Pathfinder

Versatility (CR 3)


 

A beat up chest is in the closet.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

The chest sprays a fine mist when opened. Versatility (DC 18 Will save, or for the next 3 minutes, any DR the target has is negated)

Versatile Weapon

 

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Bolt Action (CR 4)


 

The door is locked from this side with a simple sliding bolt.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger proximity; Reset none

Effect

The target shimmers momentarily after walking unlocking the door. Bolt Action (DC 19 Fortitude Save, or the next time the target is struck by an arrow, the arrow acts as if it is poisoned. The poison deals 1d3 Con damage for 6 rounds, but each round, the target may make a DC 19 Fortitude save to end the effect)

Venemous Bolt

 

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Undead Room (CR 2)


 

Profane symbols are carved into everything in the room.

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

Trigger touch; Reset none

Effect

If any of the contents are disturbed, the trap is triggered. The trap causes enemies to gain a +2 profane bonus to AC and Saves for 2 rounds. At the end of 2 rounds, everyone within 5 feet of an undead takes 2 points of negative energy damage.

Veil of Positive Energy

 

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Medicine Cabinet (CR 2)


 

A wooden medicine cabinet is full of healing supplies and a few potions and oils.

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

Trigger touch; Reset none

Effect

If any of the contents are disturbed, the trap is triggered. Medicine Cabinet (DC 16 Will Save, or the next the target is the target of a beneficial spell, the target becomes invisible for 1 round. This causes the spell to have a 50% chance of failure.

Vanish

 

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Chess Board (CR 1)


 

A room-sized chess set covers the chess board floor.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger location; Reset 1 round

Effect

Each round a random chess piece moves next to a target, if possible. All of the pieces provide flanking for enemies, but not for the target.

Unwilling Ally

 

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Endless Torture Chamber (CR 6)


 

Implements of torture are everywhere. A poor, tortured soul is shackled to the wall.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger location; Reset 1 day

Effect

If the tortured person on the wall is interacted with at all – spoken to, touched or an attempt is made to free him, the trap activates. Endless Torture Chamber (DC 22 Will Save or target, for the next 9 rounds, target takes half of the damage that the tortured person takes. Due to the torture, the tortured person takes 2d6 damage per round, but the shackles heal him each round. If he is removed from the shackles, with a dispel magic or similar vs. CL 9, the target will have 32 HP, and will die. Only a wish can undo the perpetual damage being done to the tortured person)

Unwilling Shield

 

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Oh, The Droids (CR 5)


 

A sign outside the tavern says “Outsiders not welcome”.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger location; Reset auto

Effect

Any eidolon that crosses the threshold into the bar, or is summoned into the bar is affected. On, The Droids (Target eidolon must make DC 21 Will Save or is teleported 680 feet away in a random direction. For 1d4 rounds, the eidolon suffers no hit point loss due to distance; after that hit point loss and possible sending back to home plane is as normal. Also, during the 1d4 rounds, the life bond ability does not function)

Unfetter

 

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Upon Reflection (CR 7)


 

A shiny, ornate mirror dominates one wall.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger proximity; Reset none

Effect

The mirror is strangely compelling, as the reflections seem to really flatter the target. Upon Reflection (DC 24 Will Save or target splits into 2 bodies. One body remains where it is, and is unoccupied. The other body inhabits a small, overlay plane that resides inside the mirror. The real body acts as if it were dazed, although it can make a single move action per round, but cannot do anything else, including speaking or threatening. The body inside the mirror has full actions. Each body has the full stats of the target. If one of the bodies is killed, it turns to dust. If it’s the body that’s inhabited, the target switches to the other body, and is stunned for 1 round. While inside the mirror, the target can see, but not hear, everything happening through the mirror. However, the body cannot escape, unless it uses something like plane shift, dimension door, teleport or a similar spell. Breaking the mirror severs the link, and the target will reside permanently in the current body it occupies.)

Twin Form

 

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Backstabbed (CR 4)


 

A jeweled dagger sits in a display case.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset auto

Effect

The knife is worth 500gp. Backstabbed (Until the knife is returned, whenever the target enters combat, the knife appears behind the target. For 5 rounds, when that target’s turn comes up, before they take any actions, the knife attacks the target with a +3 melee attack, as a standard dagger for 1d4 + 1d6 precision damage. This can be removed with a remove curse vs. CL 5)

Twilight Knife

 

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

Squirt Gun (CR 10)


 

A ladder leads up to the surface from the sewers

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

Trigger location; Reset none

Effect

The ladder leads up a 40′ tube. When a creature is withing 5′ of the top, a huge wave forms at the bottom, and shoots up the ladder. Squirt Gun (8d6 bludgeoning damage, DC 27 Fortitude Save for half damage, In addition, the wave attacks with a +30 CMB attack. A successful attack knocks the target prone and carries them with the wave. Each round, carried creatures can make a Swim check or CMD check against the CMB check. If it fails, they travel 30 feet straight up, and take 6d6 damage. Otherwise, they escape. At the end of 5 rounds (150 ft) the wave disperses. The targets take appropriate falling damage. Escaped targets take appropriate falling damage from point of escape); multiple targets (all targets in tube, or within 10′ of opening at bottom of tube)

Tsunami

 

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

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