Traps

This page features traps that the PCs have or may encounter during their adventures throughout the galaxy.


CR 1

CR 2

CR 3

CR 4
  •  Trap

CR 5

CR 6
  •  Trap

CR 7

CR 8

CR 9
  •  Trap

CR 10
  •  Trap

CR 11
  •  Trap

CR 12

CR 13
  •  Trap

CR 14

CR 15
  •  Trap

CR 16
  •  Trap

CR 17
  •  Trap

CR 18
  •  Trap

CR 19
  •  Trap

CR 20
  •  Trap


CR 1

Jury-Rigged Laser Blast Trap
CR 1  
XP 400
Type technological; Perception DC 21; Disable Engineering DC 15 (disable motion sensors)
Trigger touch; Reset none
Effect laser +11 ranged (3d6+1 F)


Pressure Pad Trap
CR1
XP 400
Type technological; Perception DC 21; Disable Engineering DC 16 (disable pressure pad)
Trigger location; Reset none
Effect sonic blast (3d6 So); Reflex DC 12 half


CR 2

Electricity Blast Sphere
CR 2 
XP 600
Type technological; Perception DC 23; Disable Engineering DC 18 (prevent the electricity discharge)
Trigger location; Reset 1 minute
Effect blast of electricity (3d6 E); Reflex DC 13 half; multiple targets

CR 3

Malfunctioning Control Console
CR 3
XP 800
Type hybrid; Perception DC 24; Disable Engineering or Mysticism DC 19 (disable short-circuiting components)
Trigger touch; Reset none
Effect arc of electricity (6d6 E); Reflex DC 14 half


Star Storm Trap
CR 3
XP 800
Type magical; Perception DC 24; Disable Mysticism DC 19 (disrupt the magical energy)
Trigger location; Reset 1 minute;
Initial Effect a rain of glowing stars cascades from the ceiling, striking all creatures in the secondary area and dealing 5d6 damage, half of which is electricity and half of which is fire; DC 14 Reflex half; multiple targets (all targets in a 25-by-30-foot area);
Secondary Effect any creature that fails the Reflex save is covered in sparkling motes of light that last for 10 minutes, during which time the creature takes a –10 penalty to Stealth checks and cannot benefit from concealment; Will DC 14 negates


CR 4


CR 5

Laser Arc Trap
CR 5
XP 1,600
Type technological; Perception DC 27; Disable Engineering DC 22
Trigger touch; Reset manual
Effect laser arc (4d10+5 F); Reflex DC 15 half



CR 6
xxx

CR 7

Mind Spores Trap
CR 7
XP 3,200
Type hybrid; Perception DC 30; Disable Computers DC 27, Engineering DC 25, or Mysticism DC 25 (neutralize spores)
Trigger proximity (thermal, 10 feet); Reset 1 hour or manual (computer in area B2)
Effect mind spores (–4 penalty to Intelligence-, Wisdom-, and Charisma-based ability checks, skill checks, and saving throws for 1d4 hours; this is a mind-affecting effect); Will DC 17 negates; multiple targets (all targets in 30-ft. cone).


Moving Laser Wall Trap
CR 7
XP 3,200
Type technological; Perception DC 30; Disable Computers DC 27
Trigger location; Initiative +12; Duration continuous (until disabled); Reset manual
Effect wall of laser beams (5d10 F); Reflex DC 17 avoids (see above if natural 1 is rolled); onset delay (1 round); multiple targets (all targets in area B3)

CR 8

Needle Launcher Trap
CR 8
XP 4,800
Type analog; Perception DC 32; Disable Engineering DC 27 (cut trip wire)
Trigger location; Reset manual
Effect needles +20 ranged (8d12 P)

CR 9xxx

CR 10xxx

CR 11xxx

CR 12

Obedience Implant Trap
CR 12
XP 19,200
Type hybrid; Perception DC 38; Disable Engineering DC 33 (disable lancet) or Cr 12 Mysticism DC 33 (render implant ineffective)
Trigger proximity (visual, 10 feet); Reset manual
Effect lancet +27 melee (3d6+10 P plus dominate person); Will DC 21 negates dominate person effect



CR 14

Sterilization Chamber Trap
CR 14
XP 38,400
Type analog; Perception DC 41; Disable Engineering DC 36 (disable pressure valve)
Trigger location; Reset 1 minute
Effect acid shower (14d12 A); Reflex DC 22 reduces damage to 4d12; onset delay (1 round); multiple targets (all targets in room)

No comments:

Post a Comment

Against the Aeon Throne Episode 005

After the Gap - May 5, 317 @ 00:08 With