Safe Room (CR 7)


 

A sturdy wooden door, reinforced with iron bands, is closed and locked.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

If the door is opened by any means other than picking the lock (DC 40 Disable Device), an iron wall appears behind the door. This wall is 2 inches thick. (60 HP, hardness 10, DC 27 Strength check to break through)

Wall of Iron

Categories: CR7, Pathfinder | Tags: | Leave a comment

Slip Sliding Away (CR 5)


 

A door is at the top of a long, steep stairway.

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

Trigger touch; Reset none

Effect

When the door is opened, a wall of ice forms on the stairs. Slip Sliding Away (DC 21 Reflex Save or target falls and slides down stairs, landing in spikes at the foot of the stairway, taking 3d6 damage); multiple targets (all targets on stairs)

Wall of Ice

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

Long Walk Off of a Short Pier (CR 6)


 

The archway opens up into a narrow bridge that crosses the deep chasm.

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

Trigger location; Reset none

Effect

After one step, the bridge collapses. Short Pier (Once the bridge collapses, a wall of force appears right behind the target. DC 22 Reflex Save or target falls, taking 10d6 damage. If the target does not fall, it requires a DC 22 Acrobatics Save each round to stay on the very tiny amount of bridge left between the edge and wall)

Wall of Force

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

Fire Pit (CR 5)


 

A chest sits in a slightly depressed section in the center of the room.

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

Trigger touch; Reset none

Effect

If the chest is opened, a circle of fire appears. Fire Pit (A 5′ radius wall of fire appears around the pit. Those 5′ from the pit must make a DC 21 Reflex Save or take 2d6+7 fire damage. A successful save puts them outside of the wall. The target on the inside takes 2d4 fire damage per round, and 2d6+7 when they pass . through the wall. The wall lasts for 7 rounds)

Wall of Fire

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

Mine! (CR 10)


 

A statue of a child is in the center of the room. In a palm, he holds a shiny ring.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

If the ring is taken, the statue begins to wail. Mine! (After 1 round, if the ring is not put back, the wail becomes a terrible, soul-chilling scream. The wail does 180 total points of damage, starting with the closest creature and moving outwards for 40′. A DC 28 Fortitude Save negates the damage. Targets closest to statue take damage first, remaining damage is applied in order); multiple targets (all targets within 40′)

Wail of the Banshee

Categories: CR10, Pathfinder | Tags: | Leave a comment

Eye Fatigue


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

Every time the target asks a question, they must make a DC 25 CL check (use +0 for bonus if the target is not a caster). Whatever answer is given doesn’t matter, they will hear a detailed answer on a success, or not hear an answer at all on a failure. Also, they will be fatigued after, no matter the result, which does not stack. This lasts for as long as it is still amusing.

Vision

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Virtuosity (CR 1)


 

A small statue of an innocuous god is in the corner, with a small altar, complete with a few coppers in it as offerings.

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

Trigger touch; Reset none

Effect

A DC 25 Knowledge Religion check will reveal that this is a minor god of trickery and deception. If an offering is made, a voice says “May you bestow virtue wherever you go”. Virtuosity (DC 15 Will Save, or for the next hour, every time the target make a successful melee attack, the target of the attack gains 1 temporary hit point)

Virtue

Categories: CR1, Pathfinder | Tags: | Leave a comment

Say Where? (CR 2)


 

A wooden dummy is in the back of the alcove.

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

Trigger touch; Reset none

Effect

If the dummy is touched, it stays with the target. Say Where? (DC 16 Will Save, or every time the target speaks, it comes from the dummy, not matter where the dummy is. This causes a -4 penalty to Charisma based saves and checks, and of course, if the dummy is not near, it cannot be heard. A dispel magic or remove curse against CL 1 is required to remove the effect)

Ventriloquism

Categories: CR2, Pathfinder | Tags: | Leave a comment

Veiled Threat (CR 7)


 

A sign on this old door in the alleyway says “Keep out! Or else!”

Type: magical; Perception DC 31; Disable Device DC 31

Trigger proximity; Reset none

Effect

If the target enters the building, the trap is set. Veiled Threat (DC 24 Will save or target’s appearance changes to that of a well known criminal in look, feel and smell. This effect lasts for 11 hours, and to dispel, it is CL 11) multiple targets (all targets within 30 ft.)

Veil

Categories: CR7, Pathfinder | Tags: | Leave a comment

Vampire Door (CR 4)


 

The door ahead is made of red wood.

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

Trigger touch; Reset auto

Effect

The door is stuck fast and must be destroyed. It has hardness 5 and 20 HP. However, whenever the door is physically struck, it deals 2d6 damage, which become temporary hit points for the door.

Vampiric Touch

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

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