CR2

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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We’re Here (CR 2)



You are in a small, well appointed atrium.

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

Trigger proximity; Reset none

Effect

The voice of anyone who speaks here gets projected into a small guard office down the corridor once the doors are opened and the atrium is entered.

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Button Door (CR 2)



The door appears to open by pushing the button next to it.

Type: mechanical; Perception DC 19; Disable Device DC 18

Trigger touch; Reset repair

Effect

The button cover breaks, exposing a sharp needle behind it. Button Door (+8 melee for 1d4 damage, plus DC 14 Fortitude save or target falls asleep for 1 hour)

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Naked Podium (CR 2)



A podium sits atop a small dais.

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

Trigger proximity; Reset none

Effect

If a target stands behind the podium, he becomes naked. Podium (DC 16 Will Save or target appears to be naked for 1d4+4 rounds)

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Efreeti Privy (CR 2)



A privy is at the end of the hall.

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

Trigger touch; Reset none

Effect

If anything drops into the hole, flames shoot forth. Efreeti Privy (Target takes 1d4 fire damage, DC 16 Reflex Save for half damage); multiple targets (all targets in 15′ cone) At least you feel sanitary…

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Sturdy Metal Door (CR 2)



This small office has a sturdy metal door.

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

Trigger touch; Reset none

Effect

If anything in the office is disturbed, the door closes and locks, and is magically held. Door (Those by door can make a DC 16 Reflex Save to choose which side of the door to be on; The door becomes locked, requiring a DC 30 Disable Device to open, or DC 25 if the trap disarmed, as the door automatically locks when closed)

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Rolled Up Awning (CR 2)



An awning is rolled up above the door.

Type: mechanical; Perception DC 19; Disable Device DC 18

Trigger touch; Reset none

Effect

If the door is opened, the awning unrolls, dropping sharp caltrops in front of the door. Awning (4d4+4 damage, DC 18 Reflex Save for half damage); multiple targets (all targets within 15′ of door, plus the area becomes difficult terrain)

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Traceless (CR 2)



You are in a maze of twisty passages, all alike.

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

Trigger proximity; Reset none

Effect

It is easy to get lost in here, as footprints and markings seem to just fade away. Traceless (The CR of any type of check to track or find direction is increased by 2 while in these passages)

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Paper Cutter Window (CR 2)



The window is slightly raised open.

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

Trigger touch; Reset repair

Effect

A sharp, long blade slams down if the window is grasped from below. Paper Cutter Window (DC 18 Reflex Save or target takes 1d4+1 bleed damage, and loses the same amount of Dexterity. The Dexterity loss requires magical healing to repair)

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Tar Floor (CR 2)



The floor below is black.

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

Trigger touch; Reset none

Effect

The floor is covered in a sticky tar. Tar Floor (DC 18 Strength check or target is entangled; check must be made every 5 feet); multiple targets (all targets in room)

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