CR8

Castle Ramparts (CR 8)


 

The pathway leading to the castle is marked with potholes.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset auto

Effect

There is a careful path that can be taken to avoid this trap. If the Perception check succeeds for the trap, a DC 25 Survival check can be made to detect a winding footpath to the castle. If this path is followed, single-file, the trap will not be set off. Otherwise… Castle Ramparts (A 1.5 foot radius earthen wall, 10 feet high, springs up around the target. The wall has 0 hardness and 180 hp, or can be broken with a DC 60 Strength check. Climbing over the wall requires a DC 20 Climb check); multiple targets (all targets in party)

Rampart

 

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Avenging Mirror (CR 8)


 

A large mirror hangs on the exit door.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger vision; Reset none

Effect

The first target to see his reflection in the mirror is targeted by this trap. Avenging Mirror (The target sees his reflection fade into the slain figure of the boss the party recently killed. Once this happens, a ghostly shape comes forth from the dead boss and targets the PC that served up the killing attack. Once this ghost reaches the target, the target must make a DC 25 Will Save. If it fails, the illusion attacks. The target then takes 140 points of damage, A DC 25 Fortitude save reduces this damage to 5d6 + 14)

Phantasmal Revenge

 

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Fly on the Wall (CR 8)


 

Several sticky strips hang from the high ceiling. The floor is a large grate.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

The floor begins to drop when the trap is sprung. Fly on the Wall (Once the floor drops 30ft, each target gains the ability to fly. Two rounds, and 30 more feet later, a giant fan blows underneath the floor. Large or smaller creatures that are flying must make a Fly check with a -12 penalty or be blown upwards into the strips. The strips are very sticky, and a DC 30 Escape Artist check is required to unstick a target. The strips are also caustic, and do 1d4 acid damage each round to a stuck target. The targets can fly for 140 minutes, and once the fly duration ends, the fan stops blowing. At that point, any target that frees oneself from the strips falls 90 ft, taking 9d6 damage); multiple targets (all targets in room)

Fly, Mass

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Hall of Sconces (CR 8)


 

Several sconces burn brightly on the wall in this hall.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

The flicker unnaturally, and attack if a target gets too close. Hall of Sconces (If a targets gets within 5 ft of a sconce, the sconce will drop onto the target. +11 melee attack for 1d6 damage plus 1d6 fire damage. If there are any sconces still on the walls when a target reaches the end of the hall, they all fire a beam of fire at a separate, random target. This attack is a +11 ranged touch attack that deals 6d6 points of fire damage. At that point, the sconce goes dark); multiple targets (all targets in room)

Firebrand

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Questions (CR 8)


 

An animated face is on the front of this closed door.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset auto

Effect

The animated face will ask several questions before unlocking the door. If the target(s) answers are evasive, untrue or vague, the trap will be sprung. Questions (DC 25 Will Save, or for the next 13 rounds, whenever the target makes an attack that requires a roll and misses, the attack will be redirected back to the target. Target must make a 2nd roll to see if targets strikes himself with his own attack); multiple targets (all targets that answer questions)

Deflection

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Neat Room (CR 8)


 

This study had been meticulously cared for.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

If the target rummages through the room and leaves a mess (the default unless the specifically say they aren’t, and make a DC 25 Perception check and as DC 17 Intelligence check), upon leaving all the items in the room, including any taken by the party, swirl about in the air and return to their original locations. While the objects are swirling, chaos can be felt. Neat Room (target level: 4 or below – target is killed, confused, stunned and deafened, 9 or below – target is confused, stunned and deafened, 13 and below – target is stunned and deafened, 14 – target is deafened.

Killed – target is killed, DC 25 Will Save reduces this to 3d6 + 14 damage

Confused – target is confused for 1d10 minutes, DC 25 Will Save reduces the duration to 1 round

Stunned – DC 25 Will Save or target is stunned for 1 round

Deafened – DC 25 Will Save or target is deafened for 1d4 rounds);

multiple targets(all targets in room);

Word of Chaos

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Exhaust Port (CR 8)


 

As small port becomes visible at the horizon, a horrible grinding noise is heard from below.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger location; Reset none

Effect

All targets on the ship become exhausted, and the ship immediately sinks.

Waves of Exhaustion

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Chainmail on a Rack (CR 8)


 

A gorgeous chainmail hauberk sits on an armor rack.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

If the chainmail is touched, it turns out to be made of a ceramic material. It shatters, and causes a flash of light to burst. Chainmail (All metal items in a 40′ radius are turned to wood. Magic items have SR 20+CL vs. the spell’s CL of 14. Wood armor takes a -2 penalty to AC, and loses an additional point every time it is hit with a natural 19 or 20. Wooden weapons splinter and break on any natural 1 or 2, and take a -2 penalty on attack and damage rolls. Only limited wish, wish or miracle can restore the items back to metal)

Transmute Metal to Wood

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Bonk Bonk (CR 8)


 

A large, jewel encrusted mace sits on a table.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

The mace also has spikes. Bonk Bonk (If the mace is touched, it immediately teleports to 3 feet above the target’s head and drops, causing 3d8+3 damage plus 1d6 bleed damage, a DC 25 Reflex save avoids damage)

Teleport Object

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Weak Sauce (CR 8)


 

The one piece block ceiling begins to slowly slide down towards the floor.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

The ceiling falls one foot, causing the doorways on either end of the hall to not be able to be opened. The doors are stone,  and have hardness 8 and 60 hp. They can also be forced with a DC 30 Strength check. The ceiling can be stopped with a combined total of 60 strength, and with 65 strength, can be moved up one foot. However, if it is pushed up, the small rune in the middle of the ceiling flashes. Weak Sauce (DC 25 Fortitude Save or target takes 3d6 Strength damage); multiple targets (all targets under block ceiling)

Symbol of Weakness

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