CR3

What a Bargain (CR 3)


 

The shopkeeper seems to be gone, and has left quite a few valuables around.

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

Trigger touch; Reset auto

Effect

If anything is stolen, the target is marked. What a Bargain (For each gp in value stolen, the trap has that many charges. Every time the target interacts with a merchant, magistrate or law enforcement, they must make a DC 18 Will Save or they will be unable to speak a lie for 3 minutes. They can choose not to answer, but may not intentionally tell a lie. Each encounter uses 1 charge); multiple targets (all targets that steal)

Zone of Truth

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Out of Shape (CR 3)


 

The stout wooden door is reinforced with iron. It’s not locked, but it has swollen a bit and is stuck.

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

Trigger proximity; Reset none

Effect

If the target tried to force the door open, it reshapes itself so that it has lots of sharp spikes. Out of Shape (DC 18 Reflex Save (DC 20 if target is running at the door) or target takes 3d6 piercing damage, plus 1d6 bleed damage. The door is a DC 20 Break check to force open)

Wood Shape

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Say What? (CR 3)


 

A stout wooden door protects the entrance to the small stone tower.

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

Trigger touch; Reset none

Effect

The voice of the target that touches the door is recorded and sent via a gentle wind to the top of the tower, where it arrives 5 rounds later, warning the inhabitant of potential intruders.

Whispering Wind

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Just A Lot of Stuff Happening Here (CR 3)


 

The hallway is very dusty.

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

Trigger proximity; Reset none

Effect

About halfway down the hall, the trap is sprung. Stuff (A web fills the hallway. DC 18 Reflex Save or target is grappled, requiring a DC 18 CMD or Escape Artist check to escape. Those that make the save, must make the DC 18 CMD or Escape Artist check for each 5 feet of movement. 1 round after the web appears, the floor collapses. Those grappled by the web do not fall, and those not grappled must make a DC 18 Reflex Save to grab onto the web. 1 Round after that, the web bursts into flames, dealing 2d4 fire damage to all in the web, and dropping them into the pit, causing 6d6 damage. For DC of the Reflex Save to not fall is 10+distance to edge of hall, or DC 20 if they try to grab the wall. Moving on the wall requires a DC 20 Climb check); multiple targets (all targets in hallway)

Web

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Warped Sense of Humor (CR 3)


 

The chest is bound and locked in chains, and is made of iron-banded reinforced wood.

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

Trigger proximity; Reset none

Effect

If anything with any wood on it touches the chest, the wood warps. If, for example, a wooden hafted weapon is used to break the chest, the handle warps, causing a -4 attack penalty. Magic weapons get a DC 18 Fortitude Saving Throw.

Warp Wood

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Long Walk Off of a Short Pier (CR 6)


 

The archway opens up into a narrow bridge that crosses the deep chasm.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger location; Reset none

Effect

After one step, the bridge collapses. Short Pier (Once the bridge collapses, a wall of force appears right behind the target. DC 22 Reflex Save or target falls, taking 10d6 damage. If the target does not fall, it requires a DC 22 Acrobatics Save each round to stay on the very tiny amount of bridge left between the edge and wall)

Wall of Force

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Out of Alignment (CR 3)


 

The door handles are shaped like the scales of justice.

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

Trigger proximity; Reset none

Effect

As the door opens, the scale tips. Out of Alignment (DC 18 Will Save or any magical attempt at detecting alignment while in the room will fail); multiple targets (all targets passing through door)

Undetectable Alignment

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Fire and a Tree (CR 3)


 

The path is scorched up ahead.

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

Trigger proximity; Reset none

Effect

When the target gets close to the scorched area, a flaming pot drops from a tree above. Fire and a Tree (DC 18 Will Save or target is turned into a tree for 1 round. While the target is a tree, it’s AC is +10, but it can’t move and has a Dexterity score of 0, meaning that the Reflex Save for the fire pot automatically fails. Also, as a tree, the target takes double damage from fire. The fire pot does 3d6 fire damage, DC 18 Reflex Save for half damage); multiple targets (closest target becomes a tree, fire pot deals it’s damage in a 10′ radius)

Tree Shape

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Wet Paint (CR 3)


 

A sign on the door says “Wet Paint”

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

Trigger touch; Reset none

Effect

If the door is touched, it is actually wet paint and the trap is sprung. Wet Paint (Target takes a 1d6 penalty to Intelligence, Wisdom and Charisma scores for 30 minutes)

Touch of Idiocy

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Swarm Pit (CR 3)


 

The floor gives way under you, revealing a chest 10 feet down.

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

Trigger location; Reset none

Effect

If the chest is touched, it is suddenly covered in spiders. The spider swarm attacks the nearest target.

Summon Swarm

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