Shield Hall (CR 4)



The ceiling is filled with hanging shields. A gleaming set of armor sits on a dais in the middle of the room.

Type: mechanical; Perception DC 19; Disable Device DC 22

Trigger touch; Reset none

Effect

All of the shields fall from the ceiling if the armor is touched. Shields (DC 22 Reflex Save or take 1d6 + 1d6 bleed damage, plus all terrain in area becomes difficult terrain); multiple targets(all targets in room)

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

Annoying Shield (CR 2)



A small disc of energy appears in front of you.

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

Trigger proximity; Reset none

Effect

A small disc of energy appears in front of the user, and gets in the way. Annoying Shield (A disc of energy gets in front of the target, causing a -2 penalty to all attack rolls. After 1 minute, the shield explodes, doing 1d6 electrical damage in a 5′ burst, DC 16 Reflex save halves the damage)

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

Thin Air (CR 4)



A small breeze blows through the area.

Type: mechanical; Perception DC 22; Disable Device DC 22

Trigger proximity; Reset none

Effect

When the trap is triggered, air is pumped out of the area, causing the atmosphere to thin. Thin Air(Whenever a target takes a move action, a combat action, or otherwise physical action, he must make a DC 18 Fortitude Save or become fatigued. If already fatigued, the target becomes exhausted, and if already exhausted, they become unconscious for 1 hour, waking up exhausted unless they were moved from the area); multiple targets (all targets in enclosed space)

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

Dynamic Reflection (CR 6)



A mirror is at the end of the hall.

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

Trigger proximity; Reset none

Effect

When the target sees his reflection, he is paralyzed, but his reflection then moves around and mocks him. Dynamic Reflection (DC 22 Will Save or target is paralyzed for 9 rounds, and can make a saving throw as a full round action each round to attempt to end the paralyzation effect)

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

Light Lens


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

There’s a magic field in here that bends lightwaves. All sight-based skills, checks, attack rolls, etc are at a -2 to -10 penalty, depending on distance.

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Elevator Trap Door (CR 7)



Several buttons are inside the elevator for several floors.

Type: mechanical; Perception DC 21; Disable Device DC 22

Trigger touch; Reset Repair

Effect

When any of the buttons are pushed, the floor opens up like a trap door. Trap Door (DC 27 Reflex Save or fall down shaft, taking 6d6 damage); multiple targets (all targets in elevator)

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

Hammertime (CR 7)



A gleaming warhammer hangs on the wall.

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

Trigger touch; Reset none

Effect

When touched, the hammer turns the target into a weapon, striking nearby allies with the target. Hammertime (DC 24 Fortitude Save or target strikes closest ally with a +15 melee attack for 2d6 damage, this lasts for 11 rounds. Target makes a saving throw each round to resist, if it fails, the target loses all actions and ends up prone next to ally)

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

Grassy Plot (CR 1)



A plot of grass is at the bottom of a short dropoff.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger location; Reset auto

Effect

The grass is made of of several small, sharp blades. If the target jumps down, they take damage. Grass (+16 melee for 2d4+4 damage)

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

Well, Crap (CR 4)



A horse appears in front of you!

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

Trigger proximity; Reset none

Effect

When this trap is triggered, a magic horse appears in front of you. Well, Crap (Magic horse appears 6 feet in front of target, and always stays in front for 5 hours. Every 5 minutes, it poops, requiring a DC 12 Acrobatics check to avoid stepping in it, which causing a -2 penalty to Charisma-based checks. There is an additional -2 penalty to Charisma-based checks as long as the target is within 10′ of a fresh poop. Additionally, you have a horse in front of you, which follows you everywhere. If the target enters an area where a horse cannot fit, the horse disappears, and reappears the moment the target is in a space with room)

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

Falling Brick (CR 3)



The brick wall looks to be easily climbed.

Type: mechanical; Perception DC 22; Disable Device DC 22

Trigger touch; Reset none

Effect

A brick high up falls out of the wall. Falling Brick (DC 18 Reflex Save or take 1d6 damage, and then make a DC 18 Fortitude Save or fall, taking 2d6 falling damage)

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

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