CR7

Safe Room (CR 7)


 

A sturdy wooden door, reinforced with iron bands, is closed and locked.

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

Trigger touch; Reset none

Effect

If the door is opened by any means other than picking the lock (DC 40 Disable Device), an iron wall appears behind the door. This wall is 2 inches thick. (60 HP, hardness 10, DC 27 Strength check to break through)

Wall of Iron

Categories: CR7, Pathfinder | Tags: | Leave a comment

Veiled Threat (CR 7)


 

A sign on this old door in the alleyway says “Keep out! Or else!”

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

Trigger proximity; Reset none

Effect

If the target enters the building, the trap is set. Veiled Threat (DC 24 Will save or target’s appearance changes to that of a well known criminal in look, feel and smell. This effect lasts for 11 hours, and to dispel, it is CL 11) multiple targets (all targets within 30 ft.)

Veil

Categories: CR7, Pathfinder | Tags: | Leave a comment

Weapon Reign (CR 7)


 

Several skeletons hang from the ceiling, all armed. A crown sits on a pillow in the center on a small dais.

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

Trigger touch; Reset none

Effect

If the crown is touched, a brilliant flash of light bursts from it, killing all the skeletons above, who drop the weapons. Weapon Reign (1d6 +8 melee attacks for 1d8+3 damage per target); multiple targets (all targets in 30′ radius)

Undeath to Death

Categories: CR7, Pathfinder | Tags: | Leave a comment

I See You (CR 7)


 

The room is littered with sharp obstacles and pits.

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

Trigger proximity; Reset none

Effect

The sharp obstacles (1d6 bleed damage) and pits (1d6 +1 bleed damage) are easy to avoid. A DC 5 Acrobatics check is all that is required to move through the room at normal speed. The check increases by 5 for each doubling of movement. For every 5 feet of movement, both a pit and sharp object will be encountered, each requiring a separate check. However, once in the room, the trap springs. I See You (DC 24 Will Save or target can see into the Ethereal plane for 11 minutes. The distraction causes the Acrobatics check to be DC 24); multiple targets (all targets in room).

True Seeing

Categories: CR7, Pathfinder | Tags: | Leave a comment

Large Mushroom (CR 7)


 

A large mushroom grows beneath you, allowing easy access down.

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

Trigger touch; Reset none

Effect

The mushroom can be climbed down via a DC 10 Climb check. Large Mushroom (Target climbing onto mushroom is transported to another mushroom 100 feet up the cliff face. Target must make a DC 22 Reflex Save or fall, taking 10d6 damage. Target that does not fall can climb down. The Climb DC is 15)

Transport via Plants

Categories: CR7, Pathfinder | Tags: | Leave a comment

Buddy System (CR 7)


 

The shop owner beckons you to enter the back room, where the good stuff is.

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

Trigger proximity; Reset none

Effect

Any target that walks through the door is affected by the trap. Buddy System (DC 24 Will save or target perceives shop keeper as friendly. Any opposed checks made against the target while talking are at a -5 penalty. This applies to Sense Motive, Diplomacy and other such skills. The effect lasts for 12 hours); multiple targets (all targets that pass through door)

Symbol of Persuasion

Categories: CR7, Pathfinder | Tags: | Leave a comment

Pet Statue (CR 2-10)


 

A display case boasts several small jade animal statues.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger ; Reset none

Effect

There are 9 statues, and each one corresponds to a random ally, with each one corresponding to CR 2-10. The statue will animate and attack for the target, but will only attack targets that are not immediately hostile. In order to get rid of the statue, a Dispel magic with a DC 11-21 must be made, or remove curse, wish, or limited wish.

Summon Nature’s Ally

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

Rope Pull (CR 2-10)


 

The door has a rope pull attached to a bell.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger touch; Reset none

Effect

When the rope is pulled, a random monster guardian is summoned that fights the target. The monster is based on the CR of the trap, and uses the summon monster tables.

Summon Monster

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

Toll Door (CR 7)


 

A mouth appears on the stone door.

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

Trigger proximity; Reset none

Effect

The mouth begins to speak, and a chest appears. Toll Door (The mouth suggests that everyone make a charitable donation of all of their coins into the chest. DC 24 Will Save or target must put all coins in chest. Once the coins are in the chest, the chest disappears. If anyone puts coins in the chest, the door opens. Otherwise, it is a locked (DC 30) stone door); multiple targets (all targets within 30′)

Suggestion

Categories: CR7, Pathfinder | Tags: | Leave a comment

Macabre Statuary (CR 7)


 

This garden is filled with macabre statues of twisted creatures, and mutilated humanoids.

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

Trigger proximity; Reset none

Effect

When the target gets about halfway through the garden, the statues suddenly turn to flesh. Macabre Statuary (DC 24 Will Save or target loses 1d2 Wisdom and becomes nauseated for 1d6+1 rounds. A successful save negates the Wisdom damage, and target is not nauseated, but is sickened for 1 round); multiple targets (all targets within 30′ of a statue)

Stone to Flesh

Categories: CR7, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.