CR2

Spiky Floor (CR 2)



The floor is covered in spikes. A small path meanders through it.

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

Trigger proximity; Reset none

Effect

The spikes can be navigated by making a DC 18 Acrobatics check to move at half speed. If it fails, the target takes 1d4 damage and becomes entangled until they use a move equivalent action to free themselves. The path can be traversed normally, however, in the middle, a small hole appears. Spiky Floor (DC 16 Reflex Save or target falls, taking 2d4+1d6 damage, and becomes entangled, requiring a DC 16 CMB or Escape Artist check to free oneself, on a successful save, target take a -1 penalty on all rolls and checks for 1 round as they stumble)

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Sponge Floor (CR 2)



There is a small, easily jumpable chasm ahead of you.

Type: mechanical; Perception DC 19; Disable Device DC 21

Trigger location; Reset Repair

Effect

The floor absorbs impact by sinking a little bit, making jumping from it more difficult. Sponge Floor (+5 to Jump DC)

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Finger Guillotine (CR 2)



A glass case sits atop the table, filled with coins. There are a few finger sized holes in the side where one could slide out a coin or two.

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

Trigger touch; Reset Repair

Effect

When a coin is slid through, a tiny glass blade slams down on the finger hole. Finger Guillotine (+6 melee attack for 1d3 damage, plus 1d6 dex damage)

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Hammer Lock (CR 2)



The door handle is shaped like a hammer, just above the lock.

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

Trigger touch; Reset Repair

Effect

The hammer falls down on the target’s hands. (duh) Hammer Lock (DC 18 Reflex Save or target takes 1d4 damage and suffers a -2 penalty to any strength or dexterity based checks until either magical healing is applied, a DC 15 Heal check succeeds, or all the damage is otherwise healed)

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Hippie Beads (CR 2)



A curtain of clear beads blocks the doorway.

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

Trigger touch; Reset none

Effect

The beads are filled with acid and loosely attached. Beads (DC 22 Acrobatics check when passing through beads, or take 1d3 damage from 2d4+2 sources)

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Moss (CR 2)



Everything in here is covered in slippery moss.

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

Trigger touch; Reset none

Effect

The moss covers everything, and makes opening the doors difficult, unless it it wiped away, but hiding under the moss are small razor blades, and the moss itself is poisonous. Moss (DC 17 Reflex Save or take 1 damage, plus poison – DC 17 Fortitude Save or take 1d6 Con damage)

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Two Keyholes (CR 2)



This locked door has two keyholes.

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

Trigger touch; Reset Repair

Effect

The only way to unlock this is to open both at once, but that completes an electrical circuit. Two Keyholes (4d6 electricity damage, DC 19 Fortitude Save for half damage)

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Catchy Desk (CR 2)



An ornate desk is in the corner, with the drawer slightly pulled out. There’s something shiny in the drawer.

Type: mechanical; Perception DC 21; Disable Device DC 19

Trigger touch; Reset Repair

Effect

When the drawer is opened, it catches onto a piece of clothing or armor, and shuts and locks. Desk (+8 CMB attack to entangle target. If entangled, it requires either destroying the desk, 10HP, hardness 2, or a DC 23 Disable Device check to open the drawer. The target can also remove the clothing or armor)

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Don’t Let the Door Hit You in the Butt, or the Face (CR 2)



A strong iron door is closed before you.

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

Trigger touch; Reset Repair

Effect

If the door is forced open, it swings back. Door (If the door is forced open, DC 28 Break or Strength check, the target takes 2d6 damage, DC 21 Reflex Save negates)

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Air Pockets (CR 2)



A small chest is hidden under the bed.

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

Trigger touch; Reset none

Effect

If the chest is looted, an air bubble surrounds the target’s hand, which displaces objects. Air Bubble (DC 16 Will Save or target suffers a -4 penalty on any action that requires the use of that hand for 1 hour)

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