Icy Lake (CR 6)


 

A chest seems frozen to the top of the lake.

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

Trigger proximity; Reset none

Effect

As the target approaches the chest, they suddenly double in height. Icy Lake (DC 21 Fortitude Save or target doubles in size and becomes 8 times heavier. This causes the target to fall through the ice. While in the icy water, target takes 2d6 cold damage per round. Due to the weight, the target cannot climb back onto the ice, but must break their way to shore. The target can swim under the ice and break through the ice near the shore by making a DC 30 Survival check each round to move in the right direction. Otherwise, target must make a DC 20 Swim check each round to either move 15′ under the ice, or move 5′ by breaking the ice. If the check fails, the target does not move and sinks 15′ Next round the target may use their swim movement to resurface)

Righteous Might

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

Up and Down


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

The entire area has a reverse gravity effect. Anytime a target does not have a body part touching the floor, gravity reverses, causing them to fall to the ceiling and take damage. Gravity remains this way until they remove all contact with the ceiling, and they fall back to the floor.

Reverse Gravity

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I’m Alive! (CR 8)


 

An archway leads to the next room. Inscribed in draconic, it reads, “New Life to All Who Pass”.

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

Trigger proximity; Reset none

Effect

The target is restored to full HP and health, and has no loss of spells. However, just like if the targets was resurrected, it gains a permanent negative level. A DC 20 Fortitude Save negates the negative level.

Resurrection

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

Restoration Hardware (CR 5)


 

A marble statue of a goddess pours golden liquid into a fountain.

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

Trigger proximity; Reset none

Effect

The fountain radiates an aura that has healing powers. Fountain (DC 16 Fortitude Save or target thinks that any ability damage or negative levels are removed for 4 hours); multiple targets (all targets within 30′)

Restoration

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

Energy Drink (CR 3)


 

A small pond blocks the way.

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

Trigger touch; Reset auto

Effect

The pond is 2′ to 3′ deep and can be easily crossed. However, anyone touching the pond has their energy attacks reduced for 30 min. Anytime the target makes a sonic, fire, electricity, cold or acid attack, the target of that attack effectively has DR 10 against it. A DC 14 Fortitude Save negates this effect.

Resist Energy

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

Viva La Resistance (CR 1)


 

The wooden door here is stuck in the frame.

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

Trigger touch; Reset none

Effect

The door requires a DC 25 Strength check to open. If it is hacked open, then the target’s weapon is temporarily enchanted. The next target it strikes gains a +1 resistance bonus to saves for 1 minute.

Resistance

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

Fear the Sphere (CR 5)


 

It’s a steep climb up the cliff, but a rope ladder is here.

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

Trigger proximity; Reset none

Effect

About halfway up, the target is encased in a sphere of force. Sphere (DC 16 Reflex Save or target is encased in sphere. Otherwise, target can avoid and grab bottom of rope ladder above them, as the sphere also severs the rope. The sphere lasts for 7 minutes, after which the target falls, taking 6d6 falling damage. Note that the target cannot be physically interacted with, nor can the sphere be moved)

Resilient Sphere

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

Repulsing Skeleton (CR 7)


 

The door slams closed behind you, as flames start to pour into the room.

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

Trigger proximity; Reset none

Effect

A skeleton stands by the door. As soon as the door slams shut, the target is repulsed from the skeleton, and flames shoot from the floor. Repulsing Skeleton (DC 18 Will Save or target cannot approach within 10′ of skeleton, effectively barring the exit. While in room, target takes 2d6 fire damage every round. The repulsion effect lasts for 11 rounds)

Repulsion

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

Wood Have, Could Have


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

The entire area is affected by a field that repels wood. Any wooden missile weapons fired and repulsed and sent back at the owner, with the original attack bonus and damage.

Repel Wood

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Rathole (CR 5)


 

A great statue of a rat god is in the middle of the room, holding a shiny diamond.

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

Trigger touch; Reset none

Effect

If the diamond is disturbed, a rat swarm drops down on the target. Rathole (The target is surrounded by a Repel Vermin field which keeps the rats from moving, and agitates them, causing them to attack the target. The field stays for 70 minutes)

Repel Vermin

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

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