Keystone Trap
Level 7
A sealed vault crowned by a metal keystone — touch it wrong and the whole mechanism wakes, crackling with current and spitting darts as it spins to defend its contents.
In play
Disable DC 24 Thievery (trained) to find and press hidden knobs in a specific order (three successes are required to disable the trap, which also opens it); DC 24 Crafting (expert) to sabotage the vault's mechanisms, reducing its actions by 1 (when the trap's actions are reduced to 0, it is disabled)
Exposed Vault [Reaction]
Routine (3 actions) The keystone uses its 3 actions to Electrify, Spin, and then Launch Darts. When the trap loses an action, roll randomly to determine which action it loses.
Electrify [Single Action] The metal vault crackles with electricity.
Level 7 · Complexity Complex
Stealth +17 (expert)
Disable
- Thievery DC 24 (trained) — to find and press hidden knobs in a specific order (three successes are required to disable the trap, which also opens it)
- Crafting DC 24 (expert) — to sabotage the vault's mechanisms, reducing its actions by 1 (when the trap's actions are reduced to 0, it is disabled)
AC 25
HP 60 · Hardness 12
Immunities critical hits, object immunities, precision damage
Trigger The vault is exposed
Effect The vault makes a poison dart spray Strike at a random creature within 30 feet. The trap then rolls initiative.
Pathfinder Second Edition material on Narrative Nexus is used under the ORC License or the Open Game License v1.0a, with each entry's notice naming the license that applies. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.