CR3

Loose Wall (CR 3)



The brick wall looks like it is about to collapse. It could be run right through.

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

Trigger touch; Reset none

Effect

A character can easily get a running start and run through the wall (DC 14 CMB check). However, several of the bricks have little sharp bits protruding from them. Loose Wall (+8 melee attack for 1d6 damage + 1 bleed damage)

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Grave Mistake (CR 3)



This cemetery has seen better days.

Type: mechanical; Perception DC 19; Disable Device DC 17

Trigger location; Reset none

Effect

One of the graves has a fancy headstone. If the grave is disturbed at all, it collapses, and the headstone falls in on top. Grave Mistake (DC 17 Reflex save or target falls in grave, taking 1d6 damage, then takes 4d6 damage from headstone and is stunned for 1 round)

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Blasting Zone (CR 3)



The cave ceiling is cracked, with several loose looking rocks hanging down.

Type: mechanical; Perception DC 19; Disable Device DC 22

Trigger proximity; Reset none

Effect

Vibrations loosen the rocks, which fall and explode. Rocks (For each movement or combat action, 1d4 rocks fall. Each rock does 1d4 damage in a 10′ radius, with a DC 14 Reflex Save for half damage); multiple targets (all targets in cave)

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Boiling Teapot (CR 3)



The tea kettle begins to sing as steam escapes.

Type: mechanical; Perception DC 24; Disable Device DC 17

Trigger proximity; Reset Repair

Effect

The air in this kitchen is toxic. While the kettle is steaming, the steam negates the effect. However, it is stops, the targets get drowsy and fall asleep. Tea Kettle (After 1 round, DC 18 Fortitude Save or target becomes fatigued, this check must be made each round until fatigued; Once fatigued, target must make a DC 18 Fortitude Save each round or become exhausted; Once exhausted, target must make a DC 18 Fortitude Save or target falls asleep until teak kettle is restarted, or target is removed from room, then target wakes in 1d4 rounds); multiple targets (all targets in room)

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Oven Room (CR 3)



The ceiling here is oddly shaped and tiled.

Type: mechanical; Perception DC 22; Disable Device DC 24

Trigger proximity; Reset none

Effect

The ceiling focuses heat. Anyone carrying a heat source (lamp, torch, etc) begins to take 1 point of heat damage per round after being in the room for more than 1 round.

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Overbalanced Wall (CR 3)



A 20′ tall wall blocks the way.

Type: mechanical; Perception DC 19; Disable Device DC 24

Trigger location; Reset none

Effect

The wall can be easily scaled (DC 10 Climb check) but when the target reaches the top, the wall topples backwards. Wall (2d6 falling damage to anyone on wall, plus 2d6 damage, DC 18 Reflex Save negates, to anyone within 10′ of the wall)

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Refrigerator Door (CR 3)



The door on the back wall in this kitchen is cold.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset none

Effect

When the door is opened, the area in front of it is covered in frost. Frost (2d6 frost damage, DC 18 Fortitude save or target is staggered for one round. Targets that are in frost area at beginning of turn take 1d6 frost damage, DC 18 Fortitude save for half damage); multiple targets (all targets within 5′)

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Impressionist Painting (CR 3)



A painting is hung on the far wall. It looks blurry.

Type: mechanical; Perception DC 24; Disable Device DC 19

Trigger location; Reset 2 rounds

Effect

The picture is blurry, and comes into focus in one specific spot if looked at long enough. Painting (If target stands in a spot 10′ in front of painting for 1 round, the picture comes into focus, showing a crossbowman pointing a crossbow. +16 melee for 1d8 damage)

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Partially Collapsed Tunnel (CR 3)



The tunnel is partially collapsed, and is supported by a few thick timbers.

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

Trigger touch; Reset none

Effect

The timbers fall over when disturbed. Timbers (DC 18 Acrobatics check to get by timber, otherwise, the tunnel collapses, causing 4d6 damage, DC 18 Reflex save for half damage); multiple targets (all targets within 30′)

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Altar Candles (CR 3)



Several ceremonial candles sit on the altar, waiting to be lit for the blessing.

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

Trigger touch; Reset none

Effect

When the candles are lit, all targets within 60′ receive a +1 bonus to Con based checks for 1 hour. However, when the candles burn down in 2d4+1 rounds, they explode. Candles (4d4 damage, DC 18 Reflex save for half damage); multiple targets (all targets within 60′)

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