Pathfinder

Dimension Door (CR 2)



The air around the door seems to sparkle.

Type: magical; Perception DC 26; Disable Device 26

Trigger location; Reset None

Effect

Anyone that walks thru the door is either increased or reduced in size when they pass through. Dimension Door (DC 16 Fortitude Save or become 1 size larger or smaller, 50% chance)

Categories: CR2, Pathfinder | Tags: | Leave a comment

Sharp Latched Door Handle (CR 1)



The door handle is operated by a pull-in latch.

Type: mechanical; Perception DC 17; Disable Device 17

Trigger touch; Reset Auto

Effect

If the latch is pulled, it reveals a sharp blade. Latch (DC 16 Reflex save or take 1d4+1 damage)

Categories: CR1, Pathfinder | Tags: | Leave a comment

Pinecone Grenades (CR 2)



Several trees are laden with overlarge pinecones.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger proximity (alarm); Reset None

Effect

Pinecones fall from the trees and explode, sending sharp shrapnel everywhere. Pinecones (1d6 damage + 1d3 bleed damage, DC 18 Reflex save for half damage and negate bleed damage); multiple targets (all targets within 20′ of pinecone)

Categories: CR2, Pathfinder | Tags: | Leave a comment

Mountain of Pellets (CR 7)



An avalanche of pellets comes rolling down the hall, towards a hole in the floor!

Type: mechanical; Perception DC 23; Disable Device 24

Trigger location; Reset Repair

Effect

The pellets roll down the hall at 40′ per round and are size large. Pellets (anyone in same square as pellets takes 1d10 damage per round. Pellets attack at +22 CMB and grapple the target(s). Grappled targets move with the pellets, requiring a DC 32 Escape Artist or CMD check to escape. Once the pellets reach the hole they fall in, dealing an additional 1d10 damage to trapped targets. They heat up on the bottom for one round, dealing and additional 1d6 fire damage, then fire explosively out of the hole, dealing 4d10 additional damage to each grappled target); multiple targets (all targets in 10′ square)

Categories: CR7, Pathfinder | Tags: | Leave a comment

Spell Sucker (CR 8)



Something doesn’t feel right here.

Type: magical; Perception DC 32; Disable Device 32

Trigger proximity (alarm); Reset None

Effect

When this spell goes off, it removes spells from casters. Spell Sucker (DC 27 Will save or lose highest level spell or spell slot); multiple targets (all targets in 20′ burst)

Categories: CR8, Pathfinder | Tags: | Leave a comment

Icy Prison Falls (CR 6)



A river, shallow enough to ford, is about 20 feet below you. Downriver a ways, you can hear what appears to be a waterfall.

Type: magical; Perception DC 30; Disable Device 30

Trigger location; Reset None

Effect

A target which enters the water becomes encased in ice and floats down the river towards the falls. Ice (become trapped in 5 inches of ice, which has 15 HP, DC 22 Reflex save or also be helpless, otherwise entangled. Each round target takes 1d3 cold damage. In 5 rounds, target floats over waterfall, where ice is broken up on impact, but target takes 8d6 falling damage)

Categories: CR6, Pathfinder | Tags: | Leave a comment

Itch and Rust (CR 4)



A thick cloud of powder descends on you from above. A refreshing pool nearby offers relief.

Type: mechanical; Perception DC 21; Disable Device 23

Trigger location; Reset None

Effect

Powder falls from above, causing intense itching. Powder (DC 14 Fortitude save or become nauseated until armor/clothes are removed, then sickened until washed off); multiple targets (all targets within 60′). The pool nearby offers relief. The pool will not harm flesh, but all metal put into the pool must make a DC 16 Fortitude save or gain the broken condition from immediate rust.

Categories: CR4, Pathfinder | Tags: | Leave a comment

Alcohol Soaked Floor (CR 4)



The wooden floor seems very damp.

Type: mechanical; Perception DC 22; Disable Device 24

Trigger proximity; Reset None

Effect

The floor has been soaked in an odorless alcohol. Any flame that comes into contact with the floor ignites the entire area. Ignited floor (1d6 fire damage per round); multiple targets (all targets on floor)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Disguised Glass Door (CR 5)



A stout wooden door is stuck in its frame.

Type: mechanical; Perception DC 24; Disable Device 19

Trigger touch; Reset None

Effect

The door is stuck and requires a DC 25 Break check to open. However, it is made of cleverly disguised glass. If the break check succeeds, the door shatters. Shattered door (+16 melee for 4d6 bleed damage)

Categories: CR5, Pathfinder | Tags: | Leave a comment

Chest Full of Nails (CR 8)



A solid oak chest, reinforced with iron, sits locked in the back of the room.

Type: mechanical; Perception DC 24; Disable Device 23

Trigger touch; Reset Repair

Effect

If the chest is opened, hundreds of nails explode from it in a shower of death. Chest of Nails (10d6 damage plus 2d6 bleed damage, DC 24 Reflex save for half damage and negate bleed damage); multiple targets (all targets in 30′ radius)

Categories: CR8, Pathfinder | Tags: | Leave a comment

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