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.

Pit Trap - CR 1/2

Source Starfinder Core Rulebook pg. 411
XP 200
A 10-foot-square trapdoor opens when a creature walks on top of it, dumping victims into a 20-foot-deep pit.

Pit Trap

Type analog; Perception DC 17; Disable Engineering DC 12 (open trap door) or DC 18 (jam trap door shut)
Trigger location; Reset manual
Effect 20-ft.-deep pit (2d6 falling damage); Reflex DC 11 avoids; multiple targets (all targets in a 10-ft.-square area)