Elementary (CR 4)


 

The door is locked, the knob looks to be able to be turned to 4 different positions. Each position has a symbol next to it. These symbols also litter the floor.

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

Trigger touch; Reset none

Effect

Turning the knob to one of the symbols unlocks the door, and also activates the trap. Elementary (Target takes 2d6 energy damage, either acid, cold, electricity or fire, depending on which symbol the knob was turned to. They also take the following effect – acid: target takes 1 point of ongoing acid damage per round for 1 round and are sickened for 1 round; Cold – target is fatigued; electricity – target is staggered for one round; Fire – target catches on fire. A DC 19 Reflex save halves the damage and negates the additional effect); multiple targets (all targets within 5′ of a floor symbol)

Elemental Aura

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

I See You (CR 3)


 

The path leads straight into a dense forest. A tower looks over the forest from a smal hill in the middle of the trees.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger location; Reset none

Effect

When the forest is entered, the trap is activated. I See You (Enemies in the forest can see the surrounding area as if they were on top of the tower. As such, any such checks to surprise enemies in the forest are at -10. The enemies receive a +10 to any such checks. This lasts until the target leaves the forest.)

Eagle Eye

Categories: CR3, Pathfinder | Tags: | Leave a comment

Light Switch (CR 3)


 

The door is operated by a large switch.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

The switch causes a cloud of iridescent particles to flow from the door. Light Switch (All mundane light sources, and any magical light sources of 2nd level or lower are extinguished. Additionally, creatures must make a DC 18 Fortitude Save or become fatigued); multiple targets (all targets within 10′)

Dust of Twilight

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Dragon Door (CR 5)


 

The entrance is through a black set of double doors, embossed with a dragon. Underneath the dragon is a small button.

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

Trigger touch; Reset none

Effect

The button, if pressed, changes the color of the door in this progression (black-blue-green-gold-silver-brass-copper). Dragon Door (7d6 damage in a 60 ft line or 30 ft cone, DC 21 Reflex Save for half damage. Damage area and type depend on color of door, green – 60 ft line of acid, blue – 60 ft line of electricity, green – 30 ft cone of acid, gold – 30 ft cone of fire, silver – 30 ft cone of cold, brass – 60 ft line of fire, or copper – 60 ft line of acid.); multiple targets (all targets in 60 ft line or 30 ft cone)

Dragon’s Breath

Categories: CR5, Pathfinder | Tags: | Leave a comment

Energy Chest (CR 4)


 

A metal chest shaped like a dragon dominates the back wall.

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

Trigger touch; Reset none

Effect

The chest protects the denizens of the dungeon. Each time one of the denizens takes energy damage (acid, cold, electricity of fire) that damage is absorbed into the chest up to 60 points. After 60 points is absorbed, the denizens no longer have any protection. Energy Chest (+5 touch attack for an amount of energy damage equal to what is stored in chest, broken up by type)

Draconic Reservoir

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

Divine Vessel


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

Several clay vessels line the shelves.

If any of the vessels are disturbed, they all fall and break on the ground. Each vessel corresponds to a creature in the area, which, upon encountering, transforms into a chaotic being, twice its normal size. The creatures gain a +8 size bonus to Strength, +6 size bonus to Constitution, a +3 natural armor bonus, darkvision 60ft, SR 30, DR 10/chaotic, resist cold, electricity and fire 10, +4 on save vs. poisoin, low-light vision, and a fly speed of 60 ft. (good). The creature also gains an additional 2 slam attacks of 1d6.

Divine Vessel

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Helping Hand (CR 4)


 

A statue of an unknown god poses before the shrine, with its hand reaching out, palm up, holding a few coins.

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

Trigger location; Reset none

Effect

If the coins are disturbed or an offering not given, each target that passes the shrine is affected. Helping Hand (DC 18 Fortitude Save, or for the next 5 rounds, anytime the target succeeds on a physical melee or touch attack, the targets transfers a number of hit points to the opponent up to the target’s Constitution score. The opponent can not have more hit points than his maximum. Additionally, the opponent gains DR5/target); multiple targets (all targets passing shrine)

Divine Transfer

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

Golden Gong (CR 5)


 

A small golden gong sits on a small table in this round room. The room has a door in each cardinal direction, and they are closed. The walls are covered in spikes.

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

Trigger location; Reset none

Effect

Opening a door to leave triggers the trap. Golden Gong (Target takes 3d6 sonic damage, and each target is bull rushed at +9 CMB. Any attacks that succeed push the target into the wall, dealing 1d4+1 damage plus 1d6 bleed damage); multiple targets (all targets in room)

Discordant Blast

Categories: CR5, Pathfinder | Tags: | Leave a comment

We Don’t Serve Their Kind Here (CR 4)


 

The front of this castle appears to be an inn or tavern.

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

Trigger location; Reset none

Effect

The trap is triggered by entering the Inn. We Don’t Serve Their Kind Here (DC 19 Will Save or eidolon loses on evolution while in the inn, plus 5 rounds after leaving. The highest cost evolution is lost, and any evolutions or abilities that require the lost evolution are also lost); multiple targets (all eidolons entering area)

Devolution

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

Boom (CR 5)


 

The chest contains a few small, but valuable gems.

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

Trigger touch; Reset none

Effect

The gems are rigged. Boom (One round after the gems are more than 1 mile from their current location, they explode all at once. Each gem does 7d8 hp of random energy damage – either acid, cold, electricity or fire – to all targets and unattended objects within 15 feet, and half that to targets within 30 feet. A DC 21 Reflex Save reduces this damage by 1/2.); multiple targets (all targets within 30′)

Detonate

Categories: CR5, Pathfinder | Tags: | Leave a comment

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