Trap

Types of Traps
A trap can be either mechanical or magic in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are further divided into spell traps and magic device traps. Magic device traps initiate spell effects when activated, just as wands, rods, rings, and other magic items do. Spell traps are simply spells that themselves function as traps. Creating a spell trap requires the services of a character who can cast the needed spell or spells, who is usually either the character creating the trap or an NPC spellcaster hired for the purpose.

Mechanical Traps
Dungeons are frequently equipped with deadly mechanical (nonmagical) traps. A trap typically is defined by its location and triggering conditions, how hard it is to spot before it goes off, how much damage it deals, and whether or not the heroes receive a saving throw to mitigate its effects. Traps that attack with arrows, sweeping blades, and other types of weaponry make normal attack rolls, with a specific attack bonus dictated by the trap’s design.

A character with the Trap Sense class feature who succeeds on a DC 21 (or higher) Search check detects a well-hidden or complex mechanical trap before it is triggered. Complex traps are denoted by their triggering mechanisms and involve pressure plates, mechanisms linked to doors, changes in weight, disturbances in the air, vibrations, and other sorts of unusual triggers.

Rougues above third level can also employ Trapmaking to craft traps and grenades.

Magic Traps
Many spells can be used to create dangerous traps. Unless the spell or item description states otherwise, assume the following to be true.


 * 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).