CR5

Tilt-a-Stair (CR 5)



A tall stairway goes up and ends in a door.

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

Trigger location; Reset Repair

Effect

When more targets are on the stairway past the middle point than below it, the staircase abruptly tilts down. Tilt-a-Stair (DC 18 Reflex Save or fall, taking anywhere between 1d6 and 5d6 damage depending on target location); multiple targets (all targets on stairway)

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Saturated Path (CR 5)



The ground on this path that runs along the hillside is very wet and soft.

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

Trigger location; Reset none

Effect

One spot on the path collapses when trod upon. Collapse (DC 17 Reflex save or slide down hill, taking 1d6 falling and 2d6 crushing damage. It requires a DC 27 Strength, Escape Artist or CMB check to escape, and a DC 28 Climb check to climb back on path. The hole created requires a DC 10 Jump check to cross. Those that fail take damage as above); multiple targets (all targets within 5′)

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Power Up (CR 5)



A small chasm is in front of you, easily jumped.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger location; Reset none

Effect

A few feet in front of the chasm is a spot which teleports the target to the center of the chasm. Power Up (DC 21 Will Save or target is teleported above chasm, adding +10 to the DC of the jump check; the teleport is only triggered by someone running up to the chasm to jump)

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Hook, Line and Sinker (CR 5)



A pool sits in front of a small cliff. A rope dangles down the side of the cliff.

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

Trigger touch; Reset Repair

Effect

When the rope is touched to climb up, it sinks a barb into the target, reels them up the cliff, then drops them with a weight into the pool. Hook, Line and Sinker (+16 vs. CMD or target becomes entangled, requiring a DC 26 CMD check to escape. The target goes up for 2 rounds, and then drops with the weight from the top of the cliff. The weight pulls the target underwater, where they immediately gain the drowning condition until they can escape the barb)

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Wind River (CR 5)



The deep chasm is only 7 feet wide, an easy jump…

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

When the first target is in mid-air, a strong gust of wind blows down the chasm. Wind River (4d6 non-lethal damage and 4d6 falling damage, DC 21 Fortitude save halves the non-lethal damage, and the target only falls if the Jump check fails, which is a DC 17 due to the wind. The wind lasts for 7 rounds, and anyone who enters the space above the chasm is subject to the above effects)

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Jenga Bricks (CR 5)



The brick wall is unevenly constructed.

Type: mechanical; Perception DC 22; Disable Device DC 24

Trigger touch; Reset none

Effect

Several bricks stick out, making the wall an easy DC 13 Climb check. However, the 3rd brick falls out, causing the entire wall to collapse. Collapse (DC 18 Reflex Save ot take 6d6 damage); multiple targets (all targets within 10′)

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Piston Chair (CR 5)



An ornate chair sits in front of an equally ornate desk.

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

Trigger touch; Reset Repair

Effect

The desk can only be opened (discovered by Perception 17 check) by sitting in the chair. Once in the chair, when the desk drawer is opened, the chair launches into the ceiling. Piston Chair (DC 21 Reflex Save or take 6d6 damage and become stunned for one round)

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Pile of Ingots (CR 5)



A large pile of gold ingots is in the center of the room.

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

Trigger touch; Reset none

Effect

If any of the ingots are disturbed, the entire stack collapses. Ingots (DC 19 Reflex Save or take 10d6 damage and become pinned, requiring a DC 19 Escape Artist, Strength or CMB check to escape). The ingots are made of painted lead.

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Water Closet (CR 5)



This large closet begins to fill up with water.

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

Trigger touch; Reset Repair

Effect

The closet begins to fill up with water quickly as the exits close. High up, there is a lever that looks like it could be used to climb. If it is pulled, it causes a drain to open up in the floor, draining away the water (and any swimmers). Water Closet (After 3 rounds targets gain drowning condition unless lever is pulled, then it requires a DC 25 Swim check or target is sucked into drain, gaining drowning condition until target is ejected into sewers in 20-40 rounds); multiple targets (all targets in closet)

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Starblade Doorknob (CR 5)



The door has a small, brass doorknob.

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

Trigger touch; Reset repair

Effect

When the doorknob is turned, small blades pop out all along the circumference. Doorknob (DC 22 Reflex Save or take 1d4 damage, and then DC 18 Fortitude save or take 1d6 Con damage)

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