CR4

Fancy Door (CR 4)



The door before you is delicate, and decorated with intricate filigree and carvings.

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

Trigger touch; Reset none

Effect

If the door is broken, it damages the target. Fancy Door (DC 19 Fortitude save or target is wracked with pains, and suffers a -4 penalty on attack rolls, skill checks, and ability checks for 5 rounds, or 1 round if save if successful)

Categories: CR4, Pathfinder | Tags: | Leave a comment

GDAE Suspension Bridge (CR 4)



The suspension bridge has 4 long strings running down the length of it, each of a slightly thicker diameter.

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

Trigger proximity; Reset repair

Effect

On the far side of the bridge are 4 small hammers positioned above the strings. When a target gets close, the hammers, one by one, begin to strike the strings, causing them to emit a loud noise and vibrate. Bridge (DC 14 Fortitude Save or take 1d6 sonic damage, each successive round, another hammer joins in, increasing damage by 1d6 and the DC of the Save by 2. Also, target must make a DC 12 Reflex Save or fall from bridge; the DC of this check also increases by 2 each round. After 4 rounds, the hammers stop); multiple targets (all targets on bridge)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Slide and Hoop (CR 4)



 A dark hole is in the wall.

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

Trigger proximity; Reset repair

Effect

The floor falls out from beneath the hole, exposing a metal slide. At the bottom is an iron hoop. Slide and Hoop (DC 21 Reflex Save or character slides down slide. A 2nd Reflex Save of DC 21 should be made to avoid falling while sliding, if it fails, the target takes 3d6 damage from hitting the hoop. If it succeeds, the target must make a third DC 21 Reflex Save to avoid the hoop, failing caused 1d6 non lethal damage, cause the target to be knocked prone, and causes 2 Dexterity damage)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Hook Charge (CR 4)



A wall of polearms is arrayed, points out, at the back of the room, separated by a deep chasm.

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

Trigger proximity; Reset none

Effect

The target is pulled into the polearms. Hook Charge (+5 vs. touch AC or target  that is within 30′ is pulled into the polearms as if he was charging, taking 6d6 damage from the polearms. The hook charge pulls the target over the chasm)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Wet Paint (CR 4)



The walls and floor are shiny.

Type: mechanical; Perception DC 21; Disable Device DC 31

Trigger touch; Reset none

Effect

The paint here is wet. Wet Paint (Anyone touching or walking through the paint gets paint on their shoes, hands, whatever. This paint does not dry, and will leave footprints and/or handprints for the next 1d4+1 hours)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Stiletto Wall (CR 4)



The brick wall has plenty of handholds.

Type: mechanical; Perception DC 21; Disable Device DC 24

Trigger touch; Reset none

Effect

Several of the bricks have spring loaded blades in them. Stiletto Wall (DC 21 Reflex Save or target takes 1d4+1 damage, and must make a 2nd DC 21 Reflex Save or fall from wall)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Don’t Stand So Close to Me (CR 4)



The passage ahead is cramped.

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

Trigger proximity; Reset none

Effect

When triggered, the middle person begins to glow a bit. Aura (DC 19 Reflex Save or target is enveloped in a cold aura for 5 rounds. Those adjacent to the target take 2d6 cold damage, and become fatigued. A DC 19 Reflex save halves the damage and negates the fatigue effect)

Categories: CR4, Pathfinder | Tags: | Leave a comment

No Fires Here (CR 4)



It is very damp here.

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

Trigger proximity; Reset none

Effect

If any fire (magical or non-magical appears) a huge sphere of water starts rolling towards it. Sphere (10′ diameter sphere appears on fire source, quenching it and them moves 30′ towards a fire source, or randomly if no source per round. Those in it’s path must make a DC 19 Reflex Save or take 2d6 non-lethal damage. Large or smaller creatures that fail this save must save again or they are engulfed and trapped in the sphere, and act as if underwater. They gain cover, but take 2d6 non-lethal damage each round. Targets may make a new save every round to exit to a square next to the orb); multiple targets (all targets in path)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Shield Hall (CR 4)



The ceiling is filled with hanging shields. A gleaming set of armor sits on a dais in the middle of the room.

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

Trigger touch; Reset none

Effect

All of the shields fall from the ceiling if the armor is touched. Shields (DC 22 Reflex Save or take 1d6 + 1d6 bleed damage, plus all terrain in area becomes difficult terrain); multiple targets(all targets in room)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Thin Air (CR 4)



A small breeze blows through the area.

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

Trigger proximity; Reset none

Effect

When the trap is triggered, air is pumped out of the area, causing the atmosphere to thin. Thin Air(Whenever a target takes a move action, a combat action, or otherwise physical action, he must make a DC 18 Fortitude Save or become fatigued. If already fatigued, the target becomes exhausted, and if already exhausted, they become unconscious for 1 hour, waking up exhausted unless they were moved from the area); multiple targets (all targets in enclosed space)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.