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.

Mind Spores Trap - CR 6

Source Starfinder Core Rulebook pg. 413
XP 2,400
When sensors detect movement, a vent releases a spray of spores that affect the triggering creature’s mental processes.

Mind Spores Trap

Type hybrid; Perception DC 29; Disable Engineering DC 24 (jam vent closed) or Mysticism DC 24 (neutralize spores)
Trigger location; Reset 1 hour
Effect 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 16 negates; multiple targets (all targets in 30-ft. cone)