CR0.5

Long Hallway (CR 1/2)



The hallway is long, and broken up by walls and doors every 20 feet.

Type: mechanical; Perception DC 17; Disable Device DC 15

Trigger touch; Reset repair

Effect

Most of the doors are open, but one of the doors is closed, and has been painted to look like the hallway continues. If the target is running, they take damage and make noise when they run into the door. Door (+8 vs CMD for 1d6 non-lethal damage and target becomes stunned for 1 round, target must make an attack vs. 23 CMD. If it succeeds, the door breaks)

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Luminescent Walls (CR 1/2)



The walls give off a bright green light.

Type: mechanical; Perception DC 10; Disable Device DC 19

Trigger touch; Reset none

Effect

The light from the walls bathes everything in a green tint, making it hard to discern details. All Perception checks are at -2.

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Diamond Wire Trap Door (CR 1/2)



In the darkness above, you can see a trapdoor, with a string dangling down.

Type: mechanical; Perception DC 17; Disable Device DC 16

Trigger touch; Reset auto (unless destroyed)

Effect

The string is coated with diamond dust, and slices the hand. String (DC 16 Reflex save or take 1d2 bleed damage)

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Hooks (CR 1/2)



The door is narrow.

Type: mechanical; Perception DC 18; Disable Device DC 18

Trigger touch; Reset auto

Effect

Several small hooks protrude from the sides of the doorframe, catching armor and gear. Hooks (DC 18 Reflex save or target is entangled, requiring a full round action to escape)

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Clear Inserts (CR 1/2)



The floor is made from shiny wood planks.

Type: mechanical; Perception DC 19; Disable Device DC 17

Trigger location; Reset Automatic

Effect

Small, clear planks stick out from the seams between some of the boards. Inserts (DC 17 Acrobatics check per movement action or trip, falling prone)

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Pay to Enter (CR 1/2)



The door is featureless, save for a coin slot next to it labelled “1 GP”

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

Trigger touch; Reset Auto

Effect

The door is fake, and leads nowhere. It has hardness 8 and 10hp, and if broken, reveals the stone wall behind it. When a GP is inserted, it makes a small clicking noise. Any other type of coin is returned. On the other side of the wall is the receptacle for the gold. Should the wall be broken (hardness 10, 80hp) then 2d10+10 gp will be found.

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Protruding Bricks (CR 1/2)



The masonry corridors are tight and irregular.

Type: mechanical; Perception DC 18; Disable Device DC 18

Trigger touch; Reset Auto

Effect

Several of the bricks on the lower parts of the walls stick out, creating a hazard. Bricks (DC 16 Acrobatics check on each movement action or target bangs shin, ending that movement action; target may elect to treat area as difficult terrain and negate the effect and not have to make a check)

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Gimbal Stairs (CR 1/2)



Wooden stairs ascend.

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

Trigger touch; Reset Auto

Effect

Each stair top is on a gimbal. Gimbal Stairs (DC 17 Reflex save or target is knocked prone. It requires a DC 16 Acrobatics check to navigate the staircase successfully w/o having to make any saves)

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Loose Nail on Stairs (CR 1/2)



A rickety wooden staircase leads down.

Type: mechanical; Perception DC 18; Disable Device DC 18

Trigger location; Reset none

Effect

Several of the stairs, when stepped upon, have their nails pop up, causing the target to stumble. Nails (DC 18 Reflex Save or target trips and falls down stairs, taking 1d6 damage and is knocked prone)

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Shackle Tile (CR 1/2)



The floor is made of various sizes of shale.

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

Trigger touch; Reset none

Effect

Several of the tiles, when trod upon, sink into the ground and a manacle snaps around the target’s ankle. Manacle (DC 18 Reflex Save, or target is entangled, requiring a DC 25 Break check or Esacpe Artist check to esacape. The manacle can also be opened with a DC 21 Disable Device check)

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