Hazards
Pathfinder Core Rulebook (Second Edition), page 520
Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.
In this section
- Detecting a Hazard Every hazard has a trigger of some kind that sets its dangers in motion.
- Triggering a Hazard If the group fails to detect a hazard and the hazard’s trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard’s reaction occurs.
- Disabling a Hazard The most versatile method for deactivating traps is the Disable a Device action of the Thievery skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted.
- Hazard Experience Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don’t gain XP for the hazard again.
- Hazard Format Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.
