Adventuring Gear
View all assistive items.
Assistive Items
View all types of contracts.
Contracts (4)
Cursed Items
View all types of customizations.
Customizations (5)
Intelligent Items
View all types of services.
Services (6)
View all types of shields.
Shields (3)
Siege Weapons
View all types of wands.
Wands (3)
View all types of worn items.
Worn Items (5)

General Hazards | Adventure-Specific Hazards

Bottomless PitHazard 9

Source Core Rulebook pg. 524 2.0
Complexity Simple
Stealth DC 30 (or 0 if the trapdoor is disabled or broken) or detect magic
Description An iron trapdoor covers an infinitely deep 10-foot-square pit.
Disable Thievery DC 28 (trained) to remove the trapdoor
AC 28, Fort +12, Ref +12
Trapdoor Hardness 9, Trapdoor HP 36 (BT 18); Immunities critical hits, object immunities, precision damage
Infinite Pitfall ReactionReaction Trigger A creature walks onto the trapdoor. Effect The triggering creature falls in and continues to fall, potentially forever. That creature can try to Grab an Edge to avoid falling. The DC to Climb the walls or Grab an Edge is 26.

The pit contains many handholds, so the falling creature can try to Grab an Edge again every 6 seconds. If the creature succeeds, it can start to Climb out from that point (though it might be a very long climb, depending on how far the creature fell). Since the creature falls endlessly, it can rest and even prepare spells while falling, though items dropped while falling are usually lost forever.
Reset The trap still causes creatures to fall forever if they fall in, but the trapdoor must be reset manually for the trap to become hidden again.