Author Archives: pfworks

Saturated Path (CR 5)



The ground on this path that runs along the hillside is very wet and soft.

Type: mechanical; Perception DC 21; Disable Device DC 24

Trigger location; Reset none

Effect

One spot on the path collapses when trod upon. Collapse (DC 17 Reflex save or slide down hill, taking 1d6 falling and 2d6 crushing damage. It requires a DC 27 Strength, Escape Artist or CMB check to escape, and a DC 28 Climb check to climb back on path. The hole created requires a DC 10 Jump check to cross. Those that fail take damage as above); multiple targets (all targets within 5′)

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

Powdered Peppers (CR 2)



It is a small drop to the floor below.

Type: mechanical; Perception DC 21; Disable Device DC 19

Trigger location; Reset none

Effect

The floor tile just below sits atop a bag of powdered chile peppers. When the target lands on it, it billows out a cloud of pepper dust. Powdered Peppers (DC 17 Fortitude save or target is nauseated for 1d6+1 rounds)

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

Fist Knocker (CR 4)



The knocker on the door is in the shape of a fist.

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

Trigger touch; Reset none

Effect

If the door is opened without using the knocker, it punches the target. Fist Knocker (+8 vs. touch AC for 2d4 damage and target is knocked back 10 feet)

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

Light Door (CR 2)



A locked, wooden door is set into the wall.

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

Trigger touch; Reset none

Effect

If the door is opened, it sets off a small explosion that generates a very bright light. Light Door (DC 17 Reflex or become blinded for 1d4 rounds); multiple targets (all targets within 15′)

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

Poison Oak


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

Everything in here is dry and covered in dust. The dust is old, decayed poison oak. Those that disturb the dust must make Fortitude saves, and depending on the degree of failure, effects range from being merely distracted, to incapacitated, blindness, or even death.

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Mud Door (CR 6)



A damp wooden door is set into the wall.

Type: mechanical; Perception DC 22; Disable Device DC 31

Trigger touch; Reset none

Effect

If the door is opened (requiring a DC 28 Strength check), mud pours into the room. Mud Door (+16 vs CMD or target is pinned, requiring 2 rounds to escape); multiple targets (all targets within 15′)

Categories: CR6, Pathfinder | Tags: | Leave a comment

Overbalanced Wall (CR 3)



A 20′ tall wall blocks the way.

Type: mechanical; Perception DC 19; Disable Device DC 24

Trigger location; Reset none

Effect

The wall can be easily scaled (DC 10 Climb check) but when the target reaches the top, the wall topples backwards. Wall (2d6 falling damage to anyone on wall, plus 2d6 damage, DC 18 Reflex Save negates, to anyone within 10′ of the wall)

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

Refrigerator Door (CR 3)



The door on the back wall in this kitchen is cold.

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

Trigger touch; Reset none

Effect

When the door is opened, the area in front of it is covered in frost. Frost (2d6 frost damage, DC 18 Fortitude save or target is staggered for one round. Targets that are in frost area at beginning of turn take 1d6 frost damage, DC 18 Fortitude save for half damage); multiple targets (all targets within 5′)

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

Suffocating Crawlway (CR 4)



A small crawl tunnel extends to the south.

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

Trigger location; Reset Repair

Effect

When a target gets about 10′ in, he triggers the trap, which causes the tunnel sides to inflate. Crawlway (+16 vs. CMD or target is pinned, and after 1d4 rounds, must make a DC 26 Fortitude save each round or begin suffocating. The target can attempt to move by making a DC 26 CMD check, or they can attack the bladder, which has hardness 5 and 15 hitpoints.)

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

Sounds from Behind the Door (CR 2)



Barely audible voices can be heard from behind the door.

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

Trigger touch; Reset none

Effect

The voices can be heard if the target puts their ear to the door, however, when that happens, the door screams. Sounds (Target takes 1d6 sonic damage and is dazed for 1 round, DC 16 Fortitude save for half damage and negates dazed condition)

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

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