CR7

Panic Room (CR 7)



The inside of the door to the study has 2 locks.

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

Trigger touch; Reset none

Effect

If the locks aren’t activated correctly, the target becomes encased in ice, then teleported. Panic Room (DC 24 Will Save or target becomes encased in ice for 1d4 rounds, then teleported to a small chamber buried 50 feet below the study in the ground. The ice has hardness 0, and is 11 inches thick and has 33hp. The target is paralyzed while in the ice. Before teleportation, the ice and target begin to fade. If the ice is destroyed before the teleportation happens, the teleport is cancelled.)

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Meditation Incense (CR 7)



Incense burns in a small alcove.

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

Trigger proximity; Reset none

Effect

The incense causes those in its presence to become filled with a sense of tranquility. Incense (DC 24 Will Save or targets that commit violence take 3d6 nonlethal damage during each round they commit violence. Targets may use Combat Expertise, fight defensively or take the total defense action without penalty. This effect lasts for 11 rounds); multiple targets (all targets within 60′)

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Elevator Trap Door (CR 7)



Several buttons are inside the elevator for several floors.

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

Trigger touch; Reset Repair

Effect

When any of the buttons are pushed, the floor opens up like a trap door. Trap Door (DC 27 Reflex Save or fall down shaft, taking 6d6 damage); multiple targets (all targets in elevator)

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Quick Drying Cement (CR 1/2)



The floor is very clean here.

Type: mechanical; Perception DC 19; Disable Device DC 17

Trigger touch; Reset none

Effect

The floor is covered with a fine dust over wet cement. When disturbed, the cement dries instantly. Quick Drying Cement (DC 19 Reflex Save or target is entangled, requiring a DC 29 Strength or Escape Artist check to escape)

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Warning Tripwire (CR 7)



A tripwire stretches across the hallway.

Type: mechanical; Perception DC 24; Disable Device DC 19

Trigger location; Reset none

Effect

The tripwire is easy to avoid (DC 16 Perception check, and running into it requires a DC 16 Reflex save to avoid being knocked prone. However, 5′ from the wire, a very thin and sharp wire is strung across at neck level, and that is the real trap. If it is walked into, it does a +20 melee attack for 6d6 bleed damage)

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Luminescent Walls (CR 1/2)



The walls give off a bright green light.

Type: mechanical; Perception DC 10; Disable Device DC 19

Trigger touch; Reset none

Effect

The light from the walls bathes everything in a green tint, making it hard to discern details. All Perception checks are at -2.

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Sharp Plantarium (CR 7)



The domed ceiling is filled with twinkling stars, seemingly projected from a ball in the middle, with switches and dials.

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

Trigger touch; Reset repair

Effect

The stars are all shuriken. If the switches or dials are disturbed, the shuriken shoot out from the ceiling. Shuriken (20d2 damage, DC 24 Reflex Save for half damage); multiple targets (all targets in room)

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Tar and Feather Chest (CR 7)



A chest sits in the middle of this otherwise empty vault.

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

Trigger touch; Reset none

Effect

When the chest is touched, the entire floor turns to hot tar, and feathers fall from the ceiling. Tar and Feather Chest (5d6 fire damage, plus DC 24 Reflex save or target also becomes entangled. Target can escape with a successful DC 24 Reflex Save, Strength check or Escape Artist check. Creatures that start turn in tar take 2d6 damage and must make the DC 24 Reflex Save to avoid entanglement. Once out, it requires 2 full rounds to remove the tar and feathers. During this time, the target still takes 2d6 damage per round until the effect ends in 11 rounds); multiple targets (all targets within 20′ of chest)

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Ceremonial Dagger (CR 7)



An ornate dagger sits on a padded shelf, point outwards.

Type: mechanical; Perception DC 21; Disable Device DC 18

Trigger location; Reset repair

Effect

When the floorboard in front of the dagger is stepped on, it activates a mechanical lever that shoots the dagger forward. Dagger (+6 melee for 1d4+1 damage) The dagger is worth 100gp.

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Drunken Cave (CR 7)



The mist here is thick, and stings a little.

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

Trigger location; Reset none

Effect

In several locations, tripwires release a substance which interacts with the mist. Drunken Mist (DC 16 Fortitude Save or become drunk, and immediately goes to Stage III.

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