Trap (100 Ft. Deep)=====
[[SRD:CR|CR]] 6; mechanical; location trigger, manual reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''6,000 gp.
=====Whirling Poison Blades=====
[[SRD:CR|CR]] 6; mechanical; timed trigger; automatic reset; hidden lock bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25, [[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30); Atk +10 melee (1d4+4/19–20 plus [[SRD:Poison|poison]], dagger); [[SRD:Poison|poison]] (purple worm [[SRD:Poison|poison]], [[SRD:DC|DC]] 24 [[SRD:Saving Throw|Fortitude save]] resists, 1d6 [[SRD:Strength|Str]]/2d6 [[SRD:Strength|Str]]); multiple targets (one target in each of three preselected 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''30,200 gp.
=====Wide-Mouth Pit Trap=====
[[SRD:CR|CR]] 6; mechanical; location trigger, manual reset; [[SRD:DC|DC]] 25 [[SRD:Saving Throw|Reflex Save]] avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 26; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''28,200 gp.
=====Wyvern Arrow Trap=====
[[SRD:CR|CR]] 6; mechanical; proximity trigger; manual reset; Atk +14 ranged (1d8 plus [[SRD:Poison|poison]], [[SRD:Arrows|arrow]]); [[SRD:Poison|poison]] ([[SRD:Wyvern|wyvern]] [[SRD:Poison|poison]], [[SRD:DC|DC]] 17 [[SRD:Saving Throw|Fortitude save]] resists, 2d6 [[SRD:Constitution|Con]]/2d6 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''17,400 gp.
====CR 7 Traps====
=====''Acid Fog ''Trap=====
[[SRD:CR|CR]] 7; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Acid Fog|acid fog]], ''11th-level [[SRD:Wizard|wizard]], 2d6/[[SRD:Round|round]] acid for 11 rounds); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 31; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 31. ''Cost: ''33,000 gp, 2,640 XP.
=====''Blade Barrier ''Trap=====
[[SRD:CR|CR]] 7; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Blade Barrier|blade barrier]], ''11th-level [[SRD:Cleric|cleric]], 11d6 slashing, [[SRD:DC|DC]] 19 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 31; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 31. ''Cost: ''33,000 gp, 2,640 XP.
=====Burnt Othur Vapor Trap=====
[[SRD:CR|CR]] 7; mechanical; location trigger; repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); [[SRD:Poison|poison]] (burnt othur fumes, [[SRD:DC|DC]] 18 [[SRD:Saving Throw|Fortitude save]] resists, 1 [[SRD:Constitution|Con]] drain/3d6 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 21; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 21. ''Market Price: ''17,500 gp.
=====''Chain Lightning ''Trap=====
[[SRD:CR|CR]] 7; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Chain Lightning|chain lightning]], ''11th-level [[SRD:Wizard|wizard]], 11d6 electricity to target nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary targets, [[SRD:DC|DC]] 19 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 31; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 31. ''Cost: ''33,000 gp, 2,640 XP.
=====''Black Tentacles ''Trap=====
[[SRD:CR|CR]] 7; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; no reset; spell effect (''[[SRD:Black Tentacles|black tentacles]], ''7th-level [[SRD:Wizard|wizard]], 1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 29; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 29. ''Cost: ''1,400 gp, 112 XP.
=====Fusillade of Greenblood Oil Darts=====
[[SRD:CR|CR]] 7; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus [[SRD:Poison|poison]], [[SRD:Dart|dart]]); [[SRD:Poison|poison]] (greenblood oil, [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Fortitude save]] resists, 1 [[SRD:Constitution|Con]]/ 1d2 [[SRD:Constitution|Con]]); multiple targets (1d8 [[SRD:Dart|dart]]s per target in a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''33,000 gp.
=====Lock Covered in [[SRD:Dragon Type|Dragon]] Bile=====
[[SRD:CR|CR]] 7; mechanical; touch trigger (attached); no reset; [[SRD:Poison|poison]] ([[SRD:Dragon Type|dragon]] bile, [[SRD:DC|DC]] 26 [[SRD:Saving Throw|Fortitude save]] resists, 3d6 [[SRD:Strength|Str]]/0); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''11,300 gp.
