Gold Fountain (CR 6)


 

Streams of molten gold run down a large fountain, collecting in pools. The sound is almost musical.

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

Trigger touch; Reset none

Effect

If any part of the fountain is disturbed, it collapses, and the music stops. Gold Fountain (Target is stunned for 1 round, on a DC 22 Fortitude Save, target is staggered instead. Then the gold runs everywhere, doing 4d6 damage, or half on a DC 22 Reflex Save.) multiple targets (all targets within 30 ft.)

Stunning Finale

 

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

Trip Pit (CR 2)


 

A deep pit is in the middle of the room.

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

Trigger proximity; Reset none

Effect

The pit is 30 feet deep and spiked. A chest is at the bottom as well. Trip Pit (DC 16 Reflex Save or fall into pit as an extra dimensional hole suddenly appears in the square the target is in, taking 3d6 damage + 1d6 piercing damage. On a successful save, target still stumbles, taking a -1 penalty to all rolls and checks for 1 round. Target must be within 5′ of pit to activate trap.)

Stumble Gap

 

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

Natural Selection


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

The entrance to this temple is flanked by oversized statues of natural predators.

Once inside, all enemies with natural attacks do damage as if they were 2 sizes larger. This doesn’t change any of the other stats, only damage.

Strong Jaw

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Deadbolt Lock (CR 9)


 

A stout wooden door appears locked from the other sided. Slight charring can be seen in places.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

The door is locked with a sturdy deadbolt from the other side. (DC 33 Disable Device to open) Deadbolt Lock (Once the lock is slid open, lightning bolts spill forth from the door, doing 16d8 points of electricity damage and and stunning the target for 1 round. A DC 27 Fortitude save halves the damage and negates the stun.); multiple targets (all targets within 30′ of door)

Stormbolts

 

Categories: CR9, Pathfinder | Tags: | Leave a comment

Boxing Statues (CR 2)


 

Statues line each side of the narrow corridor.

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

Trigger proximity; Reset auto

Effect

Each status throws a punch at anyone who walks by. Boxing Statues (+4 melee for 1d6 bludgeoning damage. Each statue will attack no more than once per round, and will strike at the first target within range.); multiple targets (each target within 5′ of a statue)

Stone Fist

 

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

Overstuffed Closet (CR 3)


 

Stout wooden doors are on this armoire.

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

Trigger touch; Reset none

Effect

The armoire appears empty if opened. Then pebbles rain out from the armoire. Overstuffed Armoire (2d6 bludgeoning damage and entire area is considered difficult terrain for 3 rounds); multiple targets (all targets within 40′ of armoire)

Stone Call

 

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

Do You Really Want to Hurt Me (CR 5)


 

The door is carved with a single monk, gesturing with open arms.

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

Trigger touch; Reset none

Effect

When the door opens, the monk closes his arms. Do You Really Want to Hurt Me (DC 21 Will Save, or the next time the target makes an attack, the target is unable to make it, and the action is wasted. On a successful save, the target may attack, but is at a -5 penalty. Whether or not the save was successful, for the next 6 rounds, the target takes a -2 penalty to attacks)

Stay the Hand

 

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

Healing Spite (CR 5)


 

The door is carved with the visage of a with who is mocking you.

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

Trigger touch; Reset none

Effect

When the door opens, the witch laughs. Healing Spite (DC 21 Will Save or targets gains a small tattoo. The next time the target is healed by an ally, the tattoo activates, and casts Pain Strike at CL 7 onto the healer. The Fortitude save for the pain strike is DC 21)

Spite

 

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

Gruumsh Door (CR 5)


 

Several orc statues flank the door, which has a carving of Gruumsh in it.

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

Trigger touch; Reset none

Effect

When the door opens, one of the statues animates. Gruumsh Door (statue attacks one target per round, +8 melee for 1d10+2 force damage. The statue cannot be damaged, but can be affected by dispel magicdisintegratesphere of annihilation, or a rod of cancellationThe CL is 7. For targets with SR, the statues must make a caster level check against the SR or be dispelled. Once the SR fails though, that attack and all subsequent attacks bypass SR.)

Spiritual Ally

 

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

This Place is the Pits


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

Any time a character does not take a move action, a 20′ deep spiked pit opens up underneath them. They must make a Reflex save or fall in and take damage.

Spiked Pit

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Blog at WordPress.com.