CR6

Stone Block Trap Door (CR 6)



A stone trap door is in the ceiling.

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

Trigger touch; Reset none

Effect

The trap door is actually a stone block that falls, creating a hole in the ceiling. Stone Block (DC 22 Reflex Save or target takes 6d6 crushing damage and is knocked prone, and pinned, requiring a DC 22 Strength or Escape Artist check to escape. Target takes 1d4 crushing damage per round pinned)

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Dynamic Reflection (CR 6)



A mirror is at the end of the hall.

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

Trigger proximity; Reset none

Effect

When the target sees his reflection, he is paralyzed, but his reflection then moves around and mocks him. Dynamic Reflection (DC 22 Will Save or target is paralyzed for 9 rounds, and can make a saving throw as a full round action each round to attempt to end the paralyzation effect)

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Ice Piano (CR 6)



A piano, partially covered in ice, sits at the end of the room.

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

Trigger touch; Reset none

Effect

If anyone plays a note on the piano, it continues, indefinitely. Ice Piano(DC 22 Will save or become captivated by the piano note, unable to do anything until the note ends in 9 rounds. If saving throw succeeds, target must make a new saving throw each round until note ends); multiple targets (all targets within 30′)

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An Expensive Tapestry (CR 6)



A large, blank tapestry, edged in gold hangs on the wall.

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

Trigger touch; Reset none

Effect

The target’s coins and loose gems become embroidered onto the cloth and disappear from their person. Tapestry (DC 22 Fortitude Save or target’s coins and loose gems are transformed into 2d embroidered replicas on the tapestry, and stay there for 9 days. 5% of these tapestries cause the objects to remain permanently. In this case, the CR of this trap is CR 8, and the Save is DC 23)

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Popping Corn (CR 6)



The field  is filled with corn stalks.

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

Trigger proximity; Reset none

Effect

When a target gets within 50′ of the edge of the other side of the field, lava begins to flow down the small trenches on the ground. The lava is easily avoided, however, the heat causes the corn to pop explosively. Popping Corn (+8 ranged for 1d4 damage, 1d4 times per round, for 10 rounds. Plus DC 14 Fortitude Save or take 1 fire damage each round for 10 rounds); multiple targets (all targets in field)

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Spillway (CR 6)



A platform looks over a large pool of water; a landing is on the other side. On this side, there is a series of levers presumable used to drain the pool.

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

Trigger touch; Reset none

Effect

The levers drain the pool. If not activated correctly (Disable Device Check) the water rushes out all at once, destroying the platform with the levers. Spillway (DC 24 Reflex Save or take 6d6 crushing damage, and then require a DC 25 Swim check each round or begin suffering from drowning effects. Every 1d4+1 rounds, the Swim Check DC drops by 5, until it hits 10); multiple targets (all targets on platform)

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Mud Door (CR 6)



A damp wooden door is set into the wall.

Type: mechanical; Perception DC 22; Disable Device DC 31

Trigger touch; Reset none

Effect

If the door is opened (requiring a DC 28 Strength check), mud pours into the room. Mud Door (+16 vs CMD or target is pinned, requiring 2 rounds to escape); multiple targets (all targets within 15′)

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Fickle Cyclone (CR 6)



The wind whips through the corridor.

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

Trigger proximity; Reset none

Effect

Small cyclones whip around each target. Cyclones (Missile weapons from the target are deflected harmlessly upwards. This effect lasts for 9 rounds); multiple targets (as many targets, as long as each target is within 30′)

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The Streets are Paved with Gold (CR 6)



The streets in this town are made of golden bricks.

Type: mechanical; Perception DC 19; Disable Device DC 32

Trigger touch; Reset none

Effect

The bricks cover a lake of molten gold. Golden Bricks (each round there is a 25% chance that the brick melts into the molten gold, requiring a DC 22 Reflex save or target takes 6d6 fire damage per round, and must make a DC 22 Escape Artist or Acrobatics check to escape the molten gold)

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Exploding Frame (CR 6)



Several priceless works of art, placed in golden frames, hang from the walls.

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

Trigger touch; Reset none

Effect

If the picture is removed, the frame detaches, then explodes outwards. Frame (6d6 damage, DC 23 Reflex save for half damage); multiple targets (all targets within 10′)

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