CR7

Planar Adjustment (CR 7)


 

A glowing chest sits in the middle of the cave.

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

Trigger touch; Reset none

Effect

Glowing, swirling gas comes out of the chest. Planar Adjustment (DC 24 Will Save or target becomes vulnerable to a random energy type. Also, the target’s environment becomes toxic to him. Each hour, the target must make a DC 24 Fortitude Save or take 1d6 damage. This effect lasts for 12 hours); multiple targets (all targets within 30′ of chest)

Planar Adaptation

 

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Floating Bagpipes (CR 7)


 

Several bagpipes hang from the walls.

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

Trigger proximity; Reset none

Effect

One of the sets of bagpipes begins to play and wander down the hall. Floating Bagpipes (DC 24 Will Save or target follows bagpipes down the hall at 30′ per round. Target gets a new save each round. If no creatures are following bagpipes, the bagpipes stop and return towards more eligible targets.) multiple targets (all males within 90′)

Pied Piping

 

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Need to Get Away? (CR 7)


 

Stout iron doors protect the entrance to this abandoned temple.

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

Trigger touch; Reset auto

Effect

Anyone that passes the doors becomes enchanted without their knowledge. Need to Get Away? (DC 24 Will Save, or the next time the target gets a critical success, the target is teleported to a spot just outside the double doors. This effect lasts as long as the target is inside the temple. This can be removed by normal magical means, and is at CL 11. A variant of this trap operates when target makes a critical failure.); multiple targets (all targets that pass through the doors)

Getaway

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Puppet Show (CR 7)


 

A small puppet theater is in this room. The puppets look very familiar.

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

Trigger proximity; Reset none

Effect

There is a puppet for each member of the party. They begin to dance and sing when the party enters. Puppet Show (Target is confused for as long as they are in the room and for 1 round after. A DC 24 Will Save causes target to be staggered for as long as they are in the room and 1 round after it leaves. This effect lasts for 2d4+2 rounds); multiple targets (all targets in room)

Fool’s Forbiddance

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Hammer Time (CR 7)


 

Crossed hammers are carved into the oak chest.

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

Trigger touch; Reset none

Effect

When the chest is opened, the hammers fly into the air and dissipate. Hammer Time (Target is thrown at the nearest ally as a +15 attack. Ally and target each take 2d6 damage on a hit. Target may resist, and if target does nothing, will gain +4 to saving throw, If the target makes a DC 22 Fortitude save, target may act normally. Otherwise, target ends up adjacent to ally and prone. This lasts for 11 rounds or until target is dead)

Enemy Hammer

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Music Box (CR 7)


 

A blood stained chest is in the corner of this room.

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

Trigger touch; Reset none

Effect

When the chest is opened, music plays for 2d4+1 rounds and the trap is activated. The trap is on the inside, and must be disabled after the chest is opened and the music starts. Music Box (When the music ends with a grand finale, target takes 2d8 sonic damage, and must make a DC 24 Fortitude Save or also take 3d6 bleed damage for 1d6 rounds); multiple targets (all targets within 30′ that can hear the music)

Deadly Finale

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Inspiring, All the Same (CR 7)


 

Several shelves of gilded books line the walls.

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

Trigger touch; Reset none

Effect

Many of the books seem to be magical self-help books, and some actually contain spells. However, all the books are trapped. Inspiring (DC 22 Will Save or the next time the target is attacked, or the target of a skill check, the opponent gets advice and encouragement from the target’s mind, which allows them to roll twice and take the higher result. Once activated, the effect lasts for 11 rounds, or until a natural 20 is rolled)

Brilliant Inspiration

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A Long Walk off of a Short Pier (CR 7)


 

A walkway protrudes out over the chasm.

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

Trigger proximity; Reset none

Effect

If the target heads out on the walkway, they feel a strong breeze. Walk (DC 24 Will Save or target becomes gaseous and is blown out 100 feet over the edge. Target then descends gently into the chasm 400′ below. The chasm requires a DC 25 Climb check to climb and the edges are 200′ high); multiple targets (all targets within 30′)

Wind Walk

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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

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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

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