Mechanical
Traps: Simply select
the elements you want the trap to have and add up the adjustments to the
traps Challenge Rating that those elements require (see Table: CR Modifiers
for Mechanical Traps) to arrive at the traps final CR. From the CR you can
derive the DC of the Craft (trapmaking) checks a character must make to
construct the trap.
Magic
Traps: As with
mechanical traps, you dont have to do anything other than decide what
elements you want and then determine the CR of the resulting trap (see Table: CR
Modifiers for Magic Traps). If a player character wants to design and construct
a magic trap, he must have the Craft Wondrous Item feat. In addition, he must be
able to cast the spell or spells that the trap requiresor, failing that, he
must be able to hire an NPC to cast the spells for him.
To calculate the Challenge Rating of a trap, add all
the CR modifiers (see the tables below) to the base CR for the trap type.
Mechanical
Trap: The base CR for
a mechanical trap is 0. If your final CR is 0 or lower, add features until you
get a CR of 1 or higher.
Magic
Trap: For a spell
trap or magic device trap, the base CR is 1. The highest-level spell used
modifies the CR (see 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 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 poisons 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
CReither 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 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 CR for
the combined traps.
|
Table:
CR Modifiers for Mechanical Traps |
|||
|
Feature |
CR
Modifier |
||
|
Search
DC |
|
||
|
15
or lower |
1 |
||
|
2529 |
+1 |
||
|
30
or higher |
+2 |
||
|
Disable
Device DC |
|
||
|
15
or lower |
1 |
||
|
2529 |
+1 |
||
|
30
or higher |
+2 |
||
|
Reflex
Save DC (Pit or Other Save-Dependent Trap) |
|
||
|
15
or lower |
1 |
||
|
1624 |
|
||
|
2529 |
+1 |
||
|
30
or higher |
+2 |
||
|
Attack
Bonus (Melee or Ranged Attack Trap) |
|
||
|
+0
or lower |
2 |
||
|
+1
to +5 |
1 |
||
|
+6
to +14 |
|
||
|
+15
to +19 |
+1 |
||
|
+20
to +24 |
+2 |
||
|
Damage/Effect |
|
||
|
Average
damage |
+1/7
points* |
||
|
Miscellaneous
Features |
|
||
|
Alchemical
device |
Level
of spell mimicked |
||
|
Liquid |
+5 |
||
|
Multiple
target |
+1
(or 0 if never miss) |
||
|
Onset
delay 1 round |
+3 |
||
|
Onset
delay 2 rounds |
+2 |
||
|
Onset
delay 3 rounds |
+1 |
||
|
Onset
delay 4+ rounds |
1 |
||
|
Poison |
CR
of poison (see below) |
||
|
Black
adder venom |
+1 |
Large
scorpion venom |
+3 |
|
Black
lotus extract |
+8 |
Malyss
root paste |
+3 |
|
Bloodroot |
+1 |
Medium
spider venom |
+2 |
|
Blue
whinnis |
+1 |
Nitharit |
+4 |
|
Burnt
othur fumes |
+6 |
Purple
worm poison |
+4 |
|
Deathblade |
+5 |
Sassone
leaf residue |
+3 |
|
Dragon
bile |
+6 |
Shadow
essence |
+3 |
|
Giant
wasp poison |
+3 |
Small
centipede poison |
+1 |
|
Greenblood
oil |
+1 |
Terinav
root |
+5 |
|
Insanity
mist |
+4 |
Ungol
dust |
+3 |
|
Wyvern
poison |
+5 |
|
|
|
Pit
spikes |
+1 |
||
|
Touch
attack |
+1 |
||
|
*
Rounded to the nearest multiple of 7 (round up for an average that lies
exactly between two numbers). |
|||
|
Table:
CR Modifiers for Magic Traps |
|
|
Feature |
CR
Modifier |
|
Highest-level
spell |
+
Spell level OR +1 per 7 points of average damage per round* |
|
*See the note following Table: CR Modifiers for Mechanical Traps. |
|
The base cost of a mechanical trap is 1,000 gp. Apply
all the modifiers from Table: Cost Modifiers for Mechanical Traps for the
various features youve added to the trap to get the modified base cost.
