Where are my Arrows


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

Whenever a bow or crossbow is fired, a small, nearly undetectable spirit joins the target. This spirit will fire one of the target’s bolts or arrows each and every round. The firing is silent, and the arrows must make a Fort save to not be destroyed. They are fired in a way that is hard to detect, so it is likely that when the target needs to use an arrow, there are none left. When the target’s arrows are depleted, the spirit goes away, but will come back the next time an arrow is fired.

Bow Spirit

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I Thought I Knew How to Do This (CR 2)


 

This small shop has many interesting items.

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

Trigger proximity; Reset 1 hour

Effect

If the target doesn’t buy anything, or bargains, they are enchanted on the way out. I Thought I Knew How to Do This (DC 16 Will Save, or the next time the target makes a skill check, they must use the ranks owned by the storekeeper – hint, he doesn’t have any – but target still gets +3 bonus for class skills)

Borrow Skill

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Misfortune Due (CR 4)


 

A small wooden chest, branded with question marks, sits in the corner.

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

Trigger touch; Reset none

Effect

The chest is locked. (DC 25 Disable Device). Misfortune Due (The next time the target makes a roll, target may reroll and must take 2nd result. Whether or not they reroll, target’s next 2 rolls must be rolled twice, and the lower result taken)

Borrow Fortune

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Target (CR 2)


 

Small red beams of light come from all directions.

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

Trigger location; Reset none

Effect

Each round, the beams move. Target (Each round target is in area, they must make a DC 16 Reflex Save or be struck by a light beam. If struck, those attacking the target with ranged weapons have their range extended by 10 ft, and also get a +1 insight bonus to the attack roll. The effect lasts for 2 rounds., where they can be struck by another beam if still in the area)

Bomber’s Eye

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This Bark Has Bite (CR 4)


 

A gate opens up to a small forest path, tightly lines by trees.

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

Trigger touch; Reset 1 day

Effect

If the gate is opened, the trap is set off. This Bark Has Bite (The trees bark becomes enchanted. A target walking on the path must make a DC 19 Acrobatics check every time they move or take 2 bleed damage. Those not on the path moving through the area automatically take the damage)

Bloody Claws

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Puddle (CR 3)


 

A puddle seeps out from under the door.

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

Trigger touch; Reset none

Effect

If the door is opened, the puddle grows to 15 feet in diameter. If any of the liquid gets on the target, opponents in the dungeon get +8 to Perception checks to detect the target, as the liquid smells, and the target gets a -4 penalty on any saving throws that result in the sickened or nauseated condition. The effect wears off after 8 hours. Every 2 hours, the penalty decreases by one, and the opponents’ bonus decreases by 2.

Bloodhound

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Interrogator’s Chair (CR 3)


 

Two plush chairs sit in front of this official’s desk as he faces you, sitting in his own leather chair.

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

Trigger location; Reset auto

Effect

They chairs both have tiny spikes in them which draw a very small amount of blood. If inspected, it will appear that the target sat on a small thumbtack. Interrogator’s Chair (DC 18 Will Save or the answers to the following questions appear on a scroll in front of the official: Who are you? (name), What are you? (gender, race, profession, etc), Alignment, and Why are you here? (Short sentence describing the actual reason the target is here. This gives the interrogator a +2 insight bonus into any sense motive or diplomacy check)

Blood Biography

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Slippery When Wet


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

This lair seems to host exclusively lizard-like creatures.

All creatures that enter the lair are transformed (Fort Save negates) in a way that makes their skin slippery and clammy. While this imparts Fast Healing 5, fire resistance 20, and a +2 competence bonus to CMD, it also causes armor and equipment to not fit correctly. Any armor, shields or other held equipment is treated as if it had the broken condition for purposes of effectiveness. The equipment itself is not actually broken. However, if the equipment is broken, it becomes unusable while in the transformed state.

Blessing of the Salamander

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Action Man (CR 5)


 

Two warrior statues stand guard on each side of the doorway. Their stone eyes seem to follow you.

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

Trigger proximity; Reset none

Effect

The first target through the doorway activates the trap. Action Man (DC 21 Will save, or whenever target is attacked successfully with a melee attack, the attacker is granted a bonus it may use for the next 7 rounds. The attacker may increase it’s speed by 30ft, stand up as a swift action and not provoke AOO, make an extra attack as part of a full attack action using highest BAB, gain +2 bonus to attack rolls and a +2 dodge bonus to AC and Reflex saves, or cast a single spell of 2nd level or lower as it it were enlarged, extended, silent or still. The bonus can change from round to round. The effect on the original target lasts for 7 rounds from the start of combat, although granted bonuses to attackers can extend beyond the expiration of the effect on the original target)

Blessing of Fervor

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Fountain of Courage and Life (CR 3)


 

 A fountain spews forth a golden liquid. A sign in front says “Make an offering and dip your weapon; blessing you shall receive”.

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

Trigger touch; Reset auto

Effect

If the target dips a weapon in the liquid, if will glow faintly blue and they will get a +1 enhancement bonus to their weapon for 4 minutes, if they donate at least 200gp (or equivalent value). If they dip and do not donate, the weapon will still glow. However, it will not have an enhancement bonus. Rather, the next target struck by the weapon will gain a +2 morale bonus on fear and death saves. Furthermore, the moment the target reaches 0 HP, the effect will end, but they will be automatically healed for 1d8+4 hp. This particular effect lasts until discharged.

Blessing of Courage and Life

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

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