CR0.5

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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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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