CR0.5

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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Variable Steps (CR 1/2)



The step seems to move!

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

Trigger touch; Reset repair

Effect

Several of the stairs on this spiral staircase lift or lower by an inch when the adjacent step is stepped on. Step (DC 18 Reflex Save or fall, taking 1d6 damage and being knocked prone)

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Slow Reacting Grease (CR 1/2)



The door is a little shiny.

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

Trigger touch; Reset none

Effect

The door is covered in grease, which doesn’t become viscous until 1 hour after applied. Unless removed, objects being held in 1 hour will slip out of the hand. Each time an action is performed with a held item, a DC 18 Reflex save must be made or the object is dropped.

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Itchy Curtains (CR 1/2)



The doorway is covered in thick curtains.

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

Trigger touch; Reset Auto

Effect

The curtains are covered in an itching powder. Itchy Curtains (DC 14 Fortitude Save or become sickened for 1 hour or until target can remove and clean body and clothes)

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Nauseous Surface (CR 1/2)



Everything in here is covered in a thin dust.

Type: mechanical; Perception DC 19; Disable Device DC 18

Trigger touch; Reset none

Effect

The dust is nauseous if touched. Dust ( DC 16 Fortitude save or gain the nauseated condition for 1d6+3 rounds)

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Tripping Curtains (CR 1/2)



The archways here are covered with heavy curtains.

Type: mechanical; Perception DC 18; Disable Device DC 16

Trigger touch; Reset none

Effect

The curtains have hooks near the bottom, causing the target to trip. Curtains (DC 18 Reflex save or be knocked prone)

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Door Button (CR 1/2)



A button is next to the door on the far side of the room.

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

Trigger touch; Reset Repair

Effect

The button simply locks the door (and closes it if open) that the party entered through, and rings a bell on the other side to alert the occupants.

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Loose Cobblestones (CR 1/2)



The street is pretty steep.

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

Trigger location; Reset Auto

Effect

Several of the cobblestones are loose and sticking up, creating a tripping hazard. Cobblestones (DC 18 Reflex Save or fall prone, make a new check for each 30′ moved. A DC 18 Acrobatics check will allow a PC to move up to 60′ per round freely)

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