Building Hazards
Concept
Hazard Types
Traps are usually built or placed. They can also form accidentally, such as if a rift opens in time or between realities, or a vehicle's autopilot malfunctions. Mechanical traps always have some physical component, whereas purely magical traps typically don't. Magical traps can usually be counteracted by dispel magic, and those without a listed proficiency rank for Stealth can be found using detect magic. Tech traps can be affected by the glitching condition but never lose actions.
Environmental hazards might be living things, like spores and molds, or features of the terrain or environment, like rockslides. Some environmental hazards can't reasonably be attacked or damaged, such as a cloud of poisonous gas.
Haunts are usually formed when the spiritual essence of a location is imprinted with instincts and emotions from a living being's demise. Haunts lack matter, so they rarely involve a physical component, or they are incorporeal or might even be damaged only by vitality energy. Typically, PCs can learn clues to determine what it would take to lay a haunt to rest permanently.
Understanding and Choosing Statistics
Extreme: The hazard is world-class in this statistic and can challenge almost any character. Almost all hazards have one extreme statistic because hazards normally activate only if they've gone unnoticed or if someone critically failed to disable them. Does it have an extreme Stealth DC that makes it incredibly hard to find, an extreme Disable DC that makes it perilous to disable, or an extreme save DC that makes it deadly in the event it triggers? These are the most common choices, as each affects a different phase of encountering the hazard.
High: Extremely capable but not world-class, the hazard presents a challenge for most characters. This is a capable level and can generally serve as a baseline value.
Low: If a hazard has a weakness, like a poor Reflex save for a bulky mechanical trap or an easy DC to disable for a hard-to-find trap, it usually has a low value. If you need something even lower, use a terrible value from Building Creatures, or just an incredibly low value.
Stealth and Disable
When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. You'll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method. Remember, a hazard without a listed rank next to its Stealth DC is obvious enough that creatures can find it without Searching, and magical hazards without a listed rank aren't normally protected against detect magic. Most hazards built by intelligent creatures are concealed and have at least a trained rank. The Minimum Proficiency table indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the exploding egg sac environmental hazard can be disabled with expert Survival, or by a higher DC with trained Nature.
If you need a Stealth modifier for a complex hazard, just subtract 10 from the listed DC.
| Level | Extreme | High | Low |
|---|---|---|---|
| –1 | 18 | 15 | 12 to 11 |
| 0 | 19 | 16 | 13 to 12 |
| 1 | 20 | 17 | 14 to 13 |
| 2 | 21 | 18 | 15 to 14 |
| 3 | 23 | 20 | 17 to 15 |
| 4 | 25 | 22 | 18 to 17 |
| 5 | 26 | 23 | 20 to 18 |
| 6 | 28 | 25 | 21 to 19 |
| 7 | 30 | 27 | 23 to 21 |
| 8 | 31 | 28 | 24 to 22 |
| 9 | 33 | 30 | 26 to 23 |
| 10 | 35 | 32 | 27 to 25 |
| 11 | 36 | 33 | 29 to 26 |
| 12 | 38 | 35 | 30 to 27 |
| 13 | 40 | 37 | 32 to 29 |
| 14 | 41 | 38 | 33 to 30 |
| 15 | 43 | 40 | 35 to 31 |
| 16 | 45 | 42 | 36 to 33 |
| 17 | 46 | 43 | 38 to 34 |
| 18 | 48 | 45 | 39 to 35 |
| 19 | 50 | 47 | 41 to 37 |
| 20 | 51 | 48 | 42 to 38 |
| 21 | 53 | 50 | 44 to 39 |
| 22 | 55 | 52 | 45 to 41 |
| 23 | 56 | 53 | 46 to 42 |
| 24 | 58 | 55 | 48 to 43 |
| Levels | High | Moderate |
|---|---|---|
| 0 or lower | Untrained | Untrained |
| 1–4 | Trained (expert for Perception) | Trained |
| 5–8 | Expert | Trained |
| 9–18 | Master | Expert |
| 19 or higher | Legendary | Master |
Defenses
Some hazards, even high-level ones, don't make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from the Hit Points table. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility.
