CR1

Flash Chest (CR 1)



A small chest is hidden under the bed.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

When the chest is opened, the inside flashes with a burst of light. Flash Chest (DC 15 Fortitude Save or target is dazzled for 1 minute)

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

Blow Lock (CR 1)



The door is locked.

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

Trigger touch; Reset Repair

Effect

If lock picks or anything is stuck into the lock, compressed air blows it back. Blow Lock (+8 melee for 1d4 damage)

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

Mousetrap Door (CR 1)



The doorway has a wire frame running around it.

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

Trigger touch; Reset repair

Effect

When the door opens, the wire frame slams down like a mousetrap. Mousetrap (DC 18 Reflex save or take 2d6 damage and become pinned, requiring a DC 18 Strength or Escape Artist check to free oneself)

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

Light Fingers (CR 1)



This corridors down here are quite dark.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

Each doorway down here has several little fingers sticking out. Those that go through the doorway must make a DC 28 Acrobatics check or be touched by 2d4 of the fingers on the way through. Each of these fingers casts a light spell, which lasts for 10 minutes on any object (armor, backpack, weapon, etc) that it touches.

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

Sharp Portcullis (CR 1)



A closed portcullis is on front of you.

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

Trigger touch; Reset none

Effect

The bottom of the portcullis has a thin covering over a sharp edge. It is easily lifted, but gets stuck halfway up, causing the hands lifting it to break through the covering. Portcullis (+8 melee attack for 1d4+1 damage plus 1 bleed damage)

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

Razor Door (CR 1)



The door is stuck into the wall.

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

Trigger touch; Reset none

Effect

The door is a false door, and the wall behind it is studded with razors. Razor Door (DC 23 Break check, and then +8 melee for 1d6 damage plus 1d6 bleed damage)

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

Fox Tails (CR 1)



As you move through the doorway, a small avalanche of fox tails falls on you from above.

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

Trigger location; Reset none

Effect

Fox Tails (DC 17 Reflex or take 1 point of damage per hour and become distracted, causing a -2 penalty to Dex and Strength based checks and saves, attack rolls, and also requiring a concentration check with a -2 penalty for spellcasting. It requires 2d4+1 rounds to fully remove the foxtails)

Categories: CR1, CR7, Pathfinder | Tags: | Leave a comment

Champagne Doorknob (CR 1)



The door has a doorknob that appears to be made from cork.

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

Trigger touch; Reset none

Effect

The doorknob shoots from the door when turned, and champagne spills on the floor. Doorknob (+4 melee for 1d4 damage)

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

Slamming Door (CR 1)



A stout wooden door leads to the next room.

Type: mechanical; Perception DC 18; Disable Device DC 17

Trigger touch; Reset Auto

Effect

When the door is opened up wide enough to permit passage, it slams shut. Slam (+8 melee for 1d6 damage)

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

Boot to the Head (CR 1)



A rickety wooden door open up into the structure.

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

Trigger touch; Reset none

Effect

When the door is opened, a boot swings down. It also has a dagger in it. Boot (+8 melee vs. AC for 1d4+1 damage)

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

Blog at WordPress.com.