Author Archives: pfworks

Aqua Duck (CR 1)



An aqueduct runs overhead, and water drips down from it.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger location; Reset none

Effect

When a target crosses under the aqueduct, it collapses. Aqua Duck (DC 18 Reflex Save or take 3d6 damage) Also, all targets within 15′ get wet, extinguishing open flames, and causing the area to become difficult terrain for 1d4 rounds.

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

I Think You Wanted to Open This Door (CR 5)



A locked door blocks the way.

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

Trigger touch; Reset none

Effect

Before any other trap effects happen, the target and his closest ally swap places. Door (DC 21 Will Save, from both targets, or target and closest ally within 40′ swap places, and any adverse additional trap effects happen to the swapped target)

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

Loose Nails (CR 5)



Several loose nails stick out of the door frame, likely catching on anyone passing through.

Type: mechanical; Perception DC 23; Disable Device DC 22

Trigger touch; Reset none

Effect

The nails are hooked into explosives in the door frame. If they are hammered in, or removed, the doorframe explodes. Loose Nails (6d6 damage plus 1d6 bleed damage, DC 22 Reflex Save for half damage); multiple targets (all targets within 30′). Note that if a target goes through the doorframe, it requires a DC 22 Acrobatics check to avoid catching a nail on clothing and having it pulled out.

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

No Retreat


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

When targets move in this area, a small wall of force (5′ wide) moves behind them, physically stopping them from directly retreating into the space behind them.

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Naked Podium (CR 2)



A podium sits atop a small dais.

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

Trigger proximity; Reset none

Effect

If a target stands behind the podium, he becomes naked. Podium (DC 16 Will Save or target appears to be naked for 1d4+4 rounds)

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

We’ll Get You Through the Door (CR 1)



A heavy, wooden door is in front of you.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger touch; Reset Repair

Effect

If an attempt to break down the door fails, the trap is set off, causing a huge hammer to swing down from the ceiling and into the door. Hammer (DC 19 Reflex Save or take 2d6 damage. If the hammer hits the target, it adds a +2 circumstance bonus to the failed attempt. If that is enough to succeed, the door is broken and falls into the next room, and the target falls prone on top of it)

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

Efreeti Privy (CR 2)



A privy is at the end of the hall.

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

Trigger touch; Reset none

Effect

If anything drops into the hole, flames shoot forth. Efreeti Privy (Target takes 1d4 fire damage, DC 16 Reflex Save for half damage); multiple targets (all targets in 15′ cone) At least you feel sanitary…

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

Falling Door (CR 3)



The heavy iron door is locked.

Type: mechanical; Perception DC 24; Disable Device DC 23

Trigger touch; Reset none

Effect

If the lock is not unlocked correctly, the door falls on the person unlocking it. Falling Door (DC 18 Reflex Save or take 2d6 crushing damage, and target is pinned, requiring a DC 18 Strength or Escape Artist check. While pinned, target also takes 1d4 crushing damage per round)

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

Antisocial (CR 9)



A safe is secured away in the wall behind a dresser.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

If the target touches the safe, he suddenly is repelled by those like him. Antisocial (If the target comes within 10′ of another person of the same alignment or race, he feels compelled to leave, and must do so. When the trap is triggered, the target makes a DC 27 Will Save, if successful, instead of being compelled to leave, the target simply becomes very uncomfortable, and suffers a -4 penalty to all Dex-based rolls. The effect lasts for 32 hours)

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GDAE Suspension Bridge (CR 4)



The suspension bridge has 4 long strings running down the length of it, each of a slightly thicker diameter.

Type: mechanical; Perception DC 22; Disable Device DC 22

Trigger proximity; Reset repair

Effect

On the far side of the bridge are 4 small hammers positioned above the strings. When a target gets close, the hammers, one by one, begin to strike the strings, causing them to emit a loud noise and vibrate. Bridge (DC 14 Fortitude Save or take 1d6 sonic damage, each successive round, another hammer joins in, increasing damage by 1d6 and the DC of the Save by 2. Also, target must make a DC 12 Reflex Save or fall from bridge; the DC of this check also increases by 2 each round. After 4 rounds, the hammers stop); multiple targets (all targets on bridge)

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

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