CR6

Endless Torture Chamber (CR 6)


 

Implements of torture are everywhere. A poor, tortured soul is shackled to the wall.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger location; Reset 1 day

Effect

If the tortured person on the wall is interacted with at all – spoken to, touched or an attempt is made to free him, the trap activates. Endless Torture Chamber (DC 22 Will Save or target, for the next 9 rounds, target takes half of the damage that the tortured person takes. Due to the torture, the tortured person takes 2d6 damage per round, but the shackles heal him each round. If he is removed from the shackles, with a dispel magic or similar vs. CL 9, the target will have 32 HP, and will die. Only a wish can undo the perpetual damage being done to the tortured person)

Unwilling Shield

 

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Gold Fountain (CR 6)


 

Streams of molten gold run down a large fountain, collecting in pools. The sound is almost musical.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

If any part of the fountain is disturbed, it collapses, and the music stops. Gold Fountain (Target is stunned for 1 round, on a DC 22 Fortitude Save, target is staggered instead. Then the gold runs everywhere, doing 4d6 damage, or half on a DC 22 Reflex Save.) multiple targets (all targets within 30 ft.)

Stunning Finale

 

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Sticky Door (CR 6)


 

A large pile of wood blocks the door.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

The pile contains 9 small sticks, 4 small tree branches, 4 medium sticks, 3 medium tree branches, 2 logs and a fallen tree. Sticky Door (Whichever type of wood is picked up first, the rest of that type turns into snakes. The small sticks turn into 9 venomous snakes, the small branches turn into 4 constrictor snakes, the medium sticks turn into 4 advanced venomous snakes, the medium sticks turn into 3 advanced constrictor snakes, the logs turn into 2 king cobras, and the tree turns into an anaconda. The snakes attack. Note that only 1 type of wood turns into snakes, so at the most there will be 4 snakes)

Snake Staff

 

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Resurgent Shield (CR 6)


 

A gorgeous silver shield hangs on the wall.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset auto

Effect

The silver shield is inlaid with a gold dragon and shines in the dim light. Resurgent Shield (Any creature that attacks the target and misses is infused with healing energy that is released when that creature is dropped to 1/4 or less of its HP. When this happens, the creature heals for 4d8 + 9 HP or damage, gains a +4 enhancement bonus to Con and Str, DR 5/-, and the benefits of a haste spell. It can heal damage that would normally kill a creature, but not damage from massive damage or causes other than HP loss. However, after 9 rounds, the creature takes 1d4 Con damage and gains the exhausted condition. This effect can only be triggered once per creature per day. Once the shield is no longer in the target’s physical possession, the effect will no longer be triggered.)

Resurgent Transformation

 

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A Touch of Eidolon (CR 6)


 

This summoning chamber is full of odds and ends.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

The summoner that owns this chamber does not like his things disturbed. If anything is disturbed, his eidolon gains a special defense. A Touch of Eidolon (A successful melee or melee touch attack causes the eidolon, after damage is resolved, to immediately be cured of 5d10 + 9 points of damage)

Rejuvenate Eidolon

 

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Web of Lies (CR 6)


 

Tattered banners hang from the ceiling, brushing the floor in places.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The banners begin to swirl about. Web of Lies (DC 22 Will Save or target suffers the effect of a web for 8 rounds. Since it is an illusion, the target cannot destroy the web or move out of it, although freedom of movement negates the movement obstruction. It also provides concealment but not cover. Those that fail also see their comrades encased in webs, and each round must make a DC 22 Fortitude Save, or become nauseated by the swarming spiders); multiple targets (all targets in room)

Phantasmal Web

 

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Pot of Gold (CR 6)


 

An iron pot, seemingly full of gold, hangs over a cold campfire.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset auto

Effect

The port is full of 1,000 copper coins. However, when disturbed, they spray into the air, driven by a giant column of boiling water. Pot of Gold (A 40 ft. geyser of boiling water appears. Target is thrown 40ft into the air and takes 3d6 fire damage and 4d6 falling damage, landing prone in an adjacent square. A DC 22 Reflex Save halves the fire damage and negates the falling damage and effect. The geyser lasts for 9 rounds. During this time, any target within 20′ takes 1d6 fire damage from failling boiling water)

Geyser

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Wrong Gong (CR 6)


 

Two gongs flank a featureless stone door, except for some small carved runes.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset 1 hour

Effect

Opening the door requires a DC 30 Perception check and a DC 40 Disable Device check. However, if the trap is not disarmed, one of the gongs will sound. The trap is also sprung if the gong is chimed by any other means. The runes are in draconic, and say “Going requires gonging”. Neither of these gongs actually has any effect on the door. Wrong Gong (Target is paralyzed and oblivious to surroundings for 9 rounds. A DC 22 Will save will negate the effect for 1 round, but must be made each round until failed, at which point target is paralyzed for the rest of the duration. If the target cannot hear, it has no effect. However, mundane attempts at not hearing, such as wax in ears, only grants a +2 bonus to the save. In order to be immune, the target must be deaf or not be able to hear by magical means. Somewhere, there is a small magical gong that opens this door without sounding the gongs, but it has been long misplaced.); multiple targets (all targets within 30′ of gongs.)

Frozen Note

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Chime In (CR 6)


 

Wind chimes crowd the ceiling.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset auto

Effect

Each time a target attacks or moves, the chimes move and softly chime. Chime In (If the chimes make noise, a random target within 100′ of the chimes must make a DC 22 Will save, or on that target’s attack will instead target the nearest ally. If no ally can be targeted, the attack is negated. The target provides flanking for the for until the beginning of the target’s next turn. A target can choose to attack slowly, so as to not make the chimes move. This gives the target a -4 penalty to attacks. For spells, the target must make a Concentration check with a -4 penalty); multiple targets (all targets in room)

Foe to Friend

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Don’t Bother (CR 6)


 

The door has been inscribed with shiny runes.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

Flames erupt from the runes. Don’t Bother (A 45ft line of flames appear, shaping itself to hit as many targets as possible. Each target takes 9d6 fire damage, with a DC 22 Reflex save halving the damage); multiple targets (all targets in a 45′ connected line)

Fire Snake

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