=====''Summon Monster VI ''Trap=====
[[SRD:CR|CR]] 7; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; no reset; spell effect (''[[SRD:Summon Monster VI|summon monster VI]], ''11th-level [[SRD:Wizard|wizard]]), [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 31; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 31. ''Cost: ''3,300 gp, 264 XP.
=====Water-Filled Room=====
[[SRD:CR|CR]] 7; mechanical; location trigger; manual reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); water; [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''21,000 gp.
=====Well-Camouflaged Pit Trap=====
[[SRD:CR|CR]] 7; mechanical; location trigger; repair reset; [[SRD:DC|DC]] 25 [[SRD:Saving Throw|Reflex Save]] avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''24,500 gp.
====CR 8 Traps====
=====Deathblade Wall Scythe=====
[[SRD:CR|CR]] 8; mechanical; touch trigger; manual reset; Atk +16 melee (2d4+8 plus [[SRD:Poison|poison]], scythe); [[SRD:Poison|poison]] (deathblade, [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Fortitude save]] resists, 1d6 [[SRD:Constitution|Con]]/2d6 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 24; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 19. ''Market Price: ''31,400 gp.
=====''Destruction ''Trap=====
[[SRD:CR|CR]] 8; magic device; touch trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Destruction|destruction]], ''13th-level [[SRD:Cleric|cleric]], [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Fortitude]] save for 10d6 damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''45,500 gp, 3,640 XP.
=====''Earthquake ''Trap=====
[[SRD:CR|CR]] 8; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Earthquake|earthquake]], ''13th-level [[SRD:Cleric|cleric]], 65-ft. radius, [[SRD:DC|DC]] 15 or 20 [[SRD:Saving Throw|Reflex Save]], depending on terrain); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''45,500 gp, 3,640 XP.
=====Insanity Mist Vapor Trap=====
[[SRD:CR|CR]] 8; mechanical; location trigger; repair reset; gas; never miss; onset delay (1 [[SRD:Round|round]]); [[SRD:Poison|poison]] (insanity mist, [[SRD:DC|DC]] 15 [[SRD:Saving Throw|Fortitude]] save resists, 1d4 [[SRD:Wisdom|Wis]]/2d6 [[SRD:Wisdom|Wis]]); multiple targets (all targets in a 10-ft.-by-10-ft. room); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''23,900 gp.
=====''Acid Arrow ''Trap=====
[[SRD:CR|CR]] 8; magic device; visual trigger ''([[SRD:True Seeing|true seeing]]); ''automatic reset; multiple traps (two simultaneous ''[[SRD:Acid Arrow|acid arrow]] ''traps); Atk +9 ranged touch and +9 ranged touch; spell effect (''[[SRD:Acid Arrow|acid arrow]], ''18th-level [[SRD:Wizard|wizard]], 2d4 acid damage for 7 rounds); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 27. ''Cost: ''83,500 gp, 4,680 XP. ''Note: ''This trap is really two [[SRD:CR|CR]] 6 ''[[SRD:Acid Arrow|acid arrow]] ''traps that fire simultaneously, using the same trigger and reset.
=====''Power Word Stun ''Trap=====
[[SRD:CR|CR]] 8; magic device; touch trigger; no reset; spell effect (''power word stun, ''13th-level [[SRD:Wizard|wizard]]), [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''4,550 gp, 364 XP.
=====''Prismatic Spray ''Trap=====
[[SRD:CR|CR]] 8; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Prismatic Spray|prismatic spray]], ''13th-level [[SRD:Wizard|wizard]], [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex]], [[SRD:Saving Throw|Fortitude]], or [[SRD:Saving Throw|Will]] save]], depending on effect); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''45,500 gp, 3,640 XP.
=====''Reverse Gravity ''Trap=====
[[SRD:CR|CR]] 8; magic device; proximity trigger (''[[SRD:Alarm|alarm]], 10-ft. area); automatic reset; spell effect (''[[SRD:Reverse Gravity|reverse gravity]]'', 13th-level [[SRD:Wizard|wizard]], 6d6 fall [upon hitting the ceiling of the 60-ft.- high room], then 6d6 fall [upon falling 60 ft. to the floor when the spell ends], [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''45,500 gp, 3,640 XP.
=====Well-Camouflaged Pit Trap=====
[[SRD:CR|CR]] 8; mechanical; location trigger; repair reset; [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 100 ft. deep (10d6, fall); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 27; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 18. ''Market Price: ''16,000 gp.
