Spiky Grass (CR 4)


 

It’s a short drop to the grassy mound below.

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

Trigger touch; Reset none

Effect

WHen the target lands, the grass becomes very sharp. Spiky Grass (1d4 damage per 5 feet of movement, plus every time damage is inflicted, target must make a DC 19 Reflex Save or have it’s speed halved until target receives cure spell or someone succeeds on a DC 19 Heal check. The heal check takes 10 minutes)

Spike Growth

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

World Wide Web


Here is another installment of exTRAPaganza, our Thursday over-the-top trap series. 

Most of the surfaces in the inner chambers are vertical, with narrow horizontal passageways. It seems that everyone in here can easily climb to and fro, except you, of course.

Spider Climb

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Turnabout is Fair Play (CR 8)


 

A small chest is hidden under the wizard’s desk.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

The target that touches the chest is zapped by the trap. Turnabout (DC 25 Will Save or for the next 2 hours, up to 1d6+4 spell levels that are cast by anyone within 30′ are directed at the target)

Spell Turning

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

Staff Meeting (CR 7)


 

A fine staff leans against the wall.

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

Trigger touch; Reset none

Effect

If the staff is disturbed, it activates. Staff (Whenever a spell is cast within 10′ of the staff, the staff absorbs the spell and casts it back at the target 1 round later. Only one such spell can be in the staff at any time. The 2nd spell displaces the first one, which is lost. Only a dispel magic with DC 19, wish, remove curse or other spell can rid the target of the staff)

Spellstaff

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

Ohm (CR 6)


 

Several technical books lay open on the desk.

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

Trigger touch; Reset none

Effect

The trap is triggered if any of the books are touched. Ohm (DC 22 Will Save or the next opponent the target casts a spell on is granted SR 20)

Spell Resistance

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

No Healz For You (CR 10)


 

Several glyphs are carved into the floor.

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

Trigger proximity; Reset none

Effect

When the trap is triggered (by being within 10′ of a glyph) everyone is briefly bathed in purple light. No Healz (DC 28 Will Save or target gains immunity to all healing spells. The total duration of the immunity is 180 minutes, divided evenly among targets that fail their save); multiple targets (all targets within 60′)

Spell Immunity

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

Talk to the Hand (CR 3)


 

A ghostly hand floats in the air.

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

Trigger proximity; Reset none

Effect

The hand absorbs any spell of 4th level or lower that is cast. Once absorbed, the hand leaves, and returns 2 rounds later. Should the PC’s look, they will find a scroll hidden away with the spells absorbed inscribed. Hand (DC 18 Will Save or spell is lost to hand);

Spectral Hand

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

Ivy Bad Feeling (CR 4)


 

Ivy grows everywhere.

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

Trigger proximity; Reset none

Effect

The Ivy is starts to talk to the target, and the target understands. It wants to help. If the target refuses, the ivy gets annoyed, if the target accepts, the ivy is “helpful”. Ivy (DC 19 Reflex Save per round or target is tripped and knocked prone. This lasts for 5 minutes. If the ivy is being “helpful” it will also attempt to trip any opponents.)

Speak with Plants

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

I See Dead People


Here is another installment of exTRAPaganza, our Thursday over-the-top trap series. 

Every time an intelligent opponent is killed, it babbles to the target. The target must make a Will Save or take 1d2 Wisdom damage. This occurs all throughout this particular area or dungeon.

Speak with Dead

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If You Could Talk to the Animals (CR 2)


 

Several small animals chitter away.

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

Trigger proximity; Reset none

Effect

Suddenly, the animals are speaking to the target. Animals (For 1 minute, the target must make a DC 16 Will Save or be distracted every round from the cutting remarks of the animals. While distracted, the target loses remaining actions, and must make a new initiative roll to re-enter combat next round)

Speak with Animals

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

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