CR10

Astral Guillotine Closet (CR 10)



The closet is full of treasure.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

If the target disturbs the treasure, they are projected into the astral plane, while an incorporeal guillotine severs the silver cord. Guillotine (DC 27 Will save or target is projected into astral plane and then killed)

Astral Projection

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That Sarcophagus Trap That Kills You, Clones You and Gates You… Yeah, That One (CR 10)



A great sarcophagus is in the center of the room.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

When the sarcophagus is opened, an exact duplicate of the opener is laying in the sarcophagus. Then the opener is killed, and the soul goes to the clone, which is then gated to a remote, unknown plane. That One (DC 28 Fortitude Save or target dies and become the clone, which is then gated away, leaving the remains inert and unable to be healed or resurrected)

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TPK (CR 10)



A large round table is in the room. It is filled with bottles of wine and beer, and lots of food.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

If a target approaches the table, it triggers the trap. TPK (DC 27 Will Save or targets turn on the nearest conscious creature and attack. The effect lasts for 17 rounds, and persists even if the target leaves the area); multiple targets (all targets within 60′)

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Broken Heart (CR 10)



A ring case sits on the table.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

If the case is opened, the target’s aorta tears. Broken Heart (DC 28 Fortitude save or target immediately drops to -1 HP and gains the dying condition)

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Anti-Magic Strobe Bridge (CR 10)



A bridge crosses a 100 foot deep chasm, while a disco-style strobe light hangs down over the middle of the bridge.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

The bridge is 110 feet long and alternates with 10′ sections of stone and 10′ sections of force, starting with stone, alternating with force, and ending with stone. The strobe light makes a complete cycle in 1 round, emitting an anti-magic ray as it does so. Any target caught in the anti-magic ray not only has any magical effect temporarily nullified for 1 round, but the sections of the bridge made from force also disappear. To avoid falling, the target must make a DC 27 Reflex Save while crossing the bridge, or specifically jump from stone to stone, which requires a DC 27 Perception check, followed by a DC 15 Jump check for each jump. Falling causes 10d6 damage.

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Vulnerable Room (CR 10)



The door is sealed with the seal of the Duke.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

If the seal is broken, it causes everyone to become vulnerable. Seal (target is at -4 penalty to saving throws and spell resistance, and all DR and energy resistance reduced by 10 for 3 hours); multiple targets (all targets within 60′)

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Voting Booth (CR 10)



A voting booth is in front of you, covered by a curtain.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

A single punch card is in the booth, marked with two candidates. The top says, “Vote for One or the Other”. Voting Booth (When lever is pulled, target instantly has Intellect permanently lowered to 3, no save allowed)

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Nearly Invisible Strings (CR 10)



Several nearly invisible strings run taught from floor to ceiling.

Type: mechanical; Perception DC 27; Disable Device DC 32

Trigger touch; Reset none

Effect

The floor is suspended from the ceiling by the strings. Strings (Take a -2 penalty on attack rolls, or break a string while performing a melee attack with a weapon. For each string broken, there is a 5% cumulative chance that the floor falls, dealing 10d6 damage to everyone in room)

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Mirror Actions (CR 10)



The far wall is covered in a mirror.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

Once the party is within 60′, the mirror activates. Mirror (DC 27 Will Save or target’s actions are the mirror image. This imparts a -10 penalty to any Strength or Dexterity based check, as well as any combat roll, and a -5 to Dexterity modifiers); multiple targets (all targets within 60′)

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Suppression (CR 10)



A deep cavern blocks your way.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

Halfway over the chasm, a wall of suppression appears, suppressing all magical effects as per the spell. Characters that are flying or otherwise using magical means to cross the chasm fall. The effect is 36 5ft cubes, stacked, so the fall is 180 feet. (18d6 damage)

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