Artificer traps are a small, portable version of the more standard traps that are often encountered in dungeons. They follow many of the same rules, except as described here. Each artificer trap covers only a 5 ft. space (unless stated otherwise). No two artificer traps may cover the same space.
The DCs for Perception checks to notice the trap, Engineering checks to disable it, and saving throws to avoid it are equal to the artificer’s Engineering skill rank + the artificer’s Intelligence modifier.
The bonus to attack rolls for artificer traps is equal to the artificer’s Engineering skill rank + the artificer’s Intelligence modifier. If an artificer trap has multiple attacks (such as a Dart Trap with multiple darts), use the same attack roll to determine success and deal damage normally. On a critical hit, only the first attack deals critical damage. If the creature is unaware of the trap when it triggers, it is flat-footed against this attack.
The Combat Maneuver Bonus of any special attack generated by an artificer trap is equal to the artificer’s Engineering skill rank + the artificer’s Intelligence modifier.
All artificer traps have a Trigger of Location or Timed. An artificer can choose the trigger type when setting the artificer trap.
These artificer traps only function once and are destroyed once triggered. They have a Duration of instantaneous and a Reset of none.
Artificers never risk accidentally setting off their own artificer traps and can automatically Bypass them with no effort. Artificers can recover their own artificer traps and reuse then later if they have not been triggered.
Artificer traps come in various strengths, which are set when crafted. An artificer can always choose to create a weaker artificer trap than the strongest he can create. The base entry is for a Least artificer trap with stronger versions listed below.
Artificer Traps
- Alchemical Trap – Type: mechanical; Effect: Ranged Attack (5 ft., 1 alchemical splash weapon); Cost: 10gp + the alchemical item used.
- Lesser: Ranged Attack (10 ft., 2 alchemical splash weapons); Cost: 40gp + the alchemical item used.
- Moderate: Ranged Attack (5 ft., 2 alchemical splash weapons); Cost: 60gp + the alchemical items used.
- Improved: Ranged Attack (10 ft., 2 alchemical splash weapons); Cost: 100gp + the alchemical item used.
- Greater: Ranged Attack (10 ft., 3 alchemical splash weapons); Cost: 150gp + the alchemical items used.
- Blade Trap – Type: mechanical; Effect: Melee Attack (1d4+1 slashing); Cost: 20gp.
- Lesser: Melee Attack (1d6+2 slashing); Cost: 40gp.
- Moderate: Melee Attack (1d8+4 slashing); Cost: 60gp.
- Improved: Melee Attack (1d10+8 slashing); Cost: 80gp.
- Greater: Melee Attack (1d12+10 slashing); Cost: 100gp.
- Bludgeoning Trap – Type: mechanical; Effect: Melee Attack (1d4+1 bludgeoning); Cost: 20gp.
- Lesser: Melee Attack (1d6+2 bludgeoning); Cost: 40gp.
- Moderate: Melee Attack (1d8+4 bludgeoning); Cost: 60gp.
- Improved: Melee Attack (2d6+6 bludgeoning); Cost: 80gp.
- Greater: Melee Attack (2d8+8 bludgeoning); Cost: 100gp.
- Dart Trap – Type: mechanical; Effect: Ranged Attack (1d4 piercing); Cost: 20 gp per dart.
- Lesser: Ranged Attack, 2 darts (1d4 piercing each).
- Moderate: Ranged Attack, 4 darts (1d4 piercing each).
- Improved: Ranged Attack, 6 darts (1d4 piercing each).
- Greater: Ranged Attack, 8 darts (1d4 piercing each).
- Elemental Trap (Acid, Fire, Cold, or Electricity) – Type: magic; Effect: 1d6 energy damage, Ref half; Cost: 25 gp.
- Lesser: 2d6 energy damage, Ref half; Cost: 50 gp.
- Moderate: 3d6 energy damage, Ref half; Cost: 75 gp.
- Improved: 4d6 energy damage, Ref half; Cost: 100 gp.
- Greater: 5d6 energy damage, Ref half; Cost: 125 gp.
- Knockdown – Type: mechanical; Effect: Trip attempt against target; Cost: 10 gp.
- Lesser: +1 to CMB; Cost: 25 gp.
- Moderate: +2 to CMB; Cost: 50 gp.
- Improved: +3 to CMB; Cost: 75 gp.
- Greater: +4 to CMB; Cost: 100 gp.
- Noisemaker – Type: mechanical; Effect: Loud noise and flash of light, enemies within 20 feet suffer a -2 penalty to Perception checks for 1d4 rounds; Cost: 10 gp.
- Lesser: 25 feet, -3 penalty to Perception, 1d4+1 rounds; Cost: 25 gp.
- Moderate: 30 feet, -4 penalty to Perception, 1d4+2 rounds; Cost: 50 gp.
- Improved: 40 feet, -5 penalty to Perception, 1d4+3 rounds; Cost: 75 gp.
- Greater: 50 feet, -6 penalty to Perception, 1d4+4 rounds; Cost: 100 gp.
- Pushback – Type: mechanical; Effect: Bull Rush against target, max 5-ft. distance; Cost: 10 gp.
- Lesser: +1 to CMB, up to 5-ft. pushback; Cost: 25 gp.
- Moderate: +2 to CMB, up to 10-ft. pushback; Cost: 50 gp.
- Improved: +3 to CMB, up to 10-ft. pushback; Cost: 75 gp.
- Greater: +4 to CMB, up to 15-ft. pushback; Cost: 100 gp.
- Smoke Screen – Type: mechanical; Effect: 5-ft. cloud of smoke as the fog cloud spell, lasts 1d4 rounds; Cost: 25 gp.
- Lesser: 10-ft. cloud, 1d4+1 rounds; Cost: 50 gp.
- Moderate: 15-ft. cloud, 1d4+2 rounds; Cost: 75 gp.
- Improved: 20-ft. cloud, 1d4+3 rounds; Cost: 100 gp.
- Greater: 25-ft. cloud, 1d4+4 rounds; Cost: 125 gp.
- Spell Trap – Type: magic; Effect: Stores a 1st-level spell when crafted, released when triggered; Cost: 50 gp + the stored spell.
- Lesser: +1 to save DC of the 1st-level spell; Cost: 100 gp + the stored spell.
- Moderate: 2nd-level spell; Cost: 200 gp + the stored spell.
- Improved: +1 to save DC of the 2nd-level spell; Cost: 250 gp + the stored spell.
- Greater: 3rd-level spell; Cost: 350 gp + the stored spell.
Spells that target one or more creatures target only the creature that triggers the spell trap. Spells with an area affect only the 5-ft. square where the spell trap located. A spell trap can store the following spells:
- 1st: cure light wounds, cause fear, daze, glue seal, grease, hypnotism, sleep.
- 2nd: blindness, cure moderate wounds, glitterdust, hypnotic pattern, scare, touch of idiocy.
- 3rd: cure serious wounds, deep slumber, dispel magic, halt undead, hold person, slow.