=====''Word of Chaos ''Trap=====
[[SRD:CR|CR]] 8; magic device; proximity trigger ''([[SRD:Detect Law|detect law]]); ''automatic reset; spell effect (''[[SRD:Word of Chaos|word of chaos]], ''13th-level [[SRD:Cleric|cleric]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''46,000 gp, 3,680 XP.
====CR 9 Traps====
=====Drawer Handle Smeared with Contact Poison=====
[[SRD:CR|CR]] 9; mechanical; touch trigger (attached); manual reset; [[SRD:Poison|poison]] (black lotus extract, [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Fortitude save]] resists, 3d6 [[SRD:Constitution|Con]]/3d6 [[SRD:Constitution|Con]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 18; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 26. ''Market Price: ''21,600 gp.
=====Dropping Ceiling=====
[[SRD:CR|CR]] 9; mechanical; location trigger; repair reset; ceiling moves down (12d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 [[SRD:Round|round]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 16. ''Market Price: ''12,600 gp.
=====''Incendiary Cloud ''Trap=====
[[SRD:CR|CR]] 9; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Incendiary Cloud|incendiary cloud]], ''15th-level [[SRD:Wizard|wizard]], 4d6/[[SRD:Round|round]] for 15 rounds, [[SRD:DC|DC]] 22 [[SRD:Saving Throw|Reflex Save]] half damage); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 33; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 33. ''Cost: ''60,000 gp, 4,800 XP.
=====Wide-Mouth Pit Trap=====
[[SRD:CR|CR]] 9; mechanical; location trigger; manual reset; [[SRD:DC|DC]] 25 [[SRD:Saving Throw|Reflex Save]] avoids; 100 ft. deep (10d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''40,500 gp.
=====Wide-Mouth Spiked Pit with Poisoned Spikes=====
[[SRD:CR|CR]] 9; mechanical; location trigger; manual reset; hidden lock bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25, [[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30); [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus [[SRD:Poison|poison]] each); [[SRD:Poison|poison]] ([[SRD:Giant Wasp|giant wasp]] [[SRD:Poison|poison]], [[SRD:DC|DC]] 14 [[SRD:Saving Throw|Fortitude save]] resists, 1d6 [[SRD:Dexterity|Dex]]/1d6 [[SRD:Dexterity|Dex]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''11,910 gp.
====CR 10 Traps====
=====Crushing Room=====
[[SRD:CR|CR]] 10; mechanical; location trigger; automatic reset; walls move together (16d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 22; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 20. ''Market Price: ''29,000 gp.
=====Crushing Wall Trap=====
[[SRD:CR|CR]] 10; mechanical; location trigger; automatic reset; no [[SRD:Attack Roll|attack roll]] required (18d6, crush); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 20; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. Market Price: 25,000 gp.
=====''[[SRD:Energy Drained|Energy Drain]] ''Trap=====
[[SRD:CR|CR]] 10; magic device; visual trigger (''[[SRD:True Seeing|true seeing]]''); automatic reset; Atk +8 ranged touch; spell effect (''[[SRD:Energy Drain|energy drain]], ''17th-level [[SRD:Wizard|wizard]], 2d4 negative levels for 24 hours, [[SRD:DC|DC]] 23 [[SRD:Saving Throw|Fortitude save]] negates); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 34; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 34. ''Cost: ''124,000 gp, 7,920 XP.
=====''Forcecage ''and ''Summon Monster VII ''trap=====
[[SRD:CR|CR]] 10; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; multiple traps (one ''[[SRD:Forcecage|forcecage]] ''trap and one ''[[SRD:Summon Monster VII|summon monster VII]] ''trap that summons a [[SRD:Hamatula|hamatula]]); spell effect (''[[SRD:Forcecage|forcecage]], ''13th-level [[SRD:Wizard|wizard]]), spell effect (''[[SRD:Summon Monster VII|summon monster VII]], ''13th-level [[SRD:Wizard|wizard]], [[SRD:Hamatula|hamatula]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 32; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 32. ''Cost: ''241,000 gp, 7,280 XP. ''Note: ''This trap is really one [[SRD:CR|CR]] 8 trap that creates a ''[[SRD:Forcecage|forcecage]] ''and a second [[SRD:CR|CR]] 8 trap that summons a [[SRD:Hamatula|hamatula]] in the same area. If both succeed, the [[SRD:Hamatula|hamatula]] appears inside the ''[[SRD:Forcecage|forcecage]]. ''These effects are independent of each other.
