|
Untitled Document
Hazzords
and obsticles
Home
Rules
Races
Classes
Skills
Feats
Spells
Equipment
Message Board
Links
WALLS
Typical Break Hit Climb
Wall Type Thickness DC Hardness Points* DC
--------- --------- -- -------- ------- ------
Masonry 1 ft. 35 8 90 hp 15
Superior masonry 1 ft. 35 8 90 hp 20
Reinforced masonry 1 ft. 45 8 180 hp 15
Hewn stone 3 ft. 50 8 540 hp 22
Unworked stone 5 ft. 65 8 900 hp 20
Iron 3 in. 30 10 90 hp 25
Paper Paper-thin 1 — 1 hp 30
Wood 6 in. 20 5 60 hp 21
Magically treated** — +20 ?2 x2† —
*Per 10-ft.-by-10-ft. section.
**These modifiers can be applied to any of the other categories and types.
†Or 50, whichever is greater.
FLOORS
Typical Hit Break DC
Door Type Thickness Hardness Points Stuck Locked
--------- --------- -------- ------ -------- ---------
Simple wooden 1 in. 5 10 hp 13 15
Good wooden 1 1/2 in. 5 15 hp 16 18
Strong wooden 2 in. 5 20 hp 23 25
Stone 4 in. 8 60 hp 28 28
Iron 2 in. 10 60 hp 28 28
Portcullis, wooden 3 in 5 30 hp 25* 25*
Portcullis, iron 2 in. 10 60 hp 25* 25*
Lock — 15 30 hp
Hinge — 15 30 hp
*DC to lift. Use appropriate door figure for breaking.
Door Locks, Bars, Seals, and Traps
DC 10 or lower: a door just about anyone can break open.
DC 11–15: a door that a strong person could break with one try and
an average
person might be able to break with one try.
DC 16–20: a door that almost anyone could break, given time.
DC 21–25: a door that only a strong or very strong person has a
hope of
breaking, probably not on the first try.
DC 26+: a door that only an exceptionally strong person has a hope of
breaking.
The DC to pick a lock with an Open Lock check often falls into the range of
DC
20 to DC 30, although locks with lower or higher DCs can exist. A door can
have
more than one lock, each of which must be unlocked separately. Locks often
are
trapped, usually with poison needles that extend out to prick a rogue’s
finger.
TRAPS
The following are common mechanical traps, found in dungeons the world over.
Provided for each trap is its Challenge Rating (CR), its attack bonus (when
applicable), the amount of damage it inflicts (in parentheses), and the DCs
for
saving throws or skill checks to find, avoid, and/or disable the trap.
Simple Mechanical Traps
Arrow Trap: CR 1; +10 ranged (1d6/x3 crit);
Search (DC 20); Disable Device (DC
20). Note: 200-ft. max range, target determined randomly from those in its
path.
Spear Trap: CR 2; +12 ranged (1d8/x3 crit);
Search (DC 20); Disable Device (DC
20). Note: 200-ft. max range, target determined randomly from those in its
path.
Pit Trap (20 Ft. Deep): CR 1; no attack roll
necessary (2d6); Reflex save (DC
20) avoids; Search (DC 20); Disable Device (DC 20).
Spiked Pit Trap (20 Ft. Deep): CR 2; no attack
roll necessary (2d6), +10 melee
(1d4 spikes for 1d4+2 points of damage per successful hit); Reflex save (DC
20)
avoids; Search (DC 20); Disable Device (DC 20).
Pit Trap (40 Ft. Deep): CR 2; no attack roll
necessary (4d6); Reflex save (DC
20) avoids; Search (DC 20); Disable Device (DC 20).
Spiked Pit Trap (40 Ft. Deep): CR 3; no attack roll necessary (4d6), +10 melee
(1d4 spikes for 1d4+4 points of damage per successful hit); Reflex save (DC
20)
avoids; Search (DC 20); Disable Device (DC 20).
Pit Trap (60 Ft. Deep): CR 3; no attack roll
necessary (6d6); Reflex save (DC
20) avoids; Search (DC 20); Disable Device (DC 20).
Spiked Pit Trap (60 Ft. Deep): CR 4; no attack roll necessary (6d6), +10 melee
(1d4 spikes for 1d4+5 points of damage per successful hit); Reflex save (DC
20)
avoids; Search (DC 20); Disable Device (DC 20).
Pit Trap (80 Ft. Deep): CR 4; no attack roll
necessary (8d6); Reflex save (DC
20) avoids; Search (DC 20); Disable Device (DC 20).
Spiked Pit Trap (80 Ft. Deep): CR 5; no attack
roll necessary (8d6), +10 melee
(1d4 spikes for 1d4+5 points of damage per successful hit); Reflex save (DC
20)
avoids; Search (DC 20); Disable Device (DC 20).
Pit Trap (100 Ft. Deep): CR 5; no attack
roll necessary (10d6); Reflex save (DC
20) avoids; Search (DC 20); Disable Device (DC 20).
Spiked Pit Trap (100 Ft. Deep): CR 6; no attack roll necessary (10d6), +10
melee
(1d4 spikes for 1d4+5 points of damage per successful hit); Reflex save (DC
20)
avoids; Search (DC 20); Disable Device (DC 20).
Poison Needle Trap: CR 2; +8 ranged (1, plus
greenblood oil poison); Search (DC
22); Disable Device (DC 20).
