CR1

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)

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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)

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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.

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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)

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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)

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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)

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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)

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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)

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Junk Closet (CR 1)



The closet door is stuck.

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

Trigger touch; Reset none

Effect

The closet is full of junk (that’s also heavy and sharp) and comes cascading out when the door is opened. Junk Closet (Door requires DC 18 Strength check to open, then DC 18 Reflex Save or take 1d6 plus 1d4 bleed damage and be knocked prone, requiring a full round action to stand up)

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

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