=====Poisoned Spiked Pit Trap=====
[[SRD:CR|CR]] 10; mechanical; location trigger; manual reset; hidden lock bypass ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25, [[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30); [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Reflex Save]] avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus [[SRD:Poison|poison]] each); [[SRD:Poison|poison]] (purple worm [[SRD:Poison|poison]], [[SRD:DC|DC]] 24 [[SRD:Saving Throw|Fortitude save]] resists, 1d6 [[SRD:Strength|Str]]/2d6 [[SRD:Strength|Str]]); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 16; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 25. ''Market Price: ''19,700 gp.
=====''Wail of the Banshee ''Trap=====
[[SRD:CR|CR]] 10; magic device; proximity trigger ''([[SRD:Alarm|alarm]])''; automatic reset; spell effect (''[[SRD:Wail of the Banshee|wail of the banshee]], ''17th-level [[SRD:Wizard|wizard]], [[SRD:DC|DC]] 23 [[SRD:Saving Throw|Fortitude save]] negates); multiple targets (up to 17 creatures); [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 34; [[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]] 34. ''Cost: ''76,500 gp, 6,120 XP.
===Designing a Trap===
=====Mechanical Traps=====
Simply select the elements you want the trap to have and add up the adjustments to the trap’s Challenge Rating that those elements require (see [[#Table: CR Modifiers for Mechanical Traps|Table: CR Modifiers for Mechanical Traps]]) to arrive at the trap’s final [[SRD:CR|CR]]. From the [[SRD:CR|CR]] you can derive the [[SRD:DC|DC]] of the [[SRD:Craft Skill|Craft]] (trapmaking) checks a character must make to [[SRD:Construct Type|construct]] the trap.
=====Magic Traps=====
As with mechanical traps, you don’t have to do anything other than decide what elements you want and then determine the [[SRD:CR|CR]] of the resulting trap (see [[#Table: CR Modifiers for Magic Traps|Table: CR Modifiers for Magic Traps]]). If a player character wants to design and [[SRD:Construct Type|construct]] a magic trap, he must have the [[SRD:Craft Skill|Craft]] Wondrous Item [[SRD:Feats|feat]]. In addition, he must be able to cast the spell or spells that the trap requires—or, failing that, he must be able to hire an NPC to cast the spells for him.
====Challenge Rating of a Trap====
To calculate the Challenge Rating of a trap, add all the [[SRD:CR|CR]] modifiers (see the tables below) to the base [[SRD:CR|CR]] for the trap type.
=====Mechanical Trap=====
The base [[SRD:CR|CR]] for a mechanical trap is 0. If your final [[SRD:CR|CR]] is 0 or lower, add features until you get a [[SRD:CR|CR]] of 1 or higher.
=====Magic Trap=====
For a spell trap or magic device trap, the base [[SRD:CR|CR]] is 1. The highest-level spell used modifies the [[SRD:CR|CR]] (see [[#Table: CR Modifiers for Magic Traps|Table: CR Modifiers for Magic Traps]]).
=====Average Damage=====
If a trap (either mechanical or magic) does hit point damage, calculate the average damage for a successful hit and [[SRD:Round|round]] that value to the nearest multiple of 7. Use this value to adjust the Challenge Rating of the trap, as indicated on the tables below. Damage from [[SRD:Poison|poison]]s and pit spikes does not count toward this value, but damage from a high strength rating and extra damage from multiple attacks does.
For a magic trap, only one modifier applies to the [[SRD:CR|CR]]—either the level of the highest-level spell used in the trap, or the average damage figure, whichever is larger.
=====Multiple Traps=====
If a trap is really two or more connected traps that affect approximately the same area, determine the [[SRD:CR|CR]] of each one separately.
======Multiple Dependent Traps======
If one trap depends on the success of the other (that is, you can avoid the second trap altogether by not falling victim to the first), they must be treated as separate traps.
======Multiple Independent Traps======
If two or more traps act independently (that is, none depends on the success of another to activate), use their CRs to determine their combined Encounter Level as though they were monsters. The resulting Encounter Level is the [[SRD:CR|CR]] for the combined traps.
