Pathfinder

Tilt-a-Stair (CR 5)



A tall stairway goes up and ends in a door.

Type: mechanical; Perception DC 21; Disable Device DC 22

Trigger location; Reset Repair

Effect

When more targets are on the stairway past the middle point than below it, the staircase abruptly tilts down. Tilt-a-Stair (DC 18 Reflex Save or fall, taking anywhere between 1d6 and 5d6 damage depending on target location); multiple targets (all targets on stairway)

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

Puddles and Hot Oil (CR 2)



This hot room is filled with puddles on the floor.

Type: mechanical; Perception DC 16; Disable Device DC 16

Trigger location; Reset none

Effect

Some of the puddles are water, and some are hot oil. The oil is easy enough to avoid, as it requires a DC 10 Acrobatics check. However, if a puddle of water is stepped in (which requires a DC 17 Acrobatics check when avoiding oil, and must be stated) the water splashes into the oil. Hot Oil (3d6 fire damage, DC 17 Reflex Save for half damage); multiple targets (all targets within 5′)

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

Poisoned Glass (CR 2)



The window is old and the wood is rotting.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger touch; Reset none

Effect

If the window is opened, the wood breaks, exposing a sharp glass edge. Poisoned Glass (+8 melee for 1d4 damage, plus DC 14 Fortitude Save or take 1d4 bleed damage every round unless a DC 14 Heal check succeeds, or magical healing is applied)

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

Blow Lock (CR 1)



The door is locked.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger touch; Reset Repair

Effect

If lock picks or anything is stuck into the lock, compressed air blows it back. Blow Lock (+8 melee for 1d4 damage)

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

Crafter’s Fortune Cookie (CR 2)



A bowl of fortune cookies is on the table.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger touch; Reset none

Effect

If the cookie is opened, the fortune will read something like, “Good fortune awaits you”. However, the fortune mildly curses the target. Fortune Cookie (-5 to next Craft check, DC 16 Will negates)

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

Quick Drying Cement (CR 1/2)



The floor is very clean here.

Type: mechanical; Perception DC 19; Disable Device DC 17

Trigger touch; Reset none

Effect

The floor is covered with a fine dust over wet cement. When disturbed, the cement dries instantly. Quick Drying Cement (DC 19 Reflex Save or target is entangled, requiring a DC 29 Strength or Escape Artist check to escape)

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

Spillway (CR 6)



A platform looks over a large pool of water; a landing is on the other side. On this side, there is a series of levers presumable used to drain the pool.

Type: mechanical; Perception DC 21; Disable Device DC 24

Trigger touch; Reset none

Effect

The levers drain the pool. If not activated correctly (Disable Device Check) the water rushes out all at once, destroying the platform with the levers. Spillway (DC 24 Reflex Save or take 6d6 crushing damage, and then require a DC 25 Swim check each round or begin suffering from drowning effects. Every 1d4+1 rounds, the Swim Check DC drops by 5, until it hits 10); multiple targets (all targets on platform)

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

Broken Heart (CR 10)



A ring case sits on the table.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

If the case is opened, the target’s aorta tears. Broken Heart (DC 28 Fortitude save or target immediately drops to -1 HP and gains the dying condition)

Categories: CR10, Pathfinder | Tags: | Leave a comment

Saturated Path (CR 5)



The ground on this path that runs along the hillside is very wet and soft.

Type: mechanical; Perception DC 21; Disable Device DC 24

Trigger location; Reset none

Effect

One spot on the path collapses when trod upon. Collapse (DC 17 Reflex save or slide down hill, taking 1d6 falling and 2d6 crushing damage. It requires a DC 27 Strength, Escape Artist or CMB check to escape, and a DC 28 Climb check to climb back on path. The hole created requires a DC 10 Jump check to cross. Those that fail take damage as above); multiple targets (all targets within 5′)

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

Powdered Peppers (CR 2)



It is a small drop to the floor below.

Type: mechanical; Perception DC 21; Disable Device DC 19

Trigger location; Reset none

Effect

The floor tile just below sits atop a bag of powdered chile peppers. When the target lands on it, it billows out a cloud of pepper dust. Powdered Peppers (DC 17 Fortitude save or target is nauseated for 1d6+1 rounds)

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

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