Hail of Needles: CR 1; +20 ranged (2d4);
Search (DC 22); Disable Device (DC 22).
Crushing Wall Trap: CR 10; no attack roll
required (20d6); Search (DC 20);
Disable Device (DC 25).
Scything Blade Trap: CR 1; +8 melee (1d8/x3
crit); Search (DC 21); Disable
Device (DC 20).
Falling Block Trap: CR 5; +15 melee (6d6);
Search (DC 20); Disable Device (DC
25). Note: Can strike all characters in two adjacent specified squares.
Large Net Trap: CR 1; +5 melee (see note);
Search (DC 20); Disable Device (DC
25). Note: Characters in 10-ft. square are grappled by net (Str_18) if they
fail
a Reflex save (DC 14).
Poison Gas Trap: CR 10; no attack roll necessary
(see note below); Search (DC
21); Disable Device (DC 25). Note: Trap releases burnt othur fumes.
Flooding Room Trap: CR 5; no attack roll
necessary (see note below); Search (DC
20); Disable Device (DC 25). Note: Room floods in 4 rounds.
Portcullis Trap: CR 2; +10 melee (3d6/x2
crit); Search (DC 20); Disable Device
(DC 20). Note: Damage applies only to those underneath the portcullis.
Portcullis blocks passageway.
Magic Traps
A successful Search check (DC 25 + spell level) made by a rogue (and only
a
rogue) detects a magic trap before it goes off. Other characters have no
chance to find a magic trap with a Search check.
Magic traps permit a saving throw in order to avoid the effect (DC 10 + spell
level x 1.5).
Magic traps may be disarmed by a rogue (and only a rogue) with a successful
Disable Device check (DC 25 + spell level).
Creating Magic Traps
Creating a magic trap costs experience points and gold, just like creating
magic
items. If a trap is a one-use device, the cost for creation is 50 gp and 2
XP,
both multiplied by the caster level. If a trap has multiple uses (or functions
continually), the cost for creation is 500 gp and 20 XP, both multiplied by
the
caster level. Devising and placing a magic trap not covered by existing spell
effects is just like creating a magic item. Building a trap-filled dungeon
filled with magical dangers is thus a costly process.
Sample Magic Traps
Provided for each trap is its Challenge Rating (CR), the area the trap affects
or its attack bonus (whichever applies), the amount of damage it inflicts
(in
parentheses), and the DCs for saving throws or skill checks to find, avoid,
and/or disable the trap.
Flame Jet: CR 2; 1-ft.-wide, 50-ft.-long
stream of flame (3d6); Reflex save (DC
13) avoids; Search (DC 25); Disable Device (DC 26).
Lightning Blast: CR 3; 5-ft.-wide, 50-ft.-long
blast (3d6); Reflex save (DC 13)
avoids; Search (DC 26); Disable Device (DC 25).
Globe of Cold: CR 4; 20-ft.-radius sphere
or hemisphere (5d6); Reflex save (DC
15) avoids; Search (DC 27); Disable Device (DC 25).
Electrified Floor: CR 4; section of floor
(3d10); Reflex save (DC 14) for half
damage; Search (DC 25); Disable Device (DC 25).
Floor Transforms into Acid: CR 6; section
of floor (10d6); Reflex save (DC 16)
negates; Search (DC 28); Disable Device (DC 30). Note: Successful save means
character dives to safety in time.
Illusion over Spiked Pit (20 Ft. deep): CR
3; no attack roll required (2d6), +10
melee (1d4 spike attacks for 1d4+2 points of damage per successful hit); Reflex
save (DC 15) negates; Search (DC 20); Disable Device (DC 20).
Air Sucked out of Room: CR 5; one room (see
note below); Search (DC 28); Disable
Device (DC 30). Note: Deals suffocation damage.
ORGANIC HAZARDS
Green Slime (CR4)
A single patch of green slime deals 1d6 points of temporary Constitution damage
per round while it devours flesh. On the first round of contact, the slime
can
be scraped off a creature (most likely destroying the scraping device), but
after that it must be frozen, burned, or cut away (applying damage to the
victim
as well). Extreme cold or heat, sunlight, or a remove disease spell destroys
a
patch of green slime. Against wood or metal, green slime deals 2d6 points
of
damage per round, ignoring metal’s hardness but not that of wood.
It does not
harm stone.
Mold and Fungus
Yellow Mold (CR 6): If disturbed, a patch of this mold bursts forth with a
cloud
of poisonous spores. All within 10 feet of the mold must make a Fortitude
save
(DC 15) or take 1d6 points of temporary Constitution damage. Another Fortitude
save (DC 15) is required 1 minute later—even by those who succeeded
at the first
save—to avoid taking 2d6 points of temporary Constitution damage.
Fire destroys
yellow mold, and sunlight renders it dormant.
Brown Mold (CR 2): Brown mold feeds on warmth,
drawing heat from anything around
it. It normally comes in patches 2 to 3 feet in diameter, and the temperature
is
always cold in the area surrounding it. Living creatures within 5 feet of
it
take 3d6 points of cold subdual damage. Fire brought within 5 feet of the
mold
causes it to instantly double in size. Cold damage, such as from a cone of
cold,
instantly destroys it.
Phosphorescent Fungus (No CR): This strange
underground fungus grows in patches
that look almost like stunted shrubbery. It gives off a soft violet glow that
illuminates underground caverns and passages.
|