{| class="d20 minimize"
|+
=====Table: [[SRD:CR|CR]] Modifiers for Mechanical Traps=====
|-
!COLSPAN="2" align="left" | Feature !!COLSPAN="2"| [[SRD:CR|CR]] Modifier
|-
!COLSPAN="4" align="left" |''[[SRD:Search Skill|Search]] [[SRD:DC|DC]]''
|-
|COLSPAN="2"|15 or lower ||COLSPAN="2"|–1
|- class="even"
|COLSPAN="2"|25–29 ||COLSPAN="2"|+1
|-
|COLSPAN="2"|30 or higher ||COLSPAN="2"|+2
|-
!COLSPAN="4" align="left" |''[[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]]''
|-
|COLSPAN="2"|15 or lower ||COLSPAN="2"|–1
|- class="even"
|COLSPAN="2"|25–29 ||COLSPAN="2"|+1
|-
|COLSPAN="2"|30 or higher ||COLSPAN="2"|+2
|-
!COLSPAN="4" align="left" |''[[SRD:Saving Throw|Reflex]] Save [[SRD:DC|DC]] (Pit or Other Save-Dependent Trap)''
|-
|COLSPAN="2"|15 or lower ||COLSPAN="2"|–1
|- class="even"
|COLSPAN="2"|16–24 ||COLSPAN="2"|—
|-
|COLSPAN="2"|25–29 ||COLSPAN="2"|+1
|- class="even"
|COLSPAN="2"|30 or higher ||COLSPAN="2"|+2
|-
!COLSPAN="4" align="left" |''Attack Bonus (Melee or Ranged Attack Trap)''
|-
|COLSPAN="2" |+0 or lower ||COLSPAN="2"|–2
|- class="even"
|COLSPAN="2" |+1 to +5 ||COLSPAN="2"|–1
|-
|COLSPAN="2" |+6 to +14 ||COLSPAN="2"|—
|- class="even"
|COLSPAN="2" |+15 to +19 ||COLSPAN="2"|+1
|-
|COLSPAN="2" |+20 to +24 ||COLSPAN="2"|+2
|- class="even"
!COLSPAN="4" align="left" |''Damage/Effect''
|-
|COLSPAN="2" align="left" |Average damage ||COLSPAN="2"|+1/7 points<sup>1</sup>
|-
!COLSPAN="4" align="left" |''Miscellaneous Features''
|-
|COLSPAN="2" align="left" |Alchemical device ||COLSPAN="2"|Level of spell mimicked
|- class="even"
|COLSPAN="2" align="left" |Liquid ||COLSPAN="2"|+5
|-
|COLSPAN="2" align="left" |Multiple target ||COLSPAN="2"|+1 (or 0 if never miss)
|- class="even"
|COLSPAN="2" align="left" |Onset delay 1 [[SRD:Round|round]] ||COLSPAN="2"|+3
|-
|COLSPAN="2" align="left" |Onset delay 2 rounds ||COLSPAN="2"|+2
|- class="even"
|COLSPAN="2" align="left" |Onset delay 3 rounds ||COLSPAN="2"|+1
|-
|COLSPAN="2" align="left" |Onset delay 4+ rounds ||COLSPAN="2"|–1
|- class="even"
| align="left" | '''Poison''' ||'''[[SRD:CR|CR]] of [[SRD:Poison|poison]]<BR>(see below)''' || align="left" | '''Poison''' ||'''[[SRD:CR|CR]] of [[SRD:Poison|poison]]<BR>(see below)'''
|-
| align="left" | Black adder venom ||+1 || align="left" | Large scor[[SRD:Creatures|pion]] venom ||+3
|- class="even"
| align="left" | Black lotus extract ||+8 || align="left" | Malyss root paste ||+3
|-
| align="left" | Bloodroot ||+1 || align="left" | Medium spider venom ||+2
|- class="even"
| align="left" | Blue whinnis ||+1 || align="left" | Nitharit ||+4
|-
| align="left" | Burnt othur fumes ||+6 || align="left" | Purple worm [[SRD:Poison|poison]] ||+4
|- class="even"
| align="left" | Deathblade ||+5 || align="left" | Sassone leaf residue ||+3
|-
| align="left" | [[SRD:Dragon Type|Dragon]] bile ||+6 || align="left" | Shadow essence ||+3
|- class="even"
| align="left" | [[SRD:Giant Wasp|Giant wasp]] [[SRD:Poison|poison]] ||+3 || align="left" | Small centipede [[SRD:Poison|poison]] ||+1
|-
| align="left" | Greenblood oil ||+1 || align="left" | Terinav root ||+5
|- class="even"
| align="left" | Insanity mist ||+4 || align="left" | Ungol dust ||+3
|-
| align="left" | Wyvern [[SRD:Poison|poison]] ||+5 || ||
|- class="even"
|COLSPAN="2" align="left" |Pit spikes ||COLSPAN="2"|+1
|-
|COLSPAN="2" align="left" |Touch attack ||COLSPAN="2"|+1
|-
| colspan="4" class="foot"|
# Rounded to the nearest multiple of 7 ([[SRD:Round|round]] up for an average that lies exactly between two numbers).
|}
{| class="d20"
|+
=====Table: [[SRD:CR|CR]] Modifiers for Magic Traps=====
|-
! Feature !! [[SRD:CR|CR]] Modifier
|-
|Highest-level spell ||+ [[SRD:Spell Level|Spell level]] OR +1 per 7 points of average damage per [[SRD:Round|round]]<sup>1</sup>
|-
| colspan="2" class="foot"|
# See the note following [[#Table: CR Modifiers for Mechanical Traps|Table: CR Modifiers for Mechanical Traps]].
|}
====Mechanical Trap Cost====
The base cost of a mechanical trap is 1,000 gp. Apply all the modifiers from [[#Table: Cost Modifiers for Mechanical Traps|Table: Cost Modifiers for Mechanical Traps]] for the various features you’ve added to the trap to get the modified base cost.
The final cost is equal to (modified base cost × Challenge Rating) + extra costs. The minimum cost for a mechanical trap is ([[SRD:CR|CR]] × 100) gp.
After you’ve multiplied the modified base cost by the Challenge Rating, add the price of any alchemical items or [[SRD:Poison|poison]] you incorporated into the trap. If the trap uses one of these elements and has an automatic reset, multiply the [[SRD:Poison|poison]] or alchemical item cost by 20 to provide an adequate supply of doses.
=====Multiple Traps=====
If a trap is really two or more connected traps, determine the final cost of each separately, then add those values together. This holds for both multiple dependent and multiple independent traps (see the previous section).
{| class="d20" style="text-align: left"
|+
=====Table: Cost Modifiers for Mechanical Traps=====
|-
!Feature !!Cost Modifier
|-
!''Trigger Type'' !!
|-
|Location ||—
|- class="even"
|Proximity ||+1,000 gp
|-
|Touch ||—
|- class="even"
|Touch (attached) ||–100 gp
|-
|Timed ||+1,000 gp
|-
!''Reset Type'' !!|
|-
|No reset ||–500 gp
|- class="even"
|Repair ||–200 gp
|-
|Manual ||—
|- class="even"
|Automatic ||+500 gp (or 0 if trap has timed trigger)
|-
!''Bypass Type'' !!
|-
|Lock ||+100 gp ([[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30)
|- class="even"
|Hidden switch ||+200 gp ([[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25)
|-
|Hidden lock ||+300 gp ([[SRD:Open Lock Skill|Open Lock]] [[SRD:DC|DC]] 30, [[SRD:Search Skill|Search]] [[SRD:DC|DC]] 25)
|-
!''[[SRD:Search Skill|Search]] [[SRD:DC|DC]]'' !!
|-
|19 or lower ||–100 gp × (20 – [[SRD:DC|DC]])
|- class="even"
|20 ||—
|-
|21 or higher ||+200 gp × ([[SRD:DC|DC]] – 20)
|-
!''[[SRD:Disable Device Skill|Disable Device]] [[SRD:DC|DC]]'' !!
|-
|19 or lower ||–100 gp × (20 – [[SRD:DC|DC]])
|- class="even"
|20 ||—
|-
|21 or higher ||+200 gp × ([[SRD:DC|DC]] – 20)
|-
!COLSPAN="2"|''[[SRD:Saving Throw|Reflex]] Save [[SRD:DC|DC]] (Pit or Other Save-Dependent Trap)''
|-
|19 or lower ||–100 gp × (20 – [[SRD:DC|DC]])
|- class="even"
|20 ||—
|-
|21 or higher ||+300 gp × ([[SRD:DC|DC]] – 20)
|-
!COLSPAN="2"|''Attack Bonus (Melee or Ranged Attack Trap)''
|-
|+9 or lower ||–100 gp × (10 – bonus)
|- class="even"
|+10 ||—
|-
|+11 or higher ||+200 gp × (bonus – 10)
|-
!''Damage Bonus'' !!
|-
|High strength rating ([[SRD:Ranged Attack|ranged attack]] trap) ||+100 gp × bonus (max +4)
|- class="even"
|High [[SRD:Strength|Strength]] bonus ([[SRD:Melee Attack|melee attack]] trap) ||+100 gp × bonus (max +8)
|-
!''Miscellaneous Features'' !!
|-
|Never miss ||+1,000 gp
|- class="even"
|Poison ||Cost of [[SRD:Poison|poison]]<sup>1</sup>
|-
|Alchemical item ||Cost of item<sup>1</sup>
|-
| colspan="2" class="foot"|
# Multiply cost by 20 if trap features automatic reset.
|}
====Magic Device Trap Cost====
Building a magic device trap involves the expenditure of experience points as well as gold pieces, and requires the services of a spellcaster. [[#Table: Cost Modifiers for Magic Device Traps|Table: Cost Modifiers for Magic Device Traps]] summarizes the cost information for magic device traps. If the trap uses more than one spell (for instance, a sound or visual trigger spell in addition to the main spell effect), the builder must pay for them all (except ''[[SRD:Alarm|alarm]]'', which is free unless it must be cast by an NPC; see below).
The costs derived from [[#Table: Cost Modifiers for Magic Device Traps|Table: Cost Modifiers for Magic Device Traps]] assume that the builder is casting the necessary spells himself (or perhaps some other PC is providing the spells for free). If an NPC spellcaster must be hired to cast them those costs must be factored in as well.
A magic device trap takes one day to [[SRD:Construct Type|construct]] per 500 gp of its cost.
{| class="d20" style="text-align: left"
|+
=====Table: Cost Modifiers for Magic Device Traps=====
|-
!Feature !!Cost Modifier
|-
|''[[SRD:Alarm|Alarm]] ''spell used in trigger ||—
|-
!''One-Shot Trap'' !!
|-
|Each spell used in trap ||+50 gp × [[SRD:Caster Level|caster level]] × [[SRD:Spell Level|spell level]], +4 XP × [[SRD:Caster Level|caster level]] × [[SRD:Spell Level|spell level]]
|- class="even"
|Material components ||+ Cost of all material components
|-
|XP components ||+ Total of XP components × 5 gp
|-
!''Automatic Reset Trap'' !!
|-
|Each spell used in trap ||+500 gp × [[SRD:Caster Level|caster level]] × [[SRD:Spell Level|spell level]], +40 XP × [[SRD:Caster Level|caster level]] × [[SRD:Spell Level|spell level]]
|- class="even"
|Material components ||+ Cost of all material components × 100 gp
|-
|XP components ||+ Total of XP components × 500 gp
|}
====Spell Trap Cost====
A spell trap has a cost only if the builder must hire an NPC spellcaster to cast it.
====[[SRD:Craft Skill|Craft]] [[SRD:DC|DCs]] for Mechanical Traps====
Once you know the Challenge Rating of a trap determine the [[SRD:Craft Skill|Craft]] (trapmaking) [[SRD:DC|DC]] by referring to the table and the modifiers given below.
{| class="d20"
|-
!Trap [[SRD:CR|CR]] !!Base [[SRD:Craft Skill|Craft]] (Trapmaking) [[SRD:DC|DC]]
|-
|1–3 ||20
|- class="even"
|4–6 ||25
|-
|7–10 ||30
|}
{| class="d20"
|-
!Additional Components !!Modifier to [[SRD:Craft Skill|Craft]] (Trapmaking) [[SRD:DC|DC]]
|-
|Proximity trigger ||+5
|- class="even"
|Automatic reset ||+5
|}
=====Making the Checks=====
To determine how much progress a character makes on building a trap each week, that character makes a [[SRD:Craft Skill|Craft]] (trapmaking) check. See the [[SRD:Craft Skill|Craft]] skill description for details on [[SRD:Craft Skill|Craft]] checks and the circumstances that can affect them.
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