Archives of Nethys

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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.

Explosive Detonation Trap - CR 9

Source Starfinder Core Rulebook pg. 413
XP 6,400
When the trap detects a living creature within 5 feet, it explodes.

Explosive Detonation Trap

Type technological; Perception DC 33; Disable Engineering DC 28 (defuse explosive)
Trigger proximity (thermal, 5 feet); Reset none
Effect explosion (8d12 F); Reflex DC 18 half; multiple targets (all targets within 20-ft. radius)