Sleep Now (CR 5)


 

Several sarcophagi form a line in this room.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

All of the sarcophagi are dusty and empty; they can easily be opened. Sleep Now (If target dies, anyone trying to interact with its spirit, such as bringing back to life, speak with dead, etc, must make a CL check of 18 or the attempt will fail. Only remove curse or break enchantment can remove the effect permanently.)

Rest Eternal

 

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Resounding Blowback (CR 5)


 

Although marked and damaged, the wooden door still looks very sturdy.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset auto

Effect

This door is locked and stuck. It requires a DC 30 Disable Device check to unlock. Even after unlocking, the door will not open unless forced. The door has Hardness 5, 20 HP and a DC 23 Break check to open. If it is struck with an item of body, it fights back. Resounding Blowback (On a successful hit, the target takes 1d6 sonic damage, and must make a DC 21 Fortitude Save or be staggered for one round. On a miss, the target takes the above damage and is stunned for 1 round and deafened for 1d6 rounds)

Resounding Blow

 

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Residual Doormat (CR 2)


 

A black mat has been placed outside the door.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger touch; Reset auto

Effect

If the mat is trod upon, the imprint of the foot lasts for 1d4 + 1 days. The owner of the mat can touch the footprint and immediately receive a clear mental image, in exact detail, of the target that left the footprint.

Residual Tracking

 

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A Touch of Eidolon (CR 6)


 

This summoning chamber is full of odds and ends.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

The summoner that owns this chamber does not like his things disturbed. If anything is disturbed, his eidolon gains a special defense. A Touch of Eidolon (A successful melee or melee touch attack causes the eidolon, after damage is resolved, to immediately be cured of 5d10 + 9 points of damage)

Rejuvenate Eidolon

 

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Put Your Money Where The Mouth Is (CR 5)


 

A mouth is carved into the stone door.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

The mouth begins asking the target for money. Put Your Money Where the Mouth Is (If the target does put the asked amount of money into the mouth, 1d100 gp, the mouth begins to hurl insults at the target. Target takes 3d8 points of damage and is staggered for 1 round. A DC 21 Fortitude save halves the damage and negates the staggered effect. Half of the damage taken in sonic damage, and may be reduced by resistance.); multiple targets (all targets within 20′)

Rebuke

 

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Castle Ramparts (CR 8)


 

The pathway leading to the castle is marked with potholes.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset auto

Effect

There is a careful path that can be taken to avoid this trap. If the Perception check succeeds for the trap, a DC 25 Survival check can be made to detect a winding footpath to the castle. If this path is followed, single-file, the trap will not be set off. Otherwise… Castle Ramparts (A 1.5 foot radius earthen wall, 10 feet high, springs up around the target. The wall has 0 hardness and 180 hp, or can be broken with a DC 60 Strength check. Climbing over the wall requires a DC 20 Climb check); multiple targets (all targets in party)

Rampart

 

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Rally Spots


Here is another installment of exTRAPaganza, our Thursday over-the-top trap series. 

Several rooms have light spots on the floor. When an opponent contacts one of these light spots, they gain a +2 morale bonus on attacks and saving throws, and 2 temporary hit points for a round. These spots only affect an opponent once, and cannot affect the party.

Rally Point

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Hell’s Kitchen (CR 1)


 

This kitchen seems to not have been used for awhile, but the cupboards are stocked with supplies and food.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset auto

Effect

The food is spoiled. Hell’s Kitchen (If target touches any of the food or supplies, a random potion carried by the target, or by a target within 10′ is destroyed unless it makes a DC 10 Will Save. If no potions are available, 1 cubic foot of water or food is destroyed with no save allowed)

Putrefy Food and Drink

 

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Calling Card (CR 5)


 

Several small cards are in an open box that is on the door.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset auto

Effect

The cards appear to be not only calling cards, but also have phrases on them like, “Exchange for a free reading”, or “Exchange for free healing”. Calling Card (For each card the target has, whenever the card’s owner summons an eidolon, the card is consumed, and the eidolon comes in at full health, and with no temporary negative conditions.)

Purified Calling

 

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Soothing Chimes (CR 4)


 

Wind chimes hang from the ceiling, almost motionless in the still air.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger proximity; Reset auto

Effect

The wind chimes softly chime whenever they are passed, moved by the slight breeze created. Soothing Chimes (Every time a target performs a move action that takes them within 5 feet of a chime at any time during the move action, the chime sounds. The sound of the chime removes any cowering, dazzled, exhausted, paralyzed, shaken or stunned condition from a random opponent within 35 feet)

Purging Finale

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

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