CR5

Air Stairs (CR 5)



An ethereal stairway heads up.

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

Trigger location; Reset none

Effect

Once the stairs are mounted, the targets begin to walk on air. Ascending the stairs is like climbing a steep hill. When the target is 100 ft up, he reaches a 30′ square platform with a chest. If the chest is disturbed, a wind blows, blowing the target 10′ towards the nearest edge at the end of the round. This effect lasts until the target leaves the platform, or a total of 7 minutes since ascending the stairs has passed. The walking on air effect is not present if the 7 minutes passes, or the target leaves the stairs or platform. At that point, the target immediately falls to the ground.

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Dimension Stairway (CR 5)



A wide staircase leads downward.

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

Trigger location; Reset none

Effect

About 1/3 of the way down, a dimension door teleports the target back to the 2nd stair. Dimension Stairway (DC 21 Will Save or target is teleported back to 2nd stair and must make a DC 21 Reflex Save or fall, taking 3d6 damage. If the target is moving faster than normal speed, there is a -5 penalty to the Reflex Save)

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Tilting Hallway (CR 5)



The sides of this hallway are covered in hooked, barbed spikes.

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

Trigger touch; Reset none

Effect

When the far door is opened, the hallway, hinged at the door, falls, turning into a vertical shaft. Hallway (DC 22 Reflex Save or fall. Falling characters may hit the spikes. For every 10′ fallen, make a +8 melee vs. AC. On a successful hit, the spike does 1d6 damage and 1 bleed damage. If struck, spike makes a +18 vs. CMD. If successful, target is grappled and left hanging, requiring a CMB check with a DC of 28 to free oneself. The hallway is 60′ long); multiple targets (all targets in hallway)

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Chest of Fireworks (CR 5)



A chest sits in the corner.

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

Trigger touch; Reset none

Effect

When the chest is opened, the explosives inside ignite, creating a fantastic show. Fireworks (10d6 damage, and target is blinded for 1d4 rounds, DC 19 Reflex Save for half damage and negate blindness); multiple targets (all targets within 30′)

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Flint and Steel Door (CR 5)



The wooden door has steel door plate around the knob.

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

Trigger touch; Reset none

Effect

The door itself is filled with gun powder. When the doorknob is pulled, it comes out on a steel chain that creates sparks by rubbing on the flint around it in the door. Flint and Steel Door (6d6 fire + 1d6 bleed damage, DC 21 Reflex Save for half fire damage and no bleed damage); multiple targets (all targets within 30′ of door)

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I Think You Wanted to Open This Door (CR 5)



A locked door blocks the way.

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

Trigger touch; Reset none

Effect

Before any other trap effects happen, the target and his closest ally swap places. Door (DC 21 Will Save, from both targets, or target and closest ally within 40′ swap places, and any adverse additional trap effects happen to the swapped target)

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Loose Nails (CR 5)



Several loose nails stick out of the door frame, likely catching on anyone passing through.

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

Trigger touch; Reset none

Effect

The nails are hooked into explosives in the door frame. If they are hammered in, or removed, the doorframe explodes. Loose Nails (6d6 damage plus 1d6 bleed damage, DC 22 Reflex Save for half damage); multiple targets (all targets within 30′). Note that if a target goes through the doorframe, it requires a DC 22 Acrobatics check to avoid catching a nail on clothing and having it pulled out.

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Holy Water Fountain (CR 5)



A fountain of water is before you, spraying out from a center column. The basin is full of gold coins. There is a small inscription on the lip.

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

Trigger touch; Reset none

Effect

The inscription reads “Health above greed”. If the target touches the gold coins, he is changed into a shadow, which is not being showered with holy water from the fountain. Fountain (DC 21 Will Save or target becomes a shadow, as the physical body drops to the water. The shadow is tethered to the body and cannot move unless the coin is removed from the comatose body’s hand. Removing the coin cannot be done by the shadow, it must be done by another physical being. The shadow returns to the body in 7 hours, or when reduced to 0 or fewer HP. If the shadow is killed, it returns to the body immediately, and the target has -1 HP and the dying condition. While a shadow, the target has the same Hit Dice and hit points as the character, but otherwise acts as a shadow, but does not have the create spawn ability. While in the fountain the shadow takes 4d6 holy damage per round.)

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Safety Net (CR 5)



A dropoff is before you, but a safety net has been secured below.

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

Trigger touch; Reset none

Effect

The net breaks the fall, but ensnares the target. Safety Net (DC 27 Reflex Save or target becomes entangled in net, requiring a DC 27 Escape Artist check or DC 35 Strength check. The net can also be cut through. It has 10hp and hardness 2. However, if cut, a DC 20 Reflex Save is required or the target falls 60 feet for 6d6 damage)

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Glass?! (CR 5)



The floor is made of a smooth, black substance.

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

Trigger alarm (magic); Reset none

Effect

If anyone casts a spell, a 20′ burst radius around the target becomes molten glass. Glass (3d6 fire damage plus target becomes entangled, requiring a DC 21 Strength or Escape Artist as a full round action to free oneself. A DC 21 Reflex Save halves the damage and negates the entanglement. The area become difficult terrain, and increases Acrobatics checks by 5. Running or charging requires a DC 15 Acrobatics check. Those that fail fall and take 1d6 damage)

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