CR4

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)

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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)

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Well, Crap (CR 4)



A horse appears in front of you!

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

Trigger proximity; Reset none

Effect

When this trap is triggered, a magic horse appears in front of you. Well, Crap (Magic horse appears 6 feet in front of target, and always stays in front for 5 hours. Every 5 minutes, it poops, requiring a DC 12 Acrobatics check to avoid stepping in it, which causing a -2 penalty to Charisma-based checks. There is an additional -2 penalty to Charisma-based checks as long as the target is within 10′ of a fresh poop. Additionally, you have a horse in front of you, which follows you everywhere. If the target enters an area where a horse cannot fit, the horse disappears, and reappears the moment the target is in a space with room)

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Lock Text (CR 4)



Intricate writing adorns this chest.

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

Trigger proximity; Reset none

Effect

When the text is read, it turns into a snake that strikes at the target. Lock Text (DC 19 Reflex save or target is encased in am amber field of force for 1d4 + 5 days)

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Movable Joyces (CR 4)



The floor is made of wooden planks.

Type: mechanical; Perception DC 24; Disable Device DC 23

Trigger location; Reset none

Effect

The joyce structure under the floor randomly rotates, causing instability. Movable Joyces (DC 18 Reflex Save or the planks the target is on tilts, dumping the target into a deep pit under the floor, causing 3d6 damage); multiple targets (all targets in room)

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Inductive Floor Tiles (CR 4)



The floor tiles are smooth.

Type: mechanical; Perception DC 22; Disable Device DC 21

Trigger touch; Reset none

Effect

Any metal that comes within 3′ of the tiles heats up. Tiles (1d6 heat damage per round to targets wearing metal armor); multiple targets (all targets within 3′ of tiles)

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Portrait of Dorian Grey, Jr. (CR 4)



A picture of an older, injured man hangs here.

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

Trigger proximity; Reset none

Effect

Once a target gets within 15′ of the portrait, some of the portrait’s wounds heal. Portrait (Next time target receives healing, half of it is channeled into the portrait, and the target receives the other half)

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The Door Gets Stronger (CR 4)



A sturdy door is in front of you.

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

Trigger touch; Reset auto, up to 10x per hour then resets

Effect

Failed attempts to open the door make it stronger. Door (DC 28 Disable Device or Break check to open door. If it fails, the DC increases by 1 up to DC 38. The increased DC lasts one hour, if the break or Disable Device fails, the target also takes 1 point of force damage, which also increases by 1 with each attempt, up to 10 damage. Those assisting also take the damage)

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Fist Knocker (CR 4)



The knocker on the door is in the shape of a fist.

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

Trigger touch; Reset none

Effect

If the door is opened without using the knocker, it punches the target. Fist Knocker (+8 vs. touch AC for 2d4 damage and target is knocked back 10 feet)

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Suffocating Crawlway (CR 4)



A small crawl tunnel extends to the south.

Type: mechanical; Perception DC 23; Disable Device DC 22

Trigger location; Reset Repair

Effect

When a target gets about 10′ in, he triggers the trap, which causes the tunnel sides to inflate. Crawlway (+16 vs. CMD or target is pinned, and after 1d4 rounds, must make a DC 26 Fortitude save each round or begin suffocating. The target can attempt to move by making a DC 26 CMD check, or they can attack the bladder, which has hardness 5 and 15 hitpoints.)

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