CR2

Noose Climb (CR 2)



A knotted rope hangs down the side of the stone wall.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger touch; Reset none

Effect

The rope is easy to climb (DC 10 Climb check) and is 40′ long. However, about halfway up, the rope animates and wraps around the target’s neck, and then the a knot above is undone, and the rope abruptly drops 10 feet. Noose (DC 16 Reflex Save or become entangled, then take 4d6 damage as the target drops 10 feet, and begin to suffocate. Freeing oneself from the rope requires a DC 20 Escape Artist check)

Animate Rope

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Mobile Alarm (CR 2)



A small door leads to the back office.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger touch; Reset none

Effect

If the target opens the door, an alarm. clearly audible from 60 feet away rings out on the person. It lasts for one round. After that, for 2 hours, each time the target opens a door, the alarm sounds again for 1 round.

Alarm

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Construct Room (CR 2)



The room is full of valuable items.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger proximity; Reset none

Effect

A few of the items are constructs , and if any of the items in here are disturbed, they attack. The constructs benefit from an aid spell, and get +1 on attack rolls, plus 1d8+1 temporary hit points.

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Sewer Grate (CR 2)



The sewer grate is a little… gamey.

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

Trigger touch; Reset none

Effect

The sewer grate is covered in muck. Touching this causes exposure to filth fever with a chance to contract it.

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Freshly Waxed Floors (CR 2)



The floors in here sparkle.

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

Trigger touch; Reset none

Effect

The floors have been cleaned and are slippery. They are also mildly toxic. Floors (DC 16 Acrobatics check during move action or target falls, then must make a DC 14 Fortitude Save or become sickened for 1d4 rounds); multiple targets (all targets in room)

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Obvious Trap (CR 2)



The corridor ahead is obviously trapped.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger proximity; Reset none

Effect

When the target is within 25′, he is compelled to walk down the corridor. Trap (DC 16 Will Save or target walks at normal speed into the trap ahead, be creative, use any of the traps from this blog)

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Fireman’s Pole (CR 2)



A fireman’s pole leads down to the floor 20′ below.

Type: mechanical; Perception DC 18; Disable Device DC 21

Trigger touch; Reset none

Effect

The pole is damaged half way down and breaks. Pole (+8 melee for 1d6 bleed damage, and on a hit, target must make DC 16 Reflex Save or target lets go and falls, taking 1d6 damage)

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Barbed Wire Balcony (CR 2)



It’s a small jump, about 10 feet, to the floor below.

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

Trigger proximity; Reset auto

Effect

Strung across the floor, about 5 feet above it, is a mesh of fine barbed wire. Barbed Wire (target takes 1d6 damage plus 1d6 bleed damage and is entangled, requiring a full round action to unentangle. A DC 22 Reflex Save negates the bleed damage and entanglement. The area on the floor is difficult terrain, unless the target is shorter than 5′)

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Poison Gems (CR 2)



A few valuable gems are in the drawer of this desk.

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

Trigger touch; Reset none

Effect

The gems are coated in a contact poison. Poison Gems (DC 18 Fortitude Save or take 1d6 Con Damage and fall asleep for 1 hour)

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Snapping Barrels (CR 2)



Several barrels are stacked in the corner.

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

Trigger touch; Reset none

Effect

The iron bands on the barrels are under pressure. If they barrels are disturbed, the bands fly open, and the barrels explode outwards. Barrels (2d6 damage, DC 18 Reflex Save for half damage); multiple targets (all targets within 15′)

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