Posts Tagged With: Pathfinder

High Five (CR 4)


 

A statue of a cleric stands guard by the door. As you approach, he raises his arm, palm towards you.

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

Trigger proximity; Reset auto

Effect

When the palm is out, the target must give the statue a high five as they pass, or be blasted by light. High Five (+6 ranged touch for 2d8 damage)

Searing Light

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

Say What? (CR 4)


 

The party enters a large, quiet library.

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

Trigger proximity; Reset none

Effect

If any of the targets speak or make noise, a loud shushing sound comes from above. Say What (DC 19 Will Save or targets’ voices are changed to muted, unintelligible whispers for 5 hours. This prevents any spellcasting with a vocal component, including command word activated magic items.); multiple targets (up to 5 targets in library)

Sculpt Sound

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

Don’t Look (CR 8)


 

A velvet cloth covers something on the polished walnut table.

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

Trigger touch; Reset none

Effect

Under the cloth is a crystal ball that is used for observing the owner’s pet basilisk. Anyone removing the cloth meets the gaze of the basilisk, and must make as DC 15 Fortitude Save or be turned to stone.

Scrying

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

Screen Door (CR 9)


 

A glass door opens up onto a magnificent deck, overlooking a canyon.

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

Trigger proximity; Reset none

Effect

The door is actually a scrying device that looks out onto the deck. The deck itself is weak and crumbling, but through the door looks solid. If the door is opened, it still looks solid, unless a DC 27 Will Save is made. If the deck is stepped on, there is a 50% chance each round that it will collapse, causing anyone on the deck to fall, taking 20d6 damage unless a DC 27 Reflex Save is made.

Screen

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

Stained Glass Windows


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

Several stained glass windows are in this hall. They reflect and refract light in strange ways, such that the source of any light is hit by a blinding ray every round, doing 4d6 damage.

Scorching Ray

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

Impressionist Painting (CR 9)


 

Up ahead, a very colorful picture dominates the wall.

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

Trigger proximity; Reset none

Effect

When the target gets close enough, the colors begin to swirl. Painting (16 HD of creatures are affected by the lights, starting with lowest HD creatures first. 6 or lessUnconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12Stunned for 1d4 rounds, then confused for an additional 1d4 rounds.13 or more: Confused for 1d4 rounds. Sightless creatures are not affected by scintillating pattern.); multiple targets (16 HD of creatures within 20′)

Scintillating Pattern

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

Fun Mirrors (CR 3)


 

A set of mirrors has been placed at the end of the hall.

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

Trigger proximity; Reset none

Effect

The target’s reflection is distorted and frightens the target. Mirror (DC 18 Will Save or targets less than 6HD become frightened for 3 rounds. A successful save causes target to become shaken for 1 round); multiple targets (all targets within 30′ of mirrors)

Scare

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

There is Noooo Sanctuary (CR 2)


 

This small house is well tended.

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

Trigger proximity; Reset none

Effect

Any target that enters the house has a small curse placed on them. For the next hour, any beneficial spell cast on the target will only work if the caster makes a DC 16 Will Save. If they fail, the result is as if the spell failed due to SR.

Sanctuary

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

Midas Rust (CR 5)


 

A small metal chest of gold is tucked away under a floorboard.

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

Trigger touch; Reset none

Effect

Touching the gold/chest causes the target to turn any non-magical metal to rust. Midas Rust (DC 21 Fortitude Save or for the next hour, any metal non-magical object touched by the target disintegrates into rust)

Rusting Grasp

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

End of My Rope (CR 3)


 

A knotted rope leads up and through a hole in the ceiling.

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

Trigger proximity; Reset none

Effect

The ceiling is 40′ high. The rope is attached to an extra-dimensional space 20′ above the roof. Two rounds after a target has started to climb the rope (DC 15 Climb Check) the spell holding the rope in place expires, causing rope and climber to fall.

Rope Trick

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

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