Mechanical Trap Cost

The base cost of a mechanical trap is 1,000 gp. Apply all the modifiers from Table: Cost Modifiers for Mechanical Traps for the various features you’ve added to the trap to get the modified base cost.

The final cost is equal to (modified base cost x Challenge Rating) + extra costs. The minimum cost for a mechanical trap is (CR x 100) gp.

After you’ve multiplied the modified base cost by the Challenge Rating, add the price of any alchemical items or poison you incorporated into the trap. If the trap uses one of these elements and has an automatic reset, multiply the poison or alchemical item cost by 20 to provide an adequate supply of doses.

Multiple Traps: If a trap is really two or more connected traps, determine the final cost of each separately, then add those values together. This holds for both multiple dependent and multiple independent traps (see the previous section).

Table: Cost Modifiers for Mechanical Traps
Feature Cost Modifier
Trigger Type  
Location
Proximity +1,000 gp
Touch
Touch (attached) –100 gp
Timed +1,000 gp
Reset Type  
No reset –500 gp
Repair –200 gp
Manual
Automatic +500 gp (or 0 if trap has timed trigger)
Bypass Type  
Lock +100 gp (Open Lock DC 30)
Hidden switch +200 gp (Search DC 25)
Hidden lock +300 gp (Open Lock DC 30, Search DC 25)
Search DC  
19 or lower –100 gp x (20 – DC)
20
21 or higher +200 gp x (DC – 20)
Disable Device DC  
19 or lower –100 gp x (20 – DC)
20
21 or higher +200 gp x (DC – 20)
Reflex Save DC (Pit or Other Save-Dependent Trap)
19 or lower –100 gp x (20 – DC)
20
21 or higher +300 gp x (DC – 20)
Attack Bonus (Melee or Ranged Attack Trap)
+9 or lower –100 gp x (10 – bonus)
+10
+11 or higher +200 gp x (bonus – 10)
Damage Bonus  
High strength rating (ranged attack trap) +100 gp x bonus (max +4)
High Strength bonus (melee attack trap) +100 gp x bonus (max +8)
Miscellaneous Features  
Never miss +1,000 gp
Poison Cost of poison*
Alchemical item Cost of item*
* Multiply cost by 20 if trap features automatic reset.