CR7

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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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

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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

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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

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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

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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

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