The final cost is equal to (modified base cost x
Challenge Rating) + extra costs. The minimum cost for a mechanical trap is (CR x
100) gp.
After youve multiplied
the modified base cost by the Challenge Rating, add the price of any alchemical
items or poison you incorporated into the trap. If the trap uses one of these
elements and has an automatic reset, multiply the 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).
|
Table:
Cost Modifiers for Mechanical Traps |
|
|
Feature |
Cost
Modifier |
|
Trigger
Type |
|
|
Location |
|
|
Proximity |
+1,000
gp |
|
Touch |
|
|
Touch
(attached) |
100
gp |
|
Timed |
+1,000
gp |
|
Reset
Type |
|
|
No
reset |
500
gp |
|
Repair |
200
gp |
|
Manual |
|
|
Automatic |
+500
gp (or 0 if trap has timed trigger) |
|
Bypass
Type |
|
|
Lock |
+100
gp (Open Lock DC 30) |
|
Hidden
switch |
+200
gp (Search DC 25) |
|
Hidden
lock |
+300
gp (Open Lock DC 30, Search DC 25) |
|
Search
DC |
|
|
19
or lower |
100
gp x (20 DC) |
|
20 |
|
|
21
or higher |
+200
gp x (DC 20) |
|
Disable
Device DC |
|
|
19
or lower |
100
gp x (20 DC) |
|
20 |
|
|
21
or higher |
+200
gp x (DC 20) |
|
Reflex
Save DC (Pit or Other Save-Dependent Trap) |
|
|
19
or lower |
100
gp x (20 DC) |
|
20 |
|
|
21
or higher |
+300
gp x (DC 20) |
|
Attack
Bonus (Melee or Ranged Attack Trap) |
|
|
+9
or lower |
100
gp x (10 bonus) |
|
+10 |
|
|
+11
or higher |
+200
gp x (bonus 10) |
|
Damage
Bonus |
|
|
High
strength rating (ranged attack trap) |
+100
gp x bonus (max +4) |
|
High
Strength bonus (melee attack trap) |
+100
gp x bonus (max +8) |
|
Miscellaneous
Features |
|
|
Never
miss |
+1,000
gp |
|
Poison |
Cost
of poison* |
|
Alchemical
item |
Cost
of item* |
|
*
Multiply cost by 20 if trap features automatic reset. |
|
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 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 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 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 construct per 500
gp of its cost.
|
Table: Cost Modifiers for Magic Device Traps |
|
Feature |
Cost Modifier |
|
Alarm
spell used in
trigger |
|
|
One-Shot
Trap |
|
|
Each
spell used in trap |
+50
gp x caster level x spell level, +4
XP x caster level x spell level |
|
Material
components |
+
Cost of all material components |
|
XP
components |
+
Total of XP components x 5 gp |
|
Automatic
Reset Trap |
|
|
Each
spell used in trap |
+500
gp x caster level x spell level, +40
XP x caster level x spell level |
|
Material
components |
+
Cost of all material components x 100 gp |
|
XP
components |
+
Total of XP components x 500 gp |
A spell trap has a cost only if the builder must hire
an NPC spellcaster to cast it.
Once you know the Challenge Rating of a trap determine
the Craft (trapmaking) DC by referring to the table and the modifiers given
below.
|
Trap
CR |
Base
Craft (Trapmaking) DC |
|
13 |
20 |
|
46 |
25 |
|
710 |
30 |
|
Additional
Components |
Modifier
to Craft (Trapmaking) DC |
|
Proximity
trigger |
+5 |
|
Automatic
reset |
+5 |
Making
the Checks: To
determine how much progress a character makes on building a trap each week, that
character makes a Craft (trapmaking) check. See the Craft skill description for
details on Craft checks and the circumstances that can affect them.