Pathfinder

Calcifying Statue (CR 5)



A statue stands next to a door.

Type: magical; Perception DC 29; Disable Device 29

Trigger proximity; Reset None

Effect

If anyone moves in front of the door, the statue reaches out and turns the target to stone. Statue (+14 vs. CMD to hold target, each round the target takes 1d4 Dex damage, and is slowed for 1 round, DC 21 Fortitude save negates slow. It requires CMB or Escape Artist vs. DC 24 to escape);

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

Negotiation Chair (CR 1)



Several plush chairs surround the negotiation table.

Type: magical; Perception DC 25; Disable Device 25

Trigger touch; Reset None

Effect

One of the chairs has been enchanted to make one of the people sitting in it less diplomatic. Chair (DC 15 Will save or target takes a -2 penalty to diplomacy checks for 1 hour)

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

Juxtaposition (CR 6)



A small, expensive looking piece of jewelry sits behind bars, just out of reach.

Type: magical; Perception DC 30; Disable Device 30

Trigger location; Reset None

Effect

If the item is touched, even magically, the target touching it switches places with the jewelry. Juxtaposition (DC 22 Will save or target swaps places with jewelry)

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

Glass Door (CR 4)



A wooden door is stuck in the frame.

Type: magical; Perception DC 28; Disable Device 28

Trigger location; Reset None

Effect

The door is a pane of glass protected by an illusion. If it is forced open or struck, the glass explodes, sending shards everywhere. Glass Door (1d6 bleed damage, DC 19 Reflex for half damage); multiple targets (all targets within 10′)

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

Spring Loaded Door (CR 3)



The room is sealed by a solid metal, spiked door.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger touch; Reset repair

Effect

If the door is opened, a spring behind it pushes the door out violently. Spring Door (+18 vs. CMD for 2d6 damage plus 1d6 bleed damage, plus target is pushed back 20′ and knocked prone)

Categories: CR3, Pathfinder | Tags: | Leave a comment

Flash Heat (CR 4)



A sturdy door is placed in the wall.

Type: mechanical; Perception DC 21; Disable Device 23

Trigger touch; Reset repair

Effect

When the door is opened, a gust of superheated air escapes. Flash Heat (2d6 fire damage, DC 18 Fortitude Save for half damage); multiple targets (all targets in 30′ cone)

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

Volatile Barrels (CR 4)



Several barrels are stacked against the wall, blocking a door.

Type: mechanical; Perception DC 19; Disable Device 21

Trigger touch; Reset None

Effect

If the barrels are disturbed, the contents, which are under pressure, will explode, causing a chain reaction. Barrels (6d6 damage, DC 19 Reflex save for half damage); multiple targets (all targets within 30′)

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

Shrinking Pool (CR 2)



A deep pool of water blocks the way.

Type: magical; Perception DC 26; Disable Device 26

Trigger touch; Reset Auto

Effect

Anyone who enters the water shrinks to the next size lower as per the reduce person spell. Reduce Person (DC 16 Fortitude save or shrink)

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

Gooey Peepholes (CR 3)



Two holes have been drilled into the wall, presumably allowing a view of the neighboring room.

Type: magical; Perception DC 27; Disable Device 27

Trigger location; Reset None

Effect

The holes look over what appears to be a meeting room. However, when looked thru, they shoot a sticky substance into the face of the looker. Gooey Peepholes (DC 18 Reflex save or become blinded and gain suffocating condition). It requires 2d6 rounds to fully remove the goo from one’s face.

Categories: CR3, Pathfinder | Tags: | Leave a comment

Wind Chimes (CR 3)



A set of wind chimes hangs from the ceiling.

Type: magical; Perception DC 27; Disable Device 27

Trigger touch; Reset None

Effect

Once in the room, if a door is opened, a small gust of wind shakes the chimes, setting up a magical vibration effect. Chimes (DC 13 Fortitude Save or become sickened for 3 rounds); multiple targets (all targets in room)

Categories: CR3, Pathfinder | Tags: | Leave a comment

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