CR7

Upon Reflection (CR 7)


 

A shiny, ornate mirror dominates one wall.

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

Trigger proximity; Reset none

Effect

The mirror is strangely compelling, as the reflections seem to really flatter the target. Upon Reflection (DC 24 Will Save or target splits into 2 bodies. One body remains where it is, and is unoccupied. The other body inhabits a small, overlay plane that resides inside the mirror. The real body acts as if it were dazed, although it can make a single move action per round, but cannot do anything else, including speaking or threatening. The body inside the mirror has full actions. Each body has the full stats of the target. If one of the bodies is killed, it turns to dust. If it’s the body that’s inhabited, the target switches to the other body, and is stunned for 1 round. While inside the mirror, the target can see, but not hear, everything happening through the mirror. However, the body cannot escape, unless it uses something like plane shift, dimension door, teleport or a similar spell. Breaking the mirror severs the link, and the target will reside permanently in the current body it occupies.)

Twin Form

 

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Swarm and Teleport (CR 7)


 

Several offerings lie before a statue of an insect god.

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

Trigger proximity; Reset none

Effect

The statue gestures towards the target. Swarm and Teleport (DC 24 Fortitude Save or target’s flesh turns into a swarm of army ants, which is then promptly teleported away to a random, explored location within 2 miles. The target’s bones and belogins lie before the statue. The target remains in control of the swarms but can take no other actions until the swarm rejoins the bones.)

Swarm Skin

 

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Hot Ladder (CR 7)


 

A ladder goes up a dark shaft.

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

Trigger location; Reset none

Effect

Once the target enters the shaft on the ladder, the trap is triggered. Hot Ladder (4d6 + 11 points of fire damage and target is knocked prone. A DC 24 Fortitude save halves the damage and negates the prone effect. Any creature damaged by the heat also becomes fatigued, or exhausted if already fatigued. Any target on the ladder that is knocked prone falls from the ladder and takes the appropriate falling damage as well); multiple targets (all targets in 20′ radius)

Sirocco

 

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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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