Pathfinder

One Star (CR 4)


 

A shiny diamond is in the middle of the room.

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

Trigger proximity; Reset none

Effect

The diamond flared up brightly when approached. One Star (DC 19 Will save or the target’s location relative to the diamond’s initial location will be known by the owner for 5 days); multiple targets (all targets within 30 ft). The diamond is just glass, and not worth very much.

Guiding Star

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Crossbow Trap (CR 2)


 

Wooden double doors lead to the next area.

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

Trigger touch; Reset repair

Effect

If the doors open, a crossbow fires. Crossbow (+4 ranged melee for 2d8 damage. If it is examined, it is a normal medium crossbow, but the trap causes the bolt to do 2d8 instead of 1d10)

Gravity Bow

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Graceless (CR 3)


 

A large statue if a tripping fool is at the far end of the room.

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

Trigger proximity; Reset none

Effect

The first target to pass within 15′ of the statue triggers the trap. Graceless (DC 18 Will Save, or the next time the target is within range of an opponent, the target triggers an attack of opportunity, even if one would not normally be allowed)

Grace

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

Diamond Glider (CR 3)


 

A large diamond is suspended in air above a large pit.

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

Trigger location; Reset none

Effect

If a target goes to the edge of the pit, they begin to glide in the air. The updraft lets them rise up to the diamond. Once the diamond is touched, however, the glide effect terminates, causing the target to fall. A DC 18 Reflex Save lets the target take the diamond. The target takes 8d6 falling damage. The diamond is fake.

Glide

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

Ghostly Organ (CR 5)


 

An iron pot, seemingly full of gold, hangs over a cold campfire.

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

Trigger proximity; Reset none

Effect

The organ begins to play a sorrowful dirge. Ghostly Organ (DC 21 Will Save or target’s non-magical attacks only do 50% damage for 7 rounds); multiple targets (all targets within 30 feet)

Ghostbane Dirge

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

Pot of Gold (CR 6)


 

An iron pot, seemingly full of gold, hangs over a cold campfire.

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

Trigger touch; Reset auto

Effect

The port is full of 1,000 copper coins. However, when disturbed, they spray into the air, driven by a giant column of boiling water. Pot of Gold (A 40 ft. geyser of boiling water appears. Target is thrown 40ft into the air and takes 3d6 fire damage and 4d6 falling damage, landing prone in an adjacent square. A DC 22 Reflex Save halves the fire damage and negates the falling damage and effect. The geyser lasts for 9 rounds. During this time, any target within 20′ takes 1d6 fire damage from failling boiling water)

Geyser

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

Need to Get Away? (CR 7)


 

Stout iron doors protect the entrance to this abandoned temple.

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

Trigger touch; Reset auto

Effect

Anyone that passes the doors becomes enchanted without their knowledge. Need to Get Away? (DC 24 Will Save, or the next time the target gets a critical success, the target is teleported to a spot just outside the double doors. This effect lasts as long as the target is inside the temple. This can be removed by normal magical means, and is at CL 11. A variant of this trap operates when target makes a critical failure.); multiple targets (all targets that pass through the doors)

Getaway

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

Wrong Gong (CR 6)


 

Two gongs flank a featureless stone door, except for some small carved runes.

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

Trigger touch; Reset 1 hour

Effect

Opening the door requires a DC 30 Perception check and a DC 40 Disable Device check. However, if the trap is not disarmed, one of the gongs will sound. The trap is also sprung if the gong is chimed by any other means. The runes are in draconic, and say “Going requires gonging”. Neither of these gongs actually has any effect on the door. Wrong Gong (Target is paralyzed and oblivious to surroundings for 9 rounds. A DC 22 Will save will negate the effect for 1 round, but must be made each round until failed, at which point target is paralyzed for the rest of the duration. If the target cannot hear, it has no effect. However, mundane attempts at not hearing, such as wax in ears, only grants a +2 bonus to the save. In order to be immune, the target must be deaf or not be able to hear by magical means. Somewhere, there is a small magical gong that opens this door without sounding the gongs, but it has been long misplaced.); multiple targets (all targets within 30′ of gongs.)

Frozen Note

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

Confessional (CR 5)


 

Several small booths along the wall are covered in curtains.

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

Trigger touch; Reset 1 hour

Effect

Opening the curtain reveals a small bench facing a wooden screen, with small holes bored in it for communicating. A voice says, “Sit and confess.”. Confessional (DC 21 Will save or target sits down on bench, and spends the next 7 rounds loudly confessing all of its sins and transgressions)

Forced Repentance

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

Puppet Show (CR 7)


 

A small puppet theater is in this room. The puppets look very familiar.

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

Trigger proximity; Reset none

Effect

There is a puppet for each member of the party. They begin to dance and sing when the party enters. Puppet Show (Target is confused for as long as they are in the room and for 1 round after. A DC 24 Will Save causes target to be staggered for as long as they are in the room and 1 round after it leaves. This effect lasts for 2d4+2 rounds); multiple targets (all targets in room)

Fool’s Forbiddance

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

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