CR3

Boring Door (CR 3)



There is a stout wooden door at the end of the hall.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset auto

Effect

If the door is touched, the target becomes bored and loses interest in it. Boring Door (DC 18 Will Save or target loses current door-related action and must wait 3 rounds until they gain interest in it again)

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Delayed Pain (CR 3)



Strange liquid showers you from above.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

The liquid is magical acid. Delayed Pain (Acid falls onto the target and can be avoided with a DC 18 Reflex Save. The acid deals 1d6 acid damage per round for 1d6+1 rounds, unless a full round action is spent to remove it. The damage, however, is delayed for 3 hours, and then the target takes all the damage at once)

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Falling Brick (CR 3)



The brick wall looks to be easily climbed.

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

Trigger touch; Reset none

Effect

A brick high up falls out of the wall. Falling Brick (DC 18 Reflex Save or take 1d6 damage, and then make a DC 18 Fortitude Save or fall, taking 2d6 falling damage)

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Salt Spikes (CR 3)



The wooden floor here is creaky.

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

Trigger location; Reset Repair

Effect

The floor swings open into a pit, which has spikes made of salt. Salt Spikes (DC 19 Reflex Save or fall, taking 3d6 falling damage and 2d4+4 bleed damage, then make a DC 22 Fortitude Save each round or become dazed until the bleed effect is stopped)

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World’s Deadliest Joke (CR 3)



A mural with elaborate writing is on the wall.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

When the target reads the writing, he starts laughing at the world’s funniest joke. (DC 18 Will save or target falls prone, laughing for 4 rounds, unable to take any other actions)

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April Fool’s Chest (CR 3)



A large wooden chest is in the corner.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

If the disable device check is failed, the tools used to open the lock become cursed. April Fool’s Chest (on a failed disable device check to open the lock, the tools used become cursed. When they are used to open subsequent locks, they add 10 to the DC of the lock. The lock opens up regardless of the success or failure of the check)

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Wall Facade (CR 3)



A stone wall blocks the way.

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

Trigger touch; Reset none

Effect

Near the top, the stone facade is loose, and peels off should anyone be climbing it. Facade (DC 22 Reflex save or fall, taking 3d6 damage)

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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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