CR4

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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Wheel Stairs (CR 4)



A wooden stairway heads down.

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

Trigger location; Reset repair

Effect

The top three stairs are all attached and set on wheels. When stepped upon, it slides down. Wheel Stairs (DC 21 Reflex Save or slide down, taking 3d6 damage when the carriage hits the bottom)

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Deformed Idol (CR 4)



A deformed golden idol sits on a small dais.

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

Trigger touch; Reset none

Effect

Anyone that touches the idol begins to suffer deformations. Deformed Idol (Target begins to malform, taking 2d6 nonlethal damage, 1 point of Dexterity damage, 1 point of Constitution damage and speed is reduced by 10′ each round. The effect lasts for 5 rounds. Each round, the target may make a DC 19 Fortitude save to resist the effects for 1 round)

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Barrel of Monkeys (CR 4)



Several barrels are in a corner.

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

Trigger touch; Reset none

Effect

One of the barrels is filled with magical monkeys, as per the spell mad monkeys. The CMD is 14, and the duration is 5 rounds.

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That Came Up Faster Than I Thought (CR 4)



A pit blocks the way, it can be easily jumped over, though.

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

Trigger proximity; Reset none

Effect

The pit is 10′ across and 40′ deep, and requires a DC 10 to jump. However, a few feet before the pit, the target is sped up, adding +5 to the DC of the jump. Jump (DC 19 Will Save or add +5 to the DC of the jump check)

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It’s a Clock, Really (CR 4)



A large grandfather clock ticks away.

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

Trigger proximity; Reset none

Effect

The clock is actually counting down to 12, from 12:01. When it hits 12:00, it detonates. Clock (6d6 damage, DC 22 Reflex for half damage); multiple targets (all targets within 30′)

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