| Level | EAC | HAC | LAC | E Save | H Save | L Save | Hardness | HP* |
|---|---|---|---|---|---|---|---|---|
| –1 | 18 | 15 | 12 | +9 | +8 | +2 | 2–4 | 11–13 |
| 0 | 19 | 16 | 13 | +10 | +9 | +3 | 3–5 | 15–17 |
| 1 | 19 | 16 | 13 | +11 | +10 | +4 | 5–7 | 23–25 |
| 2 | 21 | 18 | 15 | +12 | +11 | +5 | 7–9 | 30–34 |
| 3 | 22 | 19 | 16 | +14 | +12 | +6 | 10–12 | 42–46 |
| 4 | 24 | 21 | 18 | +15 | +14 | +8 | 11–13 | 46–50 |
| 5 | 25 | 22 | 19 | +17 | +15 | +9 | 12–14 | 50–54 |
| 6 | 27 | 24 | 21 | +18 | +17 | +11 | 13–15 | 54–58 |
| 7 | 28 | 25 | 22 | +20 | +18 | +12 | 14–16 | 58–62 |
| 8 | 30 | 27 | 24 | +21 | +19 | +13 | 15–17 | 62–66 |
| 9 | 31 | 28 | 25 | +23 | +21 | +15 | 16–18 | 66–70 |
| 10 | 33 | 30 | 27 | +24 | +22 | +16 | 17–19 | 70–74 |
| 11 | 34 | 31 | 28 | +26 | +24 | +18 | 19–21 | 78–82 |
| 12 | 36 | 33 | 30 | +27 | +25 | +19 | 20–22 | 82–86 |
| 13 | 37 | 34 | 31 | +29 | +26 | +20 | 21–23 | 86–90 |
| 14 | 39 | 36 | 33 | +30 | +28 | +22 | 22–24 | 90–94 |
| 15 | 40 | 37 | 34 | +32 | +29 | +23 | 23–25 | 94–98 |
| 16 | 42 | 39 | 36 | +33 | +30 | +25 | 25–27 | 101–107 |
| 17 | 43 | 40 | 37 | +35 | +32 | +26 | 27–29 | 109–115 |
| 18 | 45 | 42 | 39 | +36 | +33 | +27 | 29–31 | 117–123 |
| 19 | 46 | 43 | 40 | +38 | +35 | +29 | 31–33 | 125–131 |
| 20 | 48 | 45 | 42 | +39 | +36 | +30 | 33–35 | 133–139 |
| 21 | 49 | 46 | 43 | +41 | +38 | +32 | 36–38 | 144–152 |
| 22 | 51 | 48 | 45 | +43 | +39 | +33 | 39–41 | 156–164 |
| 23 | 52 | 49 | 46 | +44 | +40 | +34 | 44–46 | 168–176 |
| 24 | 54 | 51 | 48 | +46 | +42 | +36 | 46–50 | 180–188 |
| * The Broken Threshold is usually half the hazard's HP. | ||||||||
Offense
The damage columns on the table give a damage expression you can use, followed by the average damage in parentheses. If you want to make your own damage expression, remember that average damage is 2.5 for a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12.
| Level | S. Atk | C. Atk | Simple Dmg | Complex Dmg | EDC | HDC |
|---|---|---|---|---|---|---|
| –1 | +10 | +8 | 2d4+1 (6) | 1d4+1 (3) | 19 | 16 |
| 0 | +11 | +8 | 2d6+3 (10) | 1d6+2 (5) | 19 | 16 |
| 1 | +13 | +9 | 2d6+5 (12) | 1d6+3 (6) | 20 | 17 |
| 2 | +14 | +11 | 2d10+7 (18) | 1d10+4 (9) | 22 | 18 |
| 3 | +16 | +12 | 2d10+13 (24) | 1d10+6 (12) | 23 | 20 |
| 4 | +17 | +14 | 4d8+10 (28) | 2d8+5 (14) | 25 | 21 |
| 5 | +19 | +15 | 4d8+14 (32) | 2d8+7 (16) | 26 | 22 |
| 6 | +20 | +17 | 4d8+18 (36) | 2d8+9 (18) | 27 | 24 |
| 7 | +22 | +18 | 4d10+18 (40) | 2d10+9 (20) | 29 | 25 |
| 8 | +23 | +20 | 4d10+22 (44) | 2d10+11 (22) | 30 | 26 |
| 9 | +25 | +21 | 4d10+26 (48) | 2d10+13 (24) | 32 | 28 |
| 10 | +26 | +23 | 4d12+26 (52) | 2d12+13 (26) | 33 | 29 |
| 11 | +28 | +24 | 4d12+30 (56) | 2d12+15 (28) | 34 | 30 |
| 12 | +29 | +26 | 6d10+27 (60) | 3d10+14 (30) | 36 | 32 |
| 13 | +31 | +27 | 6d10+31 (64) | 3d10+16 (32) | 37 | 33 |
| 14 | +32 | +29 | 6d10+35 (68) | 3d10+18 (34) | 39 | 34 |
| 15 | +34 | +30 | 6d12+33 (72) | 3d12+17 (36) | 40 | 36 |
| 16 | +35 | +32 | 6d12+35 (74) | 3d12+18 (37) | 41 | 37 |
| 17 | +37 | +33 | 6d12+37 (76) | 3d12+19 (38) | 43 | 38 |
| 18 | +38 | +35 | 6d12+41 (80) | 3d12+20 (40) | 44 | 40 |
| 19 | +40 | +36 | 8d10+40 (84) | 4d10+20 (42) | 46 | 41 |
| 20 | +41 | +38 | 8d10+44 (88) | 4d10+22 (44) | 47 | 42 |
| 21 | +43 | +39 | 8d10+48 (92) | 4d10+24 (46) | 48 | 44 |
| 22 | +44 | +41 | 8d10+52 (96) | 4d10+26 (48) | 50 | 45 |
| 23 | +46 | +42 | 8d12+48 (100) | 4d12+24 (50) | 51 | 46 |
| 24 | +47 | +44 | 8d12+52 (104) | 4d12+26 (52) | 52 | 48 |
Designing Simple Hazards
Designing Complex Hazards
A good complex hazard often requires disabling multiple components or otherwise interacting with the encounter in some way. For instance, while the haywire autopilot can be remotely reprogrammed with a challenging Computers check, characters who want to use Piloting or Thievery to override the autopilot will first need to board the vehicle using Acrobatics or Athletics.
Building Routines
If you create a hazard that can't consistently attack the PCs (such as an electric fence, which only damages creatures touching the fence), it can be deadlier than normal in other ways.
The hazard should have as many actions as you feel it needs to perform its routine. If you split the routine out into several actions, you can also remove some of the hazard's actions once partial progress is made in disabling or destroying it; this can give the PCs a feeling of progress, and it can encourage them to handle the hazard if it appears in an encounter alongside creatures.