Posts Tagged With: Pathfinder

Endless Torture Chamber (CR 6)


 

Implements of torture are everywhere. A poor, tortured soul is shackled to the wall.

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

Trigger location; Reset 1 day

Effect

If the tortured person on the wall is interacted with at all – spoken to, touched or an attempt is made to free him, the trap activates. Endless Torture Chamber (DC 22 Will Save or target, for the next 9 rounds, target takes half of the damage that the tortured person takes. Due to the torture, the tortured person takes 2d6 damage per round, but the shackles heal him each round. If he is removed from the shackles, with a dispel magic or similar vs. CL 9, the target will have 32 HP, and will die. Only a wish can undo the perpetual damage being done to the tortured person)

Unwilling Shield

 

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

More Potion Potion


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

Alchemy equipment is everywhere, and the very air smells like an alchemical explosion. Anytime a potion is consumed, it instead turns into a random potion of 3rd level or lower.

Universal Formula

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Oh, The Droids (CR 5)


 

A sign outside the tavern says “Outsiders not welcome”.

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

Trigger location; Reset auto

Effect

Any eidolon that crosses the threshold into the bar, or is summoned into the bar is affected. On, The Droids (Target eidolon must make DC 21 Will Save or is teleported 680 feet away in a random direction. For 1d4 rounds, the eidolon suffers no hit point loss due to distance; after that hit point loss and possible sending back to home plane is as normal. Also, during the 1d4 rounds, the life bond ability does not function)

Unfetter

 

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

Upon Reflection (CR 7)


 

A shiny, ornate mirror dominates one wall.

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

Trigger proximity; Reset none

Effect

The mirror is strangely compelling, as the reflections seem to really flatter the target. Upon Reflection (DC 24 Will Save or target splits into 2 bodies. One body remains where it is, and is unoccupied. The other body inhabits a small, overlay plane that resides inside the mirror. The real body acts as if it were dazed, although it can make a single move action per round, but cannot do anything else, including speaking or threatening. The body inside the mirror has full actions. Each body has the full stats of the target. If one of the bodies is killed, it turns to dust. If it’s the body that’s inhabited, the target switches to the other body, and is stunned for 1 round. While inside the mirror, the target can see, but not hear, everything happening through the mirror. However, the body cannot escape, unless it uses something like plane shift, dimension door, teleport or a similar spell. Breaking the mirror severs the link, and the target will reside permanently in the current body it occupies.)

Twin Form

 

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

Backstabbed (CR 4)


 

A jeweled dagger sits in a display case.

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

Trigger touch; Reset auto

Effect

The knife is worth 500gp. Backstabbed (Until the knife is returned, whenever the target enters combat, the knife appears behind the target. For 5 rounds, when that target’s turn comes up, before they take any actions, the knife attacks the target with a +3 melee attack, as a standard dagger for 1d4 + 1d6 precision damage. This can be removed with a remove curse vs. CL 5)

Twilight Knife

 

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

Squirt Gun (CR 10)


 

A ladder leads up to the surface from the sewers

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

Trigger location; Reset none

Effect

The ladder leads up a 40′ tube. When a creature is withing 5′ of the top, a huge wave forms at the bottom, and shoots up the ladder. Squirt Gun (8d6 bludgeoning damage, DC 27 Fortitude Save for half damage, In addition, the wave attacks with a +30 CMB attack. A successful attack knocks the target prone and carries them with the wave. Each round, carried creatures can make a Swim check or CMD check against the CMB check. If it fails, they travel 30 feet straight up, and take 6d6 damage. Otherwise, they escape. At the end of 5 rounds (150 ft) the wave disperses. The targets take appropriate falling damage. Escaped targets take appropriate falling damage from point of escape); multiple targets (all targets in tube, or within 10′ of opening at bottom of tube)

Tsunami

 

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

Mimicry (CR 5)


 

You have entered an eloquent parlor, but an end table has been smashed.

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

Trigger touch; Reset none

Effect

The furnishings are lavish and expensive. The owner did not like just anyone using his parlor, and used to punish servants for touching them. To get even, a departing servant enchanted the room, affecting everyone but the owner. Mimcry (DC 21 Will Save or when any of the furnishings are touched, the target will believe the furnishing is a mimic, and that it is attacking. The furniture does no damage and is easily destroyed, but is likely to incur the wrath of the owner)

True Form

 

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

Treasure Curtain (CR 5)


 

A black curtain hangs in the doorway.

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

Trigger touch; Reset 1 day

Effect

The curtain glows when touched. Treasure Curtain (DC 21 Fortitude Save or up to 1,000 gp of valuables on the target is transferred to the curtain as a 2d representation on the fabric. Due to the faulty nature of the curtain, the 2d representation disappears after 24 hours. Once taken, the treasure cannot be recovered)

Treasure Stitching

 

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

Potion Potion


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

Alchemy equipment is everywhere, and the very air smells like an alchemical explosion. Anytime a potion is consumed, it instead turns into a random poison the affects the target. Type poison, injury; Save Fortitude DC 14; Frequency 1/round for 6 rounds; Effect 1d4 Con damage; Cure 2 consecutive saves

Transmute Potion to Poison

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Lump of Clay (CR 5)


 

A statue by the door is holding a lump of clay.

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

Trigger proximity; Reset none

Effect

The statue begins to shape the clay. Lump of Clay (DC 21 Will Save, or any target capable of summoning an eidolon will be affected. The next time the eidolon is summoned, it will randomly re-allocate its evolution pool); multiple targets (all targets capable of summoning an eidolon)

Transmogrify

 

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

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