Archives of Nethys

Pathfinder | Starfinder

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Traps

Source Starfinder Core Rulebook pg. 410
Ancient alien ruins and corporate offices alike are rife with traps and defense mechanisms meant to protect valuable goods, personnel, and information. Additionally, adventuring characters sometimes encounter situations that, while not intentionally set up as traps, are just as dangerous—an unshielded power conduit in a damaged ship could prove deadly to those who aren’t careful, as could an unbalanced grav plate that might fling the unwary into a wall at high speeds. Whether the presentation of such dangers is intentional, accidental, or simply situational, all are represented using the same set of rules.

Disintegration Chamber Trap - CR 14

Source Starfinder Core Rulebook pg. 413
XP 38,400
When organic matter enters the trapped room, a disintegration beam permeates it 1 round later, atomizing everything within.

Disintegration Chamber Trap

Type technological; Perception DC 41; Disable Engineering DC 36 (disable beam)
Trigger location; Reset 1 minute
Effect disintegration beam (14d12); Fortitude DC 22 reduces damage to 4d12; onset delay (1 round); multiple targets (all targets in room)