Magnet Wall (CR 4)

At the end of the hallway, near the door, the walls have been patched on either side.

Type: mechanical; Perception DC 19; Disable Device 22

Trigger location; Reset Repair


A metal plate is embedded on in one wall, and a very powerful magnet in the other. When the door is opened, the magnet is let loose, crashing through the wall and into the metal plate just behind patching on the other side. Magnet (DC 21 Reflex save or take 3d6 damage, 4d6 if wearing metal armor. If wearing metal armor and the save is failed, the PC has a magnet stuck to them, which requires a DC 35 strength check or DC 30 Engineering check to remove from the armor, otherwise while the magnet is on the armor, the armor check penalty is increased by ab additional -2, any dex bonuses are negated, the PC is encumbered with 50 lb of weight, and AC is penalized -2)

Categories: CR4, Pathfinder | Tags: | 1 Comment

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One thought on “Magnet Wall (CR 4)

  1. Used a modified version of this as an inside-the-ship door trap to the captain’s cabin. In a miraculous turn of horrible rolls, amazing botches, and insane neglect for each other’s well being, the ship turned into a fiery tomb for one of the party members, who was still stuck to the magnet as the ship burned to the keel, while the others ate popcorn and watched. High five!

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