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.

Obedience Implant Trap - CR 12

Source Starfinder Core Rulebook pg. 413
XP 19,200
When the trap sees a creature within 10 feet, a lancet implants a magic microchip in the triggering creature, which falls under the telepathic control of the trap’s creator, as per dominate person (but affecting any creature). Removing the chip safely requires a 1-minute surgical procedure and a successful Medicine DC 28 check. Failure deals 3d6 slashing damage and leaves the implant in place. An implanted chip prevents magical means of ending the spell effect. Any later successful save (such as to resist a command) renders the spell effect dormant for 1 round rather than ending it.

Obedience Implant Trap

Type hybrid; Perception DC 38; Disable Engineering DC 33 (disable lancet) or 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