Traps are typically artificial or constructed hazards people must avoid, deactivate, or otherwise bypass in order to proceed through a certain area. They are also commonly used by hunters and rangers in order to capture animals alive, often working on both animals and humans so long as it's properly disguised.
All traps whether mechanical, natural, or magical all use the same types of statistics in order to track their effects, price, and abilities.
Traps artificially put together in order to defend a location, mechanical traps are among the most common and one that's likely to be found in locations guarded by other people or which was formerly guarded by people. Mechanical traps usually have simple triggers which are easy to determine, even on a quick examination of the device.
Traps put together through the weaving of magical energies together, often binding spells to their triggers, the methods of disabling and handling magical traps is much different than mechanical ones, and due to their advanced nature they aren't often found outside of magically-rich environments.
A trigger is how a trap is set off.
This trap is set off when someone stands in a particular square.
This trap is set off when someone approaches within a set distance to the trap.
This trap is set off when it hears a sound, usually this is a specific phrase although some are more vague or even react to any sound.
This trap is set off when it sees something, being treated as if it had line of sight like a sentient being. Additional visual triggers can be included, such as not triggering upon spotting certain individuals.
This trap is set off when interacted with physically, usually by means of the individual accidentally activating some aspect of the trap, though other magically enchanted traps can also be activated through mere touch.
This trap is set off when a set duration has come to pass.
Traps listed here.
Notice indicates what checks may be used to discover the trap. Disable indicates what checks may be used to disable the trap.
Type: Mechanical
Trigger: Touch
Notice: Sight DC 24 or Touch DC 19
Disable: Lockpicking DC 24
Description: A dart comes out of a slit or hole, striking any in its path. This dart has an attack roll of +10 versus Physical Defense and on a successful hit the dart deals 2d4 points of piercing damage. Optionally, injury poison may be applied to the dart by the trap's creator.
Failing the Touch check on this trap triggers it.
Type: Mechanical
Trigger: Touch
Notice: Sight DC 27 or Touch DC 22
Disable: Lockpicking DC 28
Description: An arrow comes out of a slit or hole, striking any in its path. This arrow has an attack roll of +14 versus Physical Defense and on a successful hit the arrow deals 1d12 points of piercing damage with 1d6 points of Penetration. Optionally, injury poison may be applied to the arrow by the trap's creator.
Failing the Touch check on this trap triggers it.
Type: Mechanical
Trigger: Proximity
Notice: Sight DC 34 or Touch DC 26
Disable: Lockpicking DC 35
Description: After stepping on a designated floor tile, a hail of arrows falls from above making an attack roll of +19 versus the Physical Defense of everyone within 4 squares of the designated floor tile. On a successful hit those within the area take 5d12 points of piercing damage and 5d6 Penetration. A failed hit halves the damage and negates any Penetration.
Failing the Touch check on this trap triggers it.
Type: Mechanical
Trigger: Touch
Notice: Sight DC 26 or Touch DC 24
Disable: Touch DC 24 (making the Touch Notice check counts as also disabling)
Description: After stepping on the trap, the loose floor crumbles beneath and making an attack roll of +15 versus the Physical Defense of everyone within the floor tile(s). On a successful hit, those within the area take falling damage depending on the height of the collapsed floor. Anyone ending their turn adjacent to the trap after it has triggered incurs an attack at a +10 bonus instead. A successful DC 25 Balance check negates this attack roll. On average, the Collapsing Floor trap encompasses a 3x3 square area, and have a depth of between 2 squares (1d6 damage) and 4 squares (2d6 damage). Pits normally deal bludgeoning damage, however spiked pits deal either piercing or slashing damage.
Regardless of failing or succeeding the Touch check, the trap is triggered. On a success however, the one triggering can choose to avoid the trap when it triggers, thus avoiding any ill effects.
Type: Mechanical
Trigger: Touch
Notice: Sight DC 28 or Touch DC 25
Disable: Touch DC 25 (making the Touch Notice check counts as also disabling)
Description: After walking through the designated floor tile, a log suspended by ropes or vines comes swinging from higher up. This is an attack roll against the individual who triggered the trap, with an attack roll of +13 versus Physical Defense and deals 2d10+4 bludgeoning damage, and possesses the Pummeling special quality. Pummeling works as follows; enemies hit by this weapon fall prone in addition to the damage dealt unless they make a DC 25 Balance check.
Regardless of failing or succeeding the Touch check, the trap is triggered. On a success however, the one triggering can choose to avoid the trap when it triggers, thus avoiding any ill effects.