Traps without HP or Hardness


Rules Discussion


There are some pre-existing mechanical traps that have an AC, Fort Save and Reflex Save but no hardness or HP.

How does this work?

It has been a while since I read through the Hazard section in full but I am a little confused on the face of it.


Lanathar wrote:

There are some pre-existing mechanical traps that have an AC, Fort Save and Reflex Save but no hardness or HP.

How does this work?

It has been a while since I read through the Hazard section in full but I am a little confused on the face of it.

Give an example?

I just went through both the CRB and GMG and couldn't find any hazard that matches your description.


https://2e.aonprd.com/Hazards.aspx?ID=31

Bestiary one to be fair


Lanathar wrote:

https://2e.aonprd.com/Hazards.aspx?ID=31

Bestiary one to be fair

No idea, a quick fix would be to apply an appropriate HP value from the hazard building chart on pg.75 in the GMG.

In this case it would be 42-46 and 30-34 respectively for level 3 and level 2 hazards.


Yeah, my guess would be that more likely than not, that's just an error.


That's also a hazard that seems like ANY damage would set off and therefore disable. I don't think we have hardness or HP for snares for similar reasons.


Captain Morgan wrote:
That's also a hazard that seems like ANY damage would set off and therefore disable. I don't think we have hardness or HP for snares for similar reasons.

Snares don't have AC or Saves. They cannot be damaged. The Hazards in question do. Definitely seems like just an oversight.


Captain Morgan wrote:
That's also a hazard that seems like ANY damage would set off and therefore disable. I don't think we have hardness or HP for snares for similar reasons.

Yeah, but snares don't have AC and saves either :P

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