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Hallucination Powder Trap

Hallucination Powder Trap 6

Mechanical Trap

Complexity: Simple
Stealth: DC 24 (expert)
Description: A tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch.

Disable: Thievery DC 26 (expert) to the hammer that strikes the percussion cap

AC: 24 Fort: 0 Ref: 0
Hardness: 0 Hp: 1.0 Immunities: critical hits, object immunities, precision damage

Powder Burst (mental, poison) Trigger: The latch is opened or the tube is broken Effect: The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be confused for 1 round and take a –2 status penalty to Perception checks and saves against mental effects for 1d4 hours. On a critical failure, the penalty is instead –4.

Source: Core Rulebook pg